mesa: add IsSample bitfield to gl_fragment_program
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_FACE, /* FS only */
239 VARYING_SLOT_PNTC, /* FS only */
240 VARYING_SLOT_VAR0, /* First generic varying slot */
241 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
242 } gl_varying_slot;
243
244
245 /**
246 * Bitflags for varying slots.
247 */
248 /*@{*/
249 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
250 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
251 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
252 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
253 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
254 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
255 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
256 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
257 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
258 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
259 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
260 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
261 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
262 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
263 MAX_TEXTURE_COORD_UNITS)
264 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
265 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
266 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
267 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
268 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
269 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
270 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
271 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
272 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
273 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
274 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
275 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*@}*/
277
278 /**
279 * Bitflags for system values.
280 */
281 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
282 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
283
284 /**
285 * Determine if the given gl_varying_slot appears in the fragment shader.
286 */
287 static inline GLboolean
288 _mesa_varying_slot_in_fs(gl_varying_slot slot)
289 {
290 switch (slot) {
291 case VARYING_SLOT_PSIZ:
292 case VARYING_SLOT_BFC0:
293 case VARYING_SLOT_BFC1:
294 case VARYING_SLOT_EDGE:
295 case VARYING_SLOT_CLIP_VERTEX:
296 case VARYING_SLOT_LAYER:
297 return GL_FALSE;
298 default:
299 return GL_TRUE;
300 }
301 }
302
303
304 /**
305 * Fragment program results
306 */
307 typedef enum
308 {
309 FRAG_RESULT_DEPTH = 0,
310 FRAG_RESULT_STENCIL = 1,
311 /* If a single color should be written to all render targets, this
312 * register is written. No FRAG_RESULT_DATAn will be written.
313 */
314 FRAG_RESULT_COLOR = 2,
315 FRAG_RESULT_SAMPLE_MASK = 3,
316
317 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
318 * or ARB_fragment_program fragment.color[n]) color results. If
319 * any are written, FRAG_RESULT_COLOR will not be written.
320 */
321 FRAG_RESULT_DATA0 = 4,
322 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
323 } gl_frag_result;
324
325
326 /**
327 * Indexes for all renderbuffers
328 */
329 typedef enum
330 {
331 /* the four standard color buffers */
332 BUFFER_FRONT_LEFT,
333 BUFFER_BACK_LEFT,
334 BUFFER_FRONT_RIGHT,
335 BUFFER_BACK_RIGHT,
336 BUFFER_DEPTH,
337 BUFFER_STENCIL,
338 BUFFER_ACCUM,
339 /* optional aux buffer */
340 BUFFER_AUX0,
341 /* generic renderbuffers */
342 BUFFER_COLOR0,
343 BUFFER_COLOR1,
344 BUFFER_COLOR2,
345 BUFFER_COLOR3,
346 BUFFER_COLOR4,
347 BUFFER_COLOR5,
348 BUFFER_COLOR6,
349 BUFFER_COLOR7,
350 BUFFER_COUNT
351 } gl_buffer_index;
352
353 /**
354 * Bit flags for all renderbuffers
355 */
356 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
357 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
358 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
359 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
360 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
361 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
362 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
363 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
364 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
365 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
366 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
367 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
368 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
369 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
370 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
371 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
372 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
373 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
374 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
375
376 /**
377 * Mask of all the color buffer bits (but not accum).
378 */
379 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
380 BUFFER_BIT_BACK_LEFT | \
381 BUFFER_BIT_FRONT_RIGHT | \
382 BUFFER_BIT_BACK_RIGHT | \
383 BUFFER_BIT_AUX0 | \
384 BUFFER_BIT_COLOR0 | \
385 BUFFER_BIT_COLOR1 | \
386 BUFFER_BIT_COLOR2 | \
387 BUFFER_BIT_COLOR3 | \
388 BUFFER_BIT_COLOR4 | \
389 BUFFER_BIT_COLOR5 | \
390 BUFFER_BIT_COLOR6 | \
391 BUFFER_BIT_COLOR7)
392
393
394 /**
395 * Framebuffer configuration (aka visual / pixelformat)
396 * Note: some of these fields should be boolean, but it appears that
397 * code in drivers/dri/common/util.c requires int-sized fields.
398 */
399 struct gl_config
400 {
401 GLboolean rgbMode;
402 GLboolean floatMode;
403 GLboolean colorIndexMode; /* XXX is this used anywhere? */
404 GLuint doubleBufferMode;
405 GLuint stereoMode;
406
407 GLboolean haveAccumBuffer;
408 GLboolean haveDepthBuffer;
409 GLboolean haveStencilBuffer;
410
411 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
412 GLuint redMask, greenMask, blueMask, alphaMask;
413 GLint rgbBits; /* total bits for rgb */
414 GLint indexBits; /* total bits for colorindex */
415
416 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
417 GLint depthBits;
418 GLint stencilBits;
419
420 GLint numAuxBuffers;
421
422 GLint level;
423
424 /* EXT_visual_rating / GLX 1.2 */
425 GLint visualRating;
426
427 /* EXT_visual_info / GLX 1.2 */
428 GLint transparentPixel;
429 /* colors are floats scaled to ints */
430 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
431 GLint transparentIndex;
432
433 /* ARB_multisample / SGIS_multisample */
434 GLint sampleBuffers;
435 GLint samples;
436
437 /* SGIX_pbuffer / GLX 1.3 */
438 GLint maxPbufferWidth;
439 GLint maxPbufferHeight;
440 GLint maxPbufferPixels;
441 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
442 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
443
444 /* OML_swap_method */
445 GLint swapMethod;
446
447 /* EXT_texture_from_pixmap */
448 GLint bindToTextureRgb;
449 GLint bindToTextureRgba;
450 GLint bindToMipmapTexture;
451 GLint bindToTextureTargets;
452 GLint yInverted;
453
454 /* EXT_framebuffer_sRGB */
455 GLint sRGBCapable;
456 };
457
458
459 /**
460 * \name Bit flags used for updating material values.
461 */
462 /*@{*/
463 #define MAT_ATTRIB_FRONT_AMBIENT 0
464 #define MAT_ATTRIB_BACK_AMBIENT 1
465 #define MAT_ATTRIB_FRONT_DIFFUSE 2
466 #define MAT_ATTRIB_BACK_DIFFUSE 3
467 #define MAT_ATTRIB_FRONT_SPECULAR 4
468 #define MAT_ATTRIB_BACK_SPECULAR 5
469 #define MAT_ATTRIB_FRONT_EMISSION 6
470 #define MAT_ATTRIB_BACK_EMISSION 7
471 #define MAT_ATTRIB_FRONT_SHININESS 8
472 #define MAT_ATTRIB_BACK_SHININESS 9
473 #define MAT_ATTRIB_FRONT_INDEXES 10
474 #define MAT_ATTRIB_BACK_INDEXES 11
475 #define MAT_ATTRIB_MAX 12
476
477 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
478 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
479 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
480 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
481 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
482 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
483
484 #define MAT_INDEX_AMBIENT 0
485 #define MAT_INDEX_DIFFUSE 1
486 #define MAT_INDEX_SPECULAR 2
487
488 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
489 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
490 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
491 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
492 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
493 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
494 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
495 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
496 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
497 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
498 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
499 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
500
501
502 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
503 MAT_BIT_FRONT_AMBIENT | \
504 MAT_BIT_FRONT_DIFFUSE | \
505 MAT_BIT_FRONT_SPECULAR | \
506 MAT_BIT_FRONT_SHININESS | \
507 MAT_BIT_FRONT_INDEXES)
508
509 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
510 MAT_BIT_BACK_AMBIENT | \
511 MAT_BIT_BACK_DIFFUSE | \
512 MAT_BIT_BACK_SPECULAR | \
513 MAT_BIT_BACK_SHININESS | \
514 MAT_BIT_BACK_INDEXES)
515
516 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
517 /*@}*/
518
519
520 /**
521 * Material state.
522 */
523 struct gl_material
524 {
525 GLfloat Attrib[MAT_ATTRIB_MAX][4];
526 };
527
528
529 /**
530 * Light state flags.
531 */
532 /*@{*/
533 #define LIGHT_SPOT 0x1
534 #define LIGHT_LOCAL_VIEWER 0x2
535 #define LIGHT_POSITIONAL 0x4
536 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
537 /*@}*/
538
539
540 /**
541 * Light source state.
542 */
543 struct gl_light
544 {
545 struct gl_light *next; /**< double linked list with sentinel */
546 struct gl_light *prev;
547
548 GLfloat Ambient[4]; /**< ambient color */
549 GLfloat Diffuse[4]; /**< diffuse color */
550 GLfloat Specular[4]; /**< specular color */
551 GLfloat EyePosition[4]; /**< position in eye coordinates */
552 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
553 GLfloat SpotExponent;
554 GLfloat SpotCutoff; /**< in degrees */
555 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
556 GLfloat ConstantAttenuation;
557 GLfloat LinearAttenuation;
558 GLfloat QuadraticAttenuation;
559 GLboolean Enabled; /**< On/off flag */
560
561 /**
562 * \name Derived fields
563 */
564 /*@{*/
565 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
566
567 GLfloat _Position[4]; /**< position in eye/obj coordinates */
568 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
569 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
570 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
571 GLfloat _VP_inf_spot_attenuation;
572
573 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
574 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
575 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
576 /*@}*/
577 };
578
579
580 /**
581 * Light model state.
582 */
583 struct gl_lightmodel
584 {
585 GLfloat Ambient[4]; /**< ambient color */
586 GLboolean LocalViewer; /**< Local (or infinite) view point? */
587 GLboolean TwoSide; /**< Two (or one) sided lighting? */
588 GLenum ColorControl; /**< either GL_SINGLE_COLOR
589 * or GL_SEPARATE_SPECULAR_COLOR */
590 };
591
592
593 /**
594 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
595 */
596 struct gl_accum_attrib
597 {
598 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
599 };
600
601
602 /**
603 * Used for storing clear color, texture border color, etc.
604 * The float values are typically unclamped.
605 */
606 union gl_color_union
607 {
608 GLfloat f[4];
609 GLint i[4];
610 GLuint ui[4];
611 };
612
613
614 /**
615 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
616 */
617 struct gl_colorbuffer_attrib
618 {
619 GLuint ClearIndex; /**< Index for glClear */
620 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
621 GLuint IndexMask; /**< Color index write mask */
622 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
623
624 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
625
626 /**
627 * \name alpha testing
628 */
629 /*@{*/
630 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
631 GLenum AlphaFunc; /**< Alpha test function */
632 GLfloat AlphaRefUnclamped;
633 GLclampf AlphaRef; /**< Alpha reference value */
634 /*@}*/
635
636 /**
637 * \name Blending
638 */
639 /*@{*/
640 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
641
642 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
643 * control, only on the fixed-pointness of the render target.
644 * The query does however depend on fragment color clamping.
645 */
646 GLfloat BlendColorUnclamped[4]; /**< Blending color */
647 GLfloat BlendColor[4]; /**< Blending color */
648
649 struct
650 {
651 GLenum SrcRGB; /**< RGB blend source term */
652 GLenum DstRGB; /**< RGB blend dest term */
653 GLenum SrcA; /**< Alpha blend source term */
654 GLenum DstA; /**< Alpha blend dest term */
655 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
656 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
657 /**
658 * Set if any blend factor uses SRC1. Computed at the time blend factors
659 * get set.
660 */
661 GLboolean _UsesDualSrc;
662 } Blend[MAX_DRAW_BUFFERS];
663 /** Are the blend func terms currently different for each buffer/target? */
664 GLboolean _BlendFuncPerBuffer;
665 /** Are the blend equations currently different for each buffer/target? */
666 GLboolean _BlendEquationPerBuffer;
667 /*@}*/
668
669 /**
670 * \name Logic op
671 */
672 /*@{*/
673 GLenum LogicOp; /**< Logic operator */
674 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
675 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
676 /*@}*/
677
678 GLboolean DitherFlag; /**< Dither enable flag */
679
680 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
681 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
682 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
683
684 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
685 };
686
687
688 /**
689 * Current attribute group (GL_CURRENT_BIT).
690 */
691 struct gl_current_attrib
692 {
693 /**
694 * \name Current vertex attributes.
695 * \note Values are valid only after FLUSH_VERTICES has been called.
696 * \note Index and Edgeflag current values are stored as floats in the
697 * SIX and SEVEN attribute slots.
698 */
699 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
700
701 /**
702 * \name Current raster position attributes (always valid).
703 * \note This set of attributes is very similar to the SWvertex struct.
704 */
705 /*@{*/
706 GLfloat RasterPos[4];
707 GLfloat RasterDistance;
708 GLfloat RasterColor[4];
709 GLfloat RasterSecondaryColor[4];
710 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
711 GLboolean RasterPosValid;
712 /*@}*/
713 };
714
715
716 /**
717 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
718 */
719 struct gl_depthbuffer_attrib
720 {
721 GLenum Func; /**< Function for depth buffer compare */
722 GLclampd Clear; /**< Value to clear depth buffer to */
723 GLboolean Test; /**< Depth buffering enabled flag */
724 GLboolean Mask; /**< Depth buffer writable? */
725 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
726 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
727 };
728
729
730 /**
731 * Evaluator attribute group (GL_EVAL_BIT).
732 */
733 struct gl_eval_attrib
734 {
735 /**
736 * \name Enable bits
737 */
738 /*@{*/
739 GLboolean Map1Color4;
740 GLboolean Map1Index;
741 GLboolean Map1Normal;
742 GLboolean Map1TextureCoord1;
743 GLboolean Map1TextureCoord2;
744 GLboolean Map1TextureCoord3;
745 GLboolean Map1TextureCoord4;
746 GLboolean Map1Vertex3;
747 GLboolean Map1Vertex4;
748 GLboolean Map2Color4;
749 GLboolean Map2Index;
750 GLboolean Map2Normal;
751 GLboolean Map2TextureCoord1;
752 GLboolean Map2TextureCoord2;
753 GLboolean Map2TextureCoord3;
754 GLboolean Map2TextureCoord4;
755 GLboolean Map2Vertex3;
756 GLboolean Map2Vertex4;
757 GLboolean AutoNormal;
758 /*@}*/
759
760 /**
761 * \name Map Grid endpoints and divisions and calculated du values
762 */
763 /*@{*/
764 GLint MapGrid1un;
765 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
766 GLint MapGrid2un, MapGrid2vn;
767 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
768 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
769 /*@}*/
770 };
771
772
773 /**
774 * Fog attribute group (GL_FOG_BIT).
775 */
776 struct gl_fog_attrib
777 {
778 GLboolean Enabled; /**< Fog enabled flag */
779 GLfloat ColorUnclamped[4]; /**< Fog color */
780 GLfloat Color[4]; /**< Fog color */
781 GLfloat Density; /**< Density >= 0.0 */
782 GLfloat Start; /**< Start distance in eye coords */
783 GLfloat End; /**< End distance in eye coords */
784 GLfloat Index; /**< Fog index */
785 GLenum Mode; /**< Fog mode */
786 GLboolean ColorSumEnabled;
787 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
788 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
789 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
790 };
791
792
793 /**
794 * Hint attribute group (GL_HINT_BIT).
795 *
796 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
797 */
798 struct gl_hint_attrib
799 {
800 GLenum PerspectiveCorrection;
801 GLenum PointSmooth;
802 GLenum LineSmooth;
803 GLenum PolygonSmooth;
804 GLenum Fog;
805 GLenum TextureCompression; /**< GL_ARB_texture_compression */
806 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
807 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
808 };
809
810
811 /**
812 * Lighting attribute group (GL_LIGHT_BIT).
813 */
814 struct gl_light_attrib
815 {
816 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
817 struct gl_lightmodel Model; /**< Lighting model */
818
819 /**
820 * Front and back material values.
821 * Note: must call FLUSH_VERTICES() before using.
822 */
823 struct gl_material Material;
824
825 GLboolean Enabled; /**< Lighting enabled flag */
826 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
827 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
828 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
829 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
830 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
831 GLboolean ColorMaterialEnabled;
832 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
833 GLboolean _ClampVertexColor;
834
835 struct gl_light EnabledList; /**< List sentinel */
836
837 /**
838 * Derived state for optimizations:
839 */
840 /*@{*/
841 GLboolean _NeedEyeCoords;
842 GLboolean _NeedVertices; /**< Use fast shader? */
843 GLfloat _BaseColor[2][3];
844 /*@}*/
845 };
846
847
848 /**
849 * Line attribute group (GL_LINE_BIT).
850 */
851 struct gl_line_attrib
852 {
853 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
854 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
855 GLushort StipplePattern; /**< Stipple pattern */
856 GLint StippleFactor; /**< Stipple repeat factor */
857 GLfloat Width; /**< Line width */
858 };
859
860
861 /**
862 * Display list attribute group (GL_LIST_BIT).
863 */
864 struct gl_list_attrib
865 {
866 GLuint ListBase;
867 };
868
869
870 /**
871 * Multisample attribute group (GL_MULTISAMPLE_BIT).
872 */
873 struct gl_multisample_attrib
874 {
875 GLboolean Enabled;
876 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
877 GLboolean SampleAlphaToCoverage;
878 GLboolean SampleAlphaToOne;
879 GLboolean SampleCoverage;
880 GLfloat SampleCoverageValue;
881 GLboolean SampleCoverageInvert;
882 GLboolean SampleShading;
883 GLfloat MinSampleShadingValue;
884
885 /* ARB_texture_multisample / GL3.2 additions */
886 GLboolean SampleMask;
887 /** The GL spec defines this as an array but >32x MSAA is madness */
888 GLbitfield SampleMaskValue;
889 };
890
891
892 /**
893 * A pixelmap (see glPixelMap)
894 */
895 struct gl_pixelmap
896 {
897 GLint Size;
898 GLfloat Map[MAX_PIXEL_MAP_TABLE];
899 };
900
901
902 /**
903 * Collection of all pixelmaps
904 */
905 struct gl_pixelmaps
906 {
907 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
908 struct gl_pixelmap GtoG;
909 struct gl_pixelmap BtoB;
910 struct gl_pixelmap AtoA;
911 struct gl_pixelmap ItoR;
912 struct gl_pixelmap ItoG;
913 struct gl_pixelmap ItoB;
914 struct gl_pixelmap ItoA;
915 struct gl_pixelmap ItoI;
916 struct gl_pixelmap StoS;
917 };
918
919
920 /**
921 * Pixel attribute group (GL_PIXEL_MODE_BIT).
922 */
923 struct gl_pixel_attrib
924 {
925 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
926
927 /*--- Begin Pixel Transfer State ---*/
928 /* Fields are in the order in which they're applied... */
929
930 /** Scale & Bias (index shift, offset) */
931 /*@{*/
932 GLfloat RedBias, RedScale;
933 GLfloat GreenBias, GreenScale;
934 GLfloat BlueBias, BlueScale;
935 GLfloat AlphaBias, AlphaScale;
936 GLfloat DepthBias, DepthScale;
937 GLint IndexShift, IndexOffset;
938 /*@}*/
939
940 /* Pixel Maps */
941 /* Note: actual pixel maps are not part of this attrib group */
942 GLboolean MapColorFlag;
943 GLboolean MapStencilFlag;
944
945 /*--- End Pixel Transfer State ---*/
946
947 /** glPixelZoom */
948 GLfloat ZoomX, ZoomY;
949 };
950
951
952 /**
953 * Point attribute group (GL_POINT_BIT).
954 */
955 struct gl_point_attrib
956 {
957 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
958 GLfloat Size; /**< User-specified point size */
959 GLfloat Params[3]; /**< GL_EXT_point_parameters */
960 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
961 GLfloat Threshold; /**< GL_EXT_point_parameters */
962 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
963 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
964 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
965 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
966 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
967 };
968
969
970 /**
971 * Polygon attribute group (GL_POLYGON_BIT).
972 */
973 struct gl_polygon_attrib
974 {
975 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
976 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
977 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
978 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
979 GLboolean CullFlag; /**< Culling on/off flag */
980 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
981 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
982 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
983 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
984 GLfloat OffsetUnits; /**< Polygon offset units, from user */
985 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
986 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
987 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
988 };
989
990
991 /**
992 * Scissor attributes (GL_SCISSOR_BIT).
993 */
994 struct gl_scissor_attrib
995 {
996 GLboolean Enabled; /**< Scissor test enabled? */
997 GLint X, Y; /**< Lower left corner of box */
998 GLsizei Width, Height; /**< Size of box */
999 };
1000
1001
1002 /**
1003 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1004 *
1005 * Three sets of stencil data are tracked so that OpenGL 2.0,
1006 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1007 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1008 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1009 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1010 * GL_EXT_stencil_two_side GL_BACK state.
1011 *
1012 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1013 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1014 *
1015 * The derived value \c _TestTwoSide is set when the front-face and back-face
1016 * stencil state are different.
1017 */
1018 struct gl_stencil_attrib
1019 {
1020 GLboolean Enabled; /**< Enabled flag */
1021 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1022 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1023 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1024 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1025 GLboolean _TestTwoSide;
1026 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1027 GLenum Function[3]; /**< Stencil function */
1028 GLenum FailFunc[3]; /**< Fail function */
1029 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1030 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1031 GLint Ref[3]; /**< Reference value */
1032 GLuint ValueMask[3]; /**< Value mask */
1033 GLuint WriteMask[3]; /**< Write mask */
1034 GLuint Clear; /**< Clear value */
1035 };
1036
1037
1038 /**
1039 * An index for each type of texture object. These correspond to the GL
1040 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1041 * Note: the order is from highest priority to lowest priority.
1042 */
1043 typedef enum
1044 {
1045 TEXTURE_2D_MULTISAMPLE_INDEX,
1046 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1047 TEXTURE_CUBE_ARRAY_INDEX,
1048 TEXTURE_BUFFER_INDEX,
1049 TEXTURE_2D_ARRAY_INDEX,
1050 TEXTURE_1D_ARRAY_INDEX,
1051 TEXTURE_EXTERNAL_INDEX,
1052 TEXTURE_CUBE_INDEX,
1053 TEXTURE_3D_INDEX,
1054 TEXTURE_RECT_INDEX,
1055 TEXTURE_2D_INDEX,
1056 TEXTURE_1D_INDEX,
1057 NUM_TEXTURE_TARGETS
1058 } gl_texture_index;
1059
1060
1061 /**
1062 * Bit flags for each type of texture object
1063 * Used for Texture.Unit[]._ReallyEnabled flags.
1064 */
1065 /*@{*/
1066 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1067 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1068 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1069 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1070 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1071 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1072 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1073 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1074 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1075 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1076 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1077 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1078 /*@}*/
1079
1080
1081 /**
1082 * Texture image state. Drivers will typically create a subclass of this
1083 * with extra fields for memory buffers, etc.
1084 */
1085 struct gl_texture_image
1086 {
1087 GLint InternalFormat; /**< Internal format as given by the user */
1088 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1089 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1090 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1091 * GL_DEPTH_STENCIL_EXT only. Used for
1092 * choosing TexEnv arithmetic.
1093 */
1094 gl_format TexFormat; /**< The actual texture memory format */
1095
1096 GLuint Border; /**< 0 or 1 */
1097 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1098 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1099 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1100 GLuint Width2; /**< = Width - 2*Border */
1101 GLuint Height2; /**< = Height - 2*Border */
1102 GLuint Depth2; /**< = Depth - 2*Border */
1103 GLuint WidthLog2; /**< = log2(Width2) */
1104 GLuint HeightLog2; /**< = log2(Height2) */
1105 GLuint DepthLog2; /**< = log2(Depth2) */
1106 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1107 levels, computed from the dimensions */
1108
1109 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1110 GLuint Level; /**< Which mipmap level am I? */
1111 /** Cube map face: index into gl_texture_object::Image[] array */
1112 GLuint Face;
1113
1114 /** GL_ARB_texture_multisample */
1115 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1116 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1117 };
1118
1119
1120 /**
1121 * Indexes for cube map faces.
1122 */
1123 typedef enum
1124 {
1125 FACE_POS_X = 0,
1126 FACE_NEG_X = 1,
1127 FACE_POS_Y = 2,
1128 FACE_NEG_Y = 3,
1129 FACE_POS_Z = 4,
1130 FACE_NEG_Z = 5,
1131 MAX_FACES = 6
1132 } gl_face_index;
1133
1134
1135 /**
1136 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1137 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1138 */
1139 struct gl_sampler_object
1140 {
1141 GLuint Name;
1142 GLint RefCount;
1143 GLchar *Label; /**< GL_KHR_debug */
1144
1145 GLenum WrapS; /**< S-axis texture image wrap mode */
1146 GLenum WrapT; /**< T-axis texture image wrap mode */
1147 GLenum WrapR; /**< R-axis texture image wrap mode */
1148 GLenum MinFilter; /**< minification filter */
1149 GLenum MagFilter; /**< magnification filter */
1150 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1151 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1152 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1153 GLfloat LodBias; /**< OpenGL 1.4 */
1154 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1155 GLenum CompareMode; /**< GL_ARB_shadow */
1156 GLenum CompareFunc; /**< GL_ARB_shadow */
1157 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1158 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1159 };
1160
1161
1162 /**
1163 * Texture object state. Contains the array of mipmap images, border color,
1164 * wrap modes, filter modes, and shadow/texcompare state.
1165 */
1166 struct gl_texture_object
1167 {
1168 _glthread_Mutex Mutex; /**< for thread safety */
1169 GLint RefCount; /**< reference count */
1170 GLuint Name; /**< the user-visible texture object ID */
1171 GLchar *Label; /**< GL_KHR_debug */
1172 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1173
1174 struct gl_sampler_object Sampler;
1175
1176 GLenum DepthMode; /**< GL_ARB_depth_texture */
1177
1178 GLfloat Priority; /**< in [0,1] */
1179 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1180 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1181 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1182 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1183 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1184 GLint CropRect[4]; /**< GL_OES_draw_texture */
1185 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1186 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1187 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1188 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1189 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1190 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1191 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1192 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1193 pressure? */
1194 GLboolean Immutable; /**< GL_ARB_texture_storage */
1195
1196 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1197 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1198
1199 /** GL_ARB_texture_buffer_object */
1200 struct gl_buffer_object *BufferObject;
1201 GLenum BufferObjectFormat;
1202 /** Equivalent Mesa format for BufferObjectFormat. */
1203 gl_format _BufferObjectFormat;
1204 /** GL_ARB_texture_buffer_range */
1205 GLintptr BufferOffset;
1206 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1207
1208 /** GL_OES_EGL_image_external */
1209 GLint RequiredTextureImageUnits;
1210 };
1211
1212
1213 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1214 #define MAX_COMBINER_TERMS 4
1215
1216
1217 /**
1218 * Texture combine environment state.
1219 */
1220 struct gl_tex_env_combine_state
1221 {
1222 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1223 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1224 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1225 GLenum SourceRGB[MAX_COMBINER_TERMS];
1226 GLenum SourceA[MAX_COMBINER_TERMS];
1227 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1228 GLenum OperandRGB[MAX_COMBINER_TERMS];
1229 GLenum OperandA[MAX_COMBINER_TERMS];
1230 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1231 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1232 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1233 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1234 };
1235
1236
1237 /**
1238 * TexGenEnabled flags.
1239 */
1240 /*@{*/
1241 #define S_BIT 1
1242 #define T_BIT 2
1243 #define R_BIT 4
1244 #define Q_BIT 8
1245 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1246 /*@}*/
1247
1248
1249 /**
1250 * Bit flag versions of the corresponding GL_ constants.
1251 */
1252 /*@{*/
1253 #define TEXGEN_SPHERE_MAP 0x1
1254 #define TEXGEN_OBJ_LINEAR 0x2
1255 #define TEXGEN_EYE_LINEAR 0x4
1256 #define TEXGEN_REFLECTION_MAP_NV 0x8
1257 #define TEXGEN_NORMAL_MAP_NV 0x10
1258
1259 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1260 TEXGEN_REFLECTION_MAP_NV | \
1261 TEXGEN_NORMAL_MAP_NV)
1262 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1263 TEXGEN_REFLECTION_MAP_NV | \
1264 TEXGEN_NORMAL_MAP_NV | \
1265 TEXGEN_EYE_LINEAR)
1266 /*@}*/
1267
1268
1269
1270 /** Tex-gen enabled for texture unit? */
1271 #define ENABLE_TEXGEN(unit) (1 << (unit))
1272
1273 /** Non-identity texture matrix for texture unit? */
1274 #define ENABLE_TEXMAT(unit) (1 << (unit))
1275
1276
1277 /**
1278 * Texture coord generation state.
1279 */
1280 struct gl_texgen
1281 {
1282 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1283 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1284 GLfloat ObjectPlane[4];
1285 GLfloat EyePlane[4];
1286 };
1287
1288
1289 /**
1290 * Texture unit state. Contains enable flags, texture environment/function/
1291 * combiners, texgen state, and pointers to current texture objects.
1292 */
1293 struct gl_texture_unit
1294 {
1295 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1296 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1297
1298 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1299 GLclampf EnvColor[4];
1300 GLfloat EnvColorUnclamped[4];
1301
1302 struct gl_texgen GenS;
1303 struct gl_texgen GenT;
1304 struct gl_texgen GenR;
1305 struct gl_texgen GenQ;
1306 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1307 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1308
1309 GLfloat LodBias; /**< for biasing mipmap levels */
1310 GLenum BumpTarget;
1311 GLfloat RotMatrix[4]; /* 2x2 matrix */
1312
1313 /** Current sampler object (GL_ARB_sampler_objects) */
1314 struct gl_sampler_object *Sampler;
1315
1316 /**
1317 * \name GL_EXT_texture_env_combine
1318 */
1319 struct gl_tex_env_combine_state Combine;
1320
1321 /**
1322 * Derived state based on \c EnvMode and the \c BaseFormat of the
1323 * currently enabled texture.
1324 */
1325 struct gl_tex_env_combine_state _EnvMode;
1326
1327 /**
1328 * Currently enabled combiner state. This will point to either
1329 * \c Combine or \c _EnvMode.
1330 */
1331 struct gl_tex_env_combine_state *_CurrentCombine;
1332
1333 /** Current texture object pointers */
1334 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1335
1336 /** Points to highest priority, complete and enabled texture object */
1337 struct gl_texture_object *_Current;
1338 };
1339
1340
1341 /**
1342 * Texture attribute group (GL_TEXTURE_BIT).
1343 */
1344 struct gl_texture_attrib
1345 {
1346 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1347 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1348
1349 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1350
1351 /** GL_ARB_texture_buffer_object */
1352 struct gl_buffer_object *BufferObject;
1353
1354 /** GL_ARB_seamless_cubemap */
1355 GLboolean CubeMapSeamless;
1356
1357 /** Texture units/samplers used by vertex or fragment texturing */
1358 GLbitfield _EnabledUnits;
1359
1360 /** Texture coord units/sets used for fragment texturing */
1361 GLbitfield _EnabledCoordUnits;
1362
1363 /** Texture coord units that have texgen enabled */
1364 GLbitfield _TexGenEnabled;
1365
1366 /** Texture coord units that have non-identity matrices */
1367 GLbitfield _TexMatEnabled;
1368
1369 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1370 GLbitfield _GenFlags;
1371 };
1372
1373
1374 /**
1375 * Data structure representing a single clip plane (e.g. one of the elements
1376 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1377 */
1378 typedef GLfloat gl_clip_plane[4];
1379
1380
1381 /**
1382 * Transformation attribute group (GL_TRANSFORM_BIT).
1383 */
1384 struct gl_transform_attrib
1385 {
1386 GLenum MatrixMode; /**< Matrix mode */
1387 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1388 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1389 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1390 GLboolean Normalize; /**< Normalize all normals? */
1391 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1392 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1393 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1394
1395 GLfloat CullEyePos[4];
1396 GLfloat CullObjPos[4];
1397 };
1398
1399
1400 /**
1401 * Viewport attribute group (GL_VIEWPORT_BIT).
1402 */
1403 struct gl_viewport_attrib
1404 {
1405 GLint X, Y; /**< position */
1406 GLsizei Width, Height; /**< size */
1407 GLfloat Near, Far; /**< Depth buffer range */
1408 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1409 };
1410
1411
1412 /**
1413 * GL_ARB_vertex/pixel_buffer_object buffer object
1414 */
1415 struct gl_buffer_object
1416 {
1417 _glthread_Mutex Mutex;
1418 GLint RefCount;
1419 GLuint Name;
1420 GLchar *Label; /**< GL_KHR_debug */
1421 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1422 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1423 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1424 /** Fields describing a mapped buffer */
1425 /*@{*/
1426 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1427 GLvoid *Pointer; /**< User-space address of mapping */
1428 GLintptr Offset; /**< Mapped offset */
1429 GLsizeiptr Length; /**< Mapped length */
1430 /*@}*/
1431 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1432 GLboolean Written; /**< Ever written to? (for debugging) */
1433 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1434 };
1435
1436
1437 /**
1438 * Client pixel packing/unpacking attributes
1439 */
1440 struct gl_pixelstore_attrib
1441 {
1442 GLint Alignment;
1443 GLint RowLength;
1444 GLint SkipPixels;
1445 GLint SkipRows;
1446 GLint ImageHeight;
1447 GLint SkipImages;
1448 GLboolean SwapBytes;
1449 GLboolean LsbFirst;
1450 GLboolean Invert; /**< GL_MESA_pack_invert */
1451 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1452 };
1453
1454
1455 /**
1456 * Client vertex array attributes
1457 */
1458 struct gl_client_array
1459 {
1460 GLint Size; /**< components per element (1,2,3,4) */
1461 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1462 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1463 GLsizei Stride; /**< user-specified stride */
1464 GLsizei StrideB; /**< actual stride in bytes */
1465 const GLubyte *Ptr; /**< Points to array data */
1466 GLboolean Enabled; /**< Enabled flag is a boolean */
1467 GLboolean Normalized; /**< GL_ARB_vertex_program */
1468 GLboolean Integer; /**< Integer-valued? */
1469 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1470 GLuint _ElementSize; /**< size of each element in bytes */
1471
1472 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1473 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1474 };
1475
1476
1477 /**
1478 * Vertex attribute array as seen by the client.
1479 *
1480 * Contains the size, type, format and normalization flag,
1481 * along with the index of a vertex buffer binding point.
1482 *
1483 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1484 * and is only present for backwards compatibility reasons.
1485 * Rendering always uses VERTEX_BINDING_STRIDE.
1486 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1487 * and VERTEX_BINDING_STRIDE to the same value, while
1488 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1489 */
1490 struct gl_vertex_attrib_array
1491 {
1492 GLint Size; /**< Components per element (1,2,3,4) */
1493 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1494 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1495 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1496 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1497 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1498 GLboolean Enabled; /**< Whether the array is enabled */
1499 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1500 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1501 GLuint _ElementSize; /**< Size of each element in bytes */
1502 GLuint VertexBinding; /**< Vertex buffer binding */
1503 };
1504
1505
1506 /**
1507 * This describes the buffer object used for a vertex array (or
1508 * multiple vertex arrays). If BufferObj points to the default/null
1509 * buffer object, then the vertex array lives in user memory and not a VBO.
1510 */
1511 struct gl_vertex_buffer_binding
1512 {
1513 GLintptr Offset; /**< User-specified offset */
1514 GLsizei Stride; /**< User-specified stride */
1515 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1516 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1517 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1518 };
1519
1520
1521 /**
1522 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1523 * extension, but a nice encapsulation in any case.
1524 */
1525 struct gl_array_object
1526 {
1527 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1528 GLuint Name;
1529 GLchar *Label; /**< GL_KHR_debug */
1530
1531 GLint RefCount;
1532 _glthread_Mutex Mutex;
1533
1534 /**
1535 * Does the VAO use ARB semantics or Apple semantics?
1536 *
1537 * There are several ways in which ARB_vertex_array_object and
1538 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1539 * least,
1540 *
1541 * - ARB VAOs require that all array data be sourced from vertex buffer
1542 * objects, but Apple VAOs do not.
1543 *
1544 * - ARB VAOs require that names come from GenVertexArrays.
1545 *
1546 * This flag notes which behavior governs this VAO.
1547 */
1548 GLboolean ARBsemantics;
1549
1550 /**
1551 * Has this array object been bound?
1552 */
1553 GLboolean EverBound;
1554
1555 /** Derived vertex attribute arrays */
1556 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1557
1558 /** Vertex attribute arrays */
1559 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1560
1561 /** Vertex buffer bindings */
1562 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1563
1564 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1565 GLbitfield64 _Enabled;
1566
1567 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1568 GLbitfield64 NewArrays;
1569
1570 /**
1571 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1572 * we can determine the max legal (in bounds) glDrawElements array index.
1573 */
1574 GLuint _MaxElement;
1575
1576 struct gl_buffer_object *ElementArrayBufferObj;
1577 };
1578
1579
1580 /**
1581 * Vertex array state
1582 */
1583 struct gl_array_attrib
1584 {
1585 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1586 struct gl_array_object *ArrayObj;
1587
1588 /** The default vertex array object */
1589 struct gl_array_object *DefaultArrayObj;
1590
1591 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1592 struct _mesa_HashTable *Objects;
1593
1594 GLint ActiveTexture; /**< Client Active Texture */
1595 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1596 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1597
1598 /**
1599 * \name Primitive restart controls
1600 *
1601 * Primitive restart is enabled if either \c PrimitiveRestart or
1602 * \c PrimitiveRestartFixedIndex is set.
1603 */
1604 /*@{*/
1605 GLboolean PrimitiveRestart;
1606 GLboolean PrimitiveRestartFixedIndex;
1607 GLboolean _PrimitiveRestart;
1608 GLuint RestartIndex;
1609 /*@}*/
1610
1611 /* GL_ARB_vertex_buffer_object */
1612 struct gl_buffer_object *ArrayBufferObj;
1613
1614 /**
1615 * Vertex arrays as consumed by a driver.
1616 * The array pointer is set up only by the VBO module.
1617 */
1618 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1619 };
1620
1621
1622 /**
1623 * Feedback buffer state
1624 */
1625 struct gl_feedback
1626 {
1627 GLenum Type;
1628 GLbitfield _Mask; /**< FB_* bits */
1629 GLfloat *Buffer;
1630 GLuint BufferSize;
1631 GLuint Count;
1632 };
1633
1634
1635 /**
1636 * Selection buffer state
1637 */
1638 struct gl_selection
1639 {
1640 GLuint *Buffer; /**< selection buffer */
1641 GLuint BufferSize; /**< size of the selection buffer */
1642 GLuint BufferCount; /**< number of values in the selection buffer */
1643 GLuint Hits; /**< number of records in the selection buffer */
1644 GLuint NameStackDepth; /**< name stack depth */
1645 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1646 GLboolean HitFlag; /**< hit flag */
1647 GLfloat HitMinZ; /**< minimum hit depth */
1648 GLfloat HitMaxZ; /**< maximum hit depth */
1649 };
1650
1651
1652 /**
1653 * 1-D Evaluator control points
1654 */
1655 struct gl_1d_map
1656 {
1657 GLuint Order; /**< Number of control points */
1658 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1659 GLfloat *Points; /**< Points to contiguous control points */
1660 };
1661
1662
1663 /**
1664 * 2-D Evaluator control points
1665 */
1666 struct gl_2d_map
1667 {
1668 GLuint Uorder; /**< Number of control points in U dimension */
1669 GLuint Vorder; /**< Number of control points in V dimension */
1670 GLfloat u1, u2, du;
1671 GLfloat v1, v2, dv;
1672 GLfloat *Points; /**< Points to contiguous control points */
1673 };
1674
1675
1676 /**
1677 * All evaluator control point state
1678 */
1679 struct gl_evaluators
1680 {
1681 /**
1682 * \name 1-D maps
1683 */
1684 /*@{*/
1685 struct gl_1d_map Map1Vertex3;
1686 struct gl_1d_map Map1Vertex4;
1687 struct gl_1d_map Map1Index;
1688 struct gl_1d_map Map1Color4;
1689 struct gl_1d_map Map1Normal;
1690 struct gl_1d_map Map1Texture1;
1691 struct gl_1d_map Map1Texture2;
1692 struct gl_1d_map Map1Texture3;
1693 struct gl_1d_map Map1Texture4;
1694 /*@}*/
1695
1696 /**
1697 * \name 2-D maps
1698 */
1699 /*@{*/
1700 struct gl_2d_map Map2Vertex3;
1701 struct gl_2d_map Map2Vertex4;
1702 struct gl_2d_map Map2Index;
1703 struct gl_2d_map Map2Color4;
1704 struct gl_2d_map Map2Normal;
1705 struct gl_2d_map Map2Texture1;
1706 struct gl_2d_map Map2Texture2;
1707 struct gl_2d_map Map2Texture3;
1708 struct gl_2d_map Map2Texture4;
1709 /*@}*/
1710 };
1711
1712
1713 struct gl_transform_feedback_varying_info
1714 {
1715 char *Name;
1716 GLenum Type;
1717 GLint Size;
1718 };
1719
1720
1721 /**
1722 * Per-output info vertex shaders for transform feedback.
1723 */
1724 struct gl_transform_feedback_output
1725 {
1726 unsigned OutputRegister;
1727 unsigned OutputBuffer;
1728 unsigned NumComponents;
1729
1730 /** offset (in DWORDs) of this output within the interleaved structure */
1731 unsigned DstOffset;
1732
1733 /**
1734 * Offset into the output register of the data to output. For example,
1735 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1736 * offset is in the y and z components of the output register.
1737 */
1738 unsigned ComponentOffset;
1739 };
1740
1741
1742 /** Post-link transform feedback info. */
1743 struct gl_transform_feedback_info
1744 {
1745 unsigned NumOutputs;
1746
1747 /**
1748 * Number of transform feedback buffers in use by this program.
1749 */
1750 unsigned NumBuffers;
1751
1752 struct gl_transform_feedback_output *Outputs;
1753
1754 /** Transform feedback varyings used for the linking of this shader program.
1755 *
1756 * Use for glGetTransformFeedbackVarying().
1757 */
1758 struct gl_transform_feedback_varying_info *Varyings;
1759 GLint NumVarying;
1760
1761 /**
1762 * Total number of components stored in each buffer. This may be used by
1763 * hardware back-ends to determine the correct stride when interleaving
1764 * multiple transform feedback outputs in the same buffer.
1765 */
1766 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1767 };
1768
1769
1770 /**
1771 * Transform feedback object state
1772 */
1773 struct gl_transform_feedback_object
1774 {
1775 GLuint Name; /**< AKA the object ID */
1776 GLchar *Label; /**< GL_KHR_debug */
1777 GLint RefCount;
1778 GLboolean Active; /**< Is transform feedback enabled? */
1779 GLboolean Paused; /**< Is transform feedback paused? */
1780 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1781 at least once? */
1782 GLboolean EverBound; /**< Has this object been bound? */
1783
1784 /**
1785 * The shader program active when BeginTransformFeedback() was called.
1786 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1787 */
1788 struct gl_shader_program *shader_program;
1789
1790 /**
1791 * GLES: if Active is true, remaining number of primitives which can be
1792 * rendered without overflow. This is necessary to track because GLES
1793 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1794 * glDrawArraysInstanced would overflow transform feedback buffers.
1795 * Undefined if Active is false.
1796 *
1797 * Not tracked for desktop GL since it's unnecessary.
1798 */
1799 unsigned GlesRemainingPrims;
1800
1801 /** The feedback buffers */
1802 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1803 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1804
1805 /** Start of feedback data in dest buffer */
1806 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1807
1808 /**
1809 * Max data to put into dest buffer (in bytes). Computed based on
1810 * RequestedSize and the actual size of the buffer.
1811 */
1812 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1813
1814 /**
1815 * Size that was specified when the buffer was bound. If the buffer was
1816 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1817 * zero.
1818 */
1819 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1820 };
1821
1822
1823 /**
1824 * Context state for transform feedback.
1825 */
1826 struct gl_transform_feedback_state
1827 {
1828 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1829
1830 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1831 struct gl_buffer_object *CurrentBuffer;
1832
1833 /** The table of all transform feedback objects */
1834 struct _mesa_HashTable *Objects;
1835
1836 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1837 struct gl_transform_feedback_object *CurrentObject;
1838
1839 /** The default xform-fb object (Name==0) */
1840 struct gl_transform_feedback_object *DefaultObject;
1841 };
1842
1843
1844 /**
1845 * A "performance monitor" as described in AMD_performance_monitor.
1846 */
1847 struct gl_perf_monitor_object
1848 {
1849 GLuint Name;
1850
1851 /** True if the monitor is currently active (Begin called but not End). */
1852 GLboolean Active;
1853
1854 /**
1855 * True if the monitor has ended.
1856 *
1857 * This is distinct from !Active because it may never have began.
1858 */
1859 GLboolean Ended;
1860
1861 /**
1862 * A list of groups with currently active counters.
1863 *
1864 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1865 */
1866 unsigned *ActiveGroups;
1867
1868 /**
1869 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1870 *
1871 * Checking whether counter 'c' in group 'g' is active can be done via:
1872 *
1873 * BITSET_TEST(ActiveCounters[g], c)
1874 */
1875 GLuint **ActiveCounters;
1876 };
1877
1878
1879 union gl_perf_monitor_counter_value
1880 {
1881 float f;
1882 uint64_t u64;
1883 uint32_t u32;
1884 };
1885
1886
1887 struct gl_perf_monitor_counter
1888 {
1889 /** Human readable name for the counter. */
1890 const char *Name;
1891
1892 /**
1893 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1894 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1895 */
1896 GLenum Type;
1897
1898 /** Minimum counter value. */
1899 union gl_perf_monitor_counter_value Minimum;
1900
1901 /** Maximum counter value. */
1902 union gl_perf_monitor_counter_value Maximum;
1903 };
1904
1905
1906 struct gl_perf_monitor_group
1907 {
1908 /** Human readable name for the group. */
1909 const char *Name;
1910
1911 /**
1912 * Maximum number of counters in this group which can be active at the
1913 * same time.
1914 */
1915 GLuint MaxActiveCounters;
1916
1917 /** Array of counters within this group. */
1918 const struct gl_perf_monitor_counter *Counters;
1919 GLuint NumCounters;
1920 };
1921
1922
1923 /**
1924 * Context state for AMD_performance_monitor.
1925 */
1926 struct gl_perf_monitor_state
1927 {
1928 /** Array of performance monitor groups (indexed by group ID) */
1929 const struct gl_perf_monitor_group *Groups;
1930 GLuint NumGroups;
1931
1932 /** The table of all performance monitors. */
1933 struct _mesa_HashTable *Monitors;
1934 };
1935
1936
1937 /**
1938 * Names of the various vertex/fragment program register files, etc.
1939 *
1940 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1941 * All values should fit in a 4-bit field.
1942 *
1943 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1944 * considered to be "uniform" variables since they can only be set outside
1945 * glBegin/End. They're also all stored in the same Parameters array.
1946 */
1947 typedef enum
1948 {
1949 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1950 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1951 PROGRAM_INPUT, /**< machine->Inputs[] */
1952 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1953 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1954 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1955 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1956 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1957 PROGRAM_ADDRESS, /**< machine->AddressReg */
1958 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1959 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1960 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1961 PROGRAM_FILE_MAX
1962 } gl_register_file;
1963
1964
1965 /**
1966 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1967 * one of these values.
1968 */
1969 typedef enum
1970 {
1971 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1972 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1973 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1974 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
1975 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
1976 SYSTEM_VALUE_MAX /**< Number of values */
1977 } gl_system_value;
1978
1979
1980 /**
1981 * The possible interpolation qualifiers that can be applied to a fragment
1982 * shader input in GLSL.
1983 *
1984 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1985 * gl_fragment_program data structure to 0 causes the default behavior.
1986 */
1987 enum glsl_interp_qualifier
1988 {
1989 INTERP_QUALIFIER_NONE = 0,
1990 INTERP_QUALIFIER_SMOOTH,
1991 INTERP_QUALIFIER_FLAT,
1992 INTERP_QUALIFIER_NOPERSPECTIVE,
1993 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1994 };
1995
1996
1997 /**
1998 * \brief Layout qualifiers for gl_FragDepth.
1999 *
2000 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2001 * a layout qualifier.
2002 *
2003 * \see enum ir_depth_layout
2004 */
2005 enum gl_frag_depth_layout
2006 {
2007 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2008 FRAG_DEPTH_LAYOUT_ANY,
2009 FRAG_DEPTH_LAYOUT_GREATER,
2010 FRAG_DEPTH_LAYOUT_LESS,
2011 FRAG_DEPTH_LAYOUT_UNCHANGED
2012 };
2013
2014
2015 /**
2016 * Base class for any kind of program object
2017 */
2018 struct gl_program
2019 {
2020 GLuint Id;
2021 GLubyte *String; /**< Null-terminated program text */
2022 GLint RefCount;
2023 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2024 GLenum Format; /**< String encoding format */
2025
2026 struct prog_instruction *Instructions;
2027
2028 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2029 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2030 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2031 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2032 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2033 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2034 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2035 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2036
2037 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2038
2039 /**
2040 * For vertex and geometry shaders, true if the program uses the
2041 * gl_ClipDistance output. Ignored for fragment shaders.
2042 */
2043 GLboolean UsesClipDistanceOut;
2044
2045
2046 /** Named parameters, constants, etc. from program text */
2047 struct gl_program_parameter_list *Parameters;
2048
2049 /**
2050 * Local parameters used by the program.
2051 *
2052 * It's dynamically allocated because it is rarely used (just
2053 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2054 * allocated.
2055 */
2056 GLfloat (*LocalParams)[4];
2057
2058 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2059 GLubyte SamplerUnits[MAX_SAMPLERS];
2060
2061 /** Bitmask of which register files are read/written with indirect
2062 * addressing. Mask of (1 << PROGRAM_x) bits.
2063 */
2064 GLbitfield IndirectRegisterFiles;
2065
2066 /** Logical counts */
2067 /*@{*/
2068 GLuint NumInstructions;
2069 GLuint NumTemporaries;
2070 GLuint NumParameters;
2071 GLuint NumAttributes;
2072 GLuint NumAddressRegs;
2073 GLuint NumAluInstructions;
2074 GLuint NumTexInstructions;
2075 GLuint NumTexIndirections;
2076 /*@}*/
2077 /** Native, actual h/w counts */
2078 /*@{*/
2079 GLuint NumNativeInstructions;
2080 GLuint NumNativeTemporaries;
2081 GLuint NumNativeParameters;
2082 GLuint NumNativeAttributes;
2083 GLuint NumNativeAddressRegs;
2084 GLuint NumNativeAluInstructions;
2085 GLuint NumNativeTexInstructions;
2086 GLuint NumNativeTexIndirections;
2087 /*@}*/
2088 };
2089
2090
2091 /** Vertex program object */
2092 struct gl_vertex_program
2093 {
2094 struct gl_program Base; /**< base class */
2095 GLboolean IsPositionInvariant;
2096 };
2097
2098
2099 /** Geometry program object */
2100 struct gl_geometry_program
2101 {
2102 struct gl_program Base; /**< base class */
2103
2104 GLint VerticesIn;
2105 GLint VerticesOut;
2106 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2107 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2108 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2109 GLboolean UsesEndPrimitive;
2110 };
2111
2112
2113 /** Fragment program object */
2114 struct gl_fragment_program
2115 {
2116 struct gl_program Base; /**< base class */
2117 GLboolean UsesKill; /**< shader uses KIL instruction */
2118 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2119 GLboolean OriginUpperLeft;
2120 GLboolean PixelCenterInteger;
2121 enum gl_frag_depth_layout FragDepthLayout;
2122
2123 /**
2124 * GLSL interpolation qualifier associated with each fragment shader input.
2125 * For inputs that do not have an interpolation qualifier specified in
2126 * GLSL, the value is INTERP_QUALIFIER_NONE.
2127 */
2128 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2129
2130 /**
2131 * Bitfield indicating, for each fragment shader input, 1 if that input
2132 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2133 */
2134 GLbitfield64 IsCentroid;
2135
2136 /**
2137 * Bitfield indicating, for each fragment shader input, 1 if that input
2138 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2139 */
2140 GLbitfield64 IsSample;
2141 };
2142
2143
2144 /**
2145 * State common to vertex and fragment programs.
2146 */
2147 struct gl_program_state
2148 {
2149 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2150 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2151 };
2152
2153
2154 /**
2155 * Context state for vertex programs.
2156 */
2157 struct gl_vertex_program_state
2158 {
2159 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2160 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2161 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2162 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2163 /** Computed two sided lighting for fixed function/programs. */
2164 GLboolean _TwoSideEnabled;
2165 struct gl_vertex_program *Current; /**< User-bound vertex program */
2166
2167 /** Currently enabled and valid vertex program (including internal
2168 * programs, user-defined vertex programs and GLSL vertex shaders).
2169 * This is the program we must use when rendering.
2170 */
2171 struct gl_vertex_program *_Current;
2172
2173 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2174
2175 /** Should fixed-function T&L be implemented with a vertex prog? */
2176 GLboolean _MaintainTnlProgram;
2177
2178 /** Program to emulate fixed-function T&L (see above) */
2179 struct gl_vertex_program *_TnlProgram;
2180
2181 /** Cache of fixed-function programs */
2182 struct gl_program_cache *Cache;
2183
2184 GLboolean _Overriden;
2185 };
2186
2187
2188 /**
2189 * Context state for geometry programs.
2190 */
2191 struct gl_geometry_program_state
2192 {
2193 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2194 GLboolean _Enabled; /**< Enabled and valid program? */
2195 struct gl_geometry_program *Current; /**< user-bound geometry program */
2196
2197 /** Currently enabled and valid program (including internal programs
2198 * and compiled shader programs).
2199 */
2200 struct gl_geometry_program *_Current;
2201
2202 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2203
2204 /** Cache of fixed-function programs */
2205 struct gl_program_cache *Cache;
2206 };
2207
2208 /**
2209 * Context state for fragment programs.
2210 */
2211 struct gl_fragment_program_state
2212 {
2213 GLboolean Enabled; /**< User-set fragment program enable flag */
2214 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2215 struct gl_fragment_program *Current; /**< User-bound fragment program */
2216
2217 /** Currently enabled and valid fragment program (including internal
2218 * programs, user-defined fragment programs and GLSL fragment shaders).
2219 * This is the program we must use when rendering.
2220 */
2221 struct gl_fragment_program *_Current;
2222
2223 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2224
2225 /** Should fixed-function texturing be implemented with a fragment prog? */
2226 GLboolean _MaintainTexEnvProgram;
2227
2228 /** Program to emulate fixed-function texture env/combine (see above) */
2229 struct gl_fragment_program *_TexEnvProgram;
2230
2231 /** Cache of fixed-function programs */
2232 struct gl_program_cache *Cache;
2233 };
2234
2235
2236 /**
2237 * ATI_fragment_shader runtime state
2238 */
2239 #define ATI_FS_INPUT_PRIMARY 0
2240 #define ATI_FS_INPUT_SECONDARY 1
2241
2242 struct atifs_instruction;
2243 struct atifs_setupinst;
2244
2245 /**
2246 * ATI fragment shader
2247 */
2248 struct ati_fragment_shader
2249 {
2250 GLuint Id;
2251 GLint RefCount;
2252 struct atifs_instruction *Instructions[2];
2253 struct atifs_setupinst *SetupInst[2];
2254 GLfloat Constants[8][4];
2255 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2256 GLubyte numArithInstr[2];
2257 GLubyte regsAssigned[2];
2258 GLubyte NumPasses; /**< 1 or 2 */
2259 GLubyte cur_pass;
2260 GLubyte last_optype;
2261 GLboolean interpinp1;
2262 GLboolean isValid;
2263 GLuint swizzlerq;
2264 };
2265
2266 /**
2267 * Context state for GL_ATI_fragment_shader
2268 */
2269 struct gl_ati_fragment_shader_state
2270 {
2271 GLboolean Enabled;
2272 GLboolean _Enabled; /**< enabled and valid shader? */
2273 GLboolean Compiling;
2274 GLfloat GlobalConstants[8][4];
2275 struct ati_fragment_shader *Current;
2276 };
2277
2278
2279 /** Set by #pragma directives */
2280 struct gl_sl_pragmas
2281 {
2282 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2283 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2284 GLboolean Optimize; /**< defaults on */
2285 GLboolean Debug; /**< defaults off */
2286 };
2287
2288
2289 /**
2290 * A GLSL vertex or fragment shader object.
2291 */
2292 struct gl_shader
2293 {
2294 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2295 * Must be the first field.
2296 */
2297 GLenum Type;
2298 GLuint Name; /**< AKA the handle */
2299 GLchar *Label; /**< GL_KHR_debug */
2300 GLint RefCount; /**< Reference count */
2301 GLboolean DeletePending;
2302 GLboolean CompileStatus;
2303 const GLchar *Source; /**< Source code string */
2304 GLuint SourceChecksum; /**< for debug/logging purposes */
2305 struct gl_program *Program; /**< Post-compile assembly code */
2306 GLchar *InfoLog;
2307 struct gl_sl_pragmas Pragmas;
2308
2309 unsigned Version; /**< GLSL version used for linking */
2310 GLboolean IsES; /**< True if this shader uses GLSL ES */
2311
2312 /**
2313 * \name Sampler tracking
2314 *
2315 * \note Each of these fields is only set post-linking.
2316 */
2317 /*@{*/
2318 unsigned num_samplers; /**< Number of samplers used by this shader. */
2319 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2320 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2321 /*@}*/
2322
2323 /**
2324 * Map from sampler unit to texture unit (set by glUniform1i())
2325 *
2326 * A sampler unit is associated with each sampler uniform by the linker.
2327 * The sampler unit associated with each uniform is stored in the
2328 * \c gl_uniform_storage::sampler field.
2329 */
2330 GLubyte SamplerUnits[MAX_SAMPLERS];
2331 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2332 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2333
2334 /**
2335 * Number of default uniform block components used by this shader.
2336 *
2337 * This field is only set post-linking.
2338 */
2339 unsigned num_uniform_components;
2340
2341 /**
2342 * Number of combined uniform components used by this shader.
2343 *
2344 * This field is only set post-linking. It is the sum of the uniform block
2345 * sizes divided by sizeof(float), and num_uniform_compoennts.
2346 */
2347 unsigned num_combined_uniform_components;
2348
2349 /**
2350 * This shader's uniform block information.
2351 *
2352 * The offsets of the variables are assigned only for shaders in a program's
2353 * _LinkedShaders[].
2354 */
2355 struct gl_uniform_block *UniformBlocks;
2356 unsigned NumUniformBlocks;
2357
2358 struct exec_list *ir;
2359 struct glsl_symbol_table *symbols;
2360
2361 bool uses_builtin_functions;
2362
2363 /**
2364 * Geometry shader state from GLSL 1.50 layout qualifiers.
2365 */
2366 struct {
2367 GLint VerticesOut;
2368 /**
2369 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2370 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2371 * shader.
2372 */
2373 GLenum InputType;
2374 /**
2375 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2376 * it's not set in this shader.
2377 */
2378 GLenum OutputType;
2379 } Geom;
2380 };
2381
2382
2383 /**
2384 * Shader stages. Note that these will become 5 with tessellation.
2385 *
2386 * The order must match how shaders are ordered in the pipeline.
2387 * The GLSL linker assumes that if i<j, then the j-th shader is
2388 * executed later than the i-th shader.
2389 */
2390 typedef enum
2391 {
2392 MESA_SHADER_VERTEX = 0,
2393 MESA_SHADER_GEOMETRY = 1,
2394 MESA_SHADER_FRAGMENT = 2,
2395 MESA_SHADER_TYPES = 3
2396 } gl_shader_type;
2397
2398
2399 struct gl_uniform_buffer_variable
2400 {
2401 char *Name;
2402
2403 /**
2404 * Name of the uniform as seen by glGetUniformIndices.
2405 *
2406 * glGetUniformIndices requires that the block instance index \b not be
2407 * present in the name of queried uniforms.
2408 *
2409 * \note
2410 * \c gl_uniform_buffer_variable::IndexName and
2411 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2412 */
2413 char *IndexName;
2414
2415 const struct glsl_type *Type;
2416 unsigned int Offset;
2417 GLboolean RowMajor;
2418 };
2419
2420
2421 enum gl_uniform_block_packing
2422 {
2423 ubo_packing_std140,
2424 ubo_packing_shared,
2425 ubo_packing_packed
2426 };
2427
2428
2429 struct gl_uniform_block
2430 {
2431 /** Declared name of the uniform block */
2432 char *Name;
2433
2434 /** Array of supplemental information about UBO ir_variables. */
2435 struct gl_uniform_buffer_variable *Uniforms;
2436 GLuint NumUniforms;
2437
2438 /**
2439 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2440 * with glBindBufferBase to bind a buffer object to this uniform block. When
2441 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2442 */
2443 GLuint Binding;
2444
2445 /**
2446 * Minimum size of a buffer object to back this uniform buffer
2447 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2448 */
2449 GLuint UniformBufferSize;
2450
2451 /**
2452 * Layout specified in the shader
2453 *
2454 * This isn't accessible through the API, but it is used while
2455 * cross-validating uniform blocks.
2456 */
2457 enum gl_uniform_block_packing _Packing;
2458 };
2459
2460 /**
2461 * Structure that represents a reference to an atomic buffer from some
2462 * shader program.
2463 */
2464 struct gl_active_atomic_buffer
2465 {
2466 /** Uniform indices of the atomic counters declared within it. */
2467 GLuint *Uniforms;
2468 GLuint NumUniforms;
2469
2470 /** Binding point index associated with it. */
2471 GLuint Binding;
2472
2473 /** Minimum reasonable size it is expected to have. */
2474 GLuint MinimumSize;
2475
2476 /** Shader stages making use of it. */
2477 GLboolean StageReferences[MESA_SHADER_TYPES];
2478 };
2479
2480 /**
2481 * A GLSL program object.
2482 * Basically a linked collection of vertex and fragment shaders.
2483 */
2484 struct gl_shader_program
2485 {
2486 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2487 GLuint Name; /**< aka handle or ID */
2488 GLchar *Label; /**< GL_KHR_debug */
2489 GLint RefCount; /**< Reference count */
2490 GLboolean DeletePending;
2491
2492 /**
2493 * Is the application intending to glGetProgramBinary this program?
2494 */
2495 GLboolean BinaryRetreivableHint;
2496
2497 /**
2498 * Flags that the linker should not reject the program if it lacks
2499 * a vertex or fragment shader. GLES2 doesn't allow separate
2500 * shader objects, and would reject them. However, we internally
2501 * build separate shader objects for fixed function programs, which
2502 * we use for drivers/common/meta.c and for handling
2503 * _mesa_update_state with no program bound (for example in
2504 * glClear()).
2505 */
2506 GLboolean InternalSeparateShader;
2507
2508 GLuint NumShaders; /**< number of attached shaders */
2509 struct gl_shader **Shaders; /**< List of attached the shaders */
2510
2511 /**
2512 * User-defined attribute bindings
2513 *
2514 * These are set via \c glBindAttribLocation and are used to direct the
2515 * GLSL linker. These are \b not the values used in the compiled shader,
2516 * and they are \b not the values returned by \c glGetAttribLocation.
2517 */
2518 struct string_to_uint_map *AttributeBindings;
2519
2520 /**
2521 * User-defined fragment data bindings
2522 *
2523 * These are set via \c glBindFragDataLocation and are used to direct the
2524 * GLSL linker. These are \b not the values used in the compiled shader,
2525 * and they are \b not the values returned by \c glGetFragDataLocation.
2526 */
2527 struct string_to_uint_map *FragDataBindings;
2528 struct string_to_uint_map *FragDataIndexBindings;
2529
2530 /**
2531 * Transform feedback varyings last specified by
2532 * glTransformFeedbackVaryings().
2533 *
2534 * For the current set of transform feeedback varyings used for transform
2535 * feedback output, see LinkedTransformFeedback.
2536 */
2537 struct {
2538 GLenum BufferMode;
2539 GLuint NumVarying;
2540 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2541 } TransformFeedback;
2542
2543 /** Post-link transform feedback info. */
2544 struct gl_transform_feedback_info LinkedTransformFeedback;
2545
2546 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2547 enum gl_frag_depth_layout FragDepthLayout;
2548
2549 /**
2550 * Geometry shader state - copied into gl_geometry_program by
2551 * _mesa_copy_linked_program_data().
2552 */
2553 struct {
2554 GLint VerticesIn;
2555 GLint VerticesOut;
2556 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2557 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2558 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2559 /**
2560 * True if gl_ClipDistance is written to. Copied into
2561 * gl_geometry_program by _mesa_copy_linked_program_data().
2562 */
2563 GLboolean UsesClipDistance;
2564 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2565 0 if not present. */
2566 GLboolean UsesEndPrimitive;
2567 } Geom;
2568
2569 /** Vertex shader state */
2570 struct {
2571 /**
2572 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2573 * by _mesa_copy_linked_program_data().
2574 */
2575 GLboolean UsesClipDistance;
2576 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2577 0 if not present. */
2578 } Vert;
2579
2580 /* post-link info: */
2581 unsigned NumUserUniformStorage;
2582 struct gl_uniform_storage *UniformStorage;
2583
2584 /**
2585 * Size of the gl_ClipDistance array that is output from the last pipeline
2586 * stage before the fragment shader.
2587 */
2588 unsigned LastClipDistanceArraySize;
2589
2590 struct gl_uniform_block *UniformBlocks;
2591 unsigned NumUniformBlocks;
2592
2593 /**
2594 * Scale factor for the uniform base location
2595 *
2596 * This is used to generate locations (returned by \c glGetUniformLocation)
2597 * of uniforms. The base location of the uniform is multiplied by this
2598 * value, and the array index is added.
2599 *
2600 * \note
2601 * Must be >= 1.
2602 *
2603 * \sa
2604 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2605 */
2606 unsigned UniformLocationBaseScale;
2607
2608 /**
2609 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2610 * they're used in, or -1.
2611 *
2612 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2613 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2614 */
2615 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2616
2617 /**
2618 * Map of active uniform names to locations
2619 *
2620 * Maps any active uniform that is not an array element to a location.
2621 * Each active uniform, including individual structure members will appear
2622 * in this map. This roughly corresponds to the set of names that would be
2623 * enumerated by \c glGetActiveUniform.
2624 */
2625 struct string_to_uint_map *UniformHash;
2626
2627 struct gl_active_atomic_buffer *AtomicBuffers;
2628 unsigned NumAtomicBuffers;
2629
2630 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2631 GLboolean Validated;
2632 GLboolean _Used; /**< Ever used for drawing? */
2633 GLchar *InfoLog;
2634
2635 unsigned Version; /**< GLSL version used for linking */
2636 GLboolean IsES; /**< True if this program uses GLSL ES */
2637
2638 /**
2639 * Per-stage shaders resulting from the first stage of linking.
2640 *
2641 * Set of linked shaders for this program. The array is accessed using the
2642 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2643 * \c NULL.
2644 */
2645 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2646 };
2647
2648
2649 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2650 #define GLSL_LOG 0x2 /**< Write shaders to files */
2651 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2652 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2653 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2654 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2655 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2656 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2657 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2658 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2659
2660
2661 /**
2662 * Context state for GLSL vertex/fragment shaders.
2663 */
2664 struct gl_shader_state
2665 {
2666 /**
2667 * Programs used for rendering
2668 *
2669 * There is a separate program set for each shader stage. If
2670 * GL_EXT_separate_shader_objects is not supported, each of these must point
2671 * to \c NULL or to the same program.
2672 */
2673 struct gl_shader_program *CurrentVertexProgram;
2674 struct gl_shader_program *CurrentGeometryProgram;
2675 struct gl_shader_program *CurrentFragmentProgram;
2676
2677 struct gl_shader_program *_CurrentFragmentProgram;
2678
2679 /**
2680 * Program used by glUniform calls.
2681 *
2682 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2683 */
2684 struct gl_shader_program *ActiveProgram;
2685
2686 GLbitfield Flags; /**< Mask of GLSL_x flags */
2687 };
2688
2689
2690 /**
2691 * Compiler options for a single GLSL shaders type
2692 */
2693 struct gl_shader_compiler_options
2694 {
2695 /** Driver-selectable options: */
2696 GLboolean EmitCondCodes; /**< Use condition codes? */
2697 GLboolean EmitNoLoops;
2698 GLboolean EmitNoFunctions;
2699 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2700 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2701 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2702 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2703 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2704
2705 /**
2706 * \name Forms of indirect addressing the driver cannot do.
2707 */
2708 /*@{*/
2709 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2710 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2711 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2712 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2713 /*@}*/
2714
2715 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2716 GLuint MaxUnrollIterations;
2717
2718 /**
2719 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2720 * operations, such as position transformation.
2721 */
2722 GLboolean PreferDP4;
2723
2724 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2725 };
2726
2727
2728 /**
2729 * Occlusion/timer query object.
2730 */
2731 struct gl_query_object
2732 {
2733 GLenum Target; /**< The query target, when active */
2734 GLuint Id; /**< hash table ID/name */
2735 GLchar *Label; /**< GL_KHR_debug */
2736 GLuint64EXT Result; /**< the counter */
2737 GLboolean Active; /**< inside Begin/EndQuery */
2738 GLboolean Ready; /**< result is ready? */
2739 GLboolean EverBound;/**< has query object ever been bound */
2740 };
2741
2742
2743 /**
2744 * Context state for query objects.
2745 */
2746 struct gl_query_state
2747 {
2748 struct _mesa_HashTable *QueryObjects;
2749 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2750 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2751
2752 /** GL_NV_conditional_render */
2753 struct gl_query_object *CondRenderQuery;
2754
2755 /** GL_EXT_transform_feedback */
2756 struct gl_query_object *PrimitivesGenerated;
2757 struct gl_query_object *PrimitivesWritten;
2758
2759 /** GL_ARB_timer_query */
2760 struct gl_query_object *TimeElapsed;
2761
2762 GLenum CondRenderMode;
2763 };
2764
2765
2766 /** Sync object state */
2767 struct gl_sync_object
2768 {
2769 GLenum Type; /**< GL_SYNC_FENCE */
2770 GLuint Name; /**< Fence name */
2771 GLchar *Label; /**< GL_KHR_debug */
2772 GLint RefCount; /**< Reference count */
2773 GLboolean DeletePending; /**< Object was deleted while there were still
2774 * live references (e.g., sync not yet finished)
2775 */
2776 GLenum SyncCondition;
2777 GLbitfield Flags; /**< Flags passed to glFenceSync */
2778 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2779 };
2780
2781
2782 /**
2783 * State which can be shared by multiple contexts:
2784 */
2785 struct gl_shared_state
2786 {
2787 _glthread_Mutex Mutex; /**< for thread safety */
2788 GLint RefCount; /**< Reference count */
2789 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2790 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2791
2792 /** Default texture objects (shared by all texture units) */
2793 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2794
2795 /** Fallback texture used when a bound texture is incomplete */
2796 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2797
2798 /**
2799 * \name Thread safety and statechange notification for texture
2800 * objects.
2801 *
2802 * \todo Improve the granularity of locking.
2803 */
2804 /*@{*/
2805 _glthread_Mutex TexMutex; /**< texobj thread safety */
2806 GLuint TextureStateStamp; /**< state notification for shared tex */
2807 /*@}*/
2808
2809 /** Default buffer object for vertex arrays that aren't in VBOs */
2810 struct gl_buffer_object *NullBufferObj;
2811
2812 /**
2813 * \name Vertex/geometry/fragment programs
2814 */
2815 /*@{*/
2816 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2817 struct gl_vertex_program *DefaultVertexProgram;
2818 struct gl_fragment_program *DefaultFragmentProgram;
2819 struct gl_geometry_program *DefaultGeometryProgram;
2820 /*@}*/
2821
2822 /* GL_ATI_fragment_shader */
2823 struct _mesa_HashTable *ATIShaders;
2824 struct ati_fragment_shader *DefaultFragmentShader;
2825
2826 struct _mesa_HashTable *BufferObjects;
2827
2828 /** Table of both gl_shader and gl_shader_program objects */
2829 struct _mesa_HashTable *ShaderObjects;
2830
2831 /* GL_EXT_framebuffer_object */
2832 struct _mesa_HashTable *RenderBuffers;
2833 struct _mesa_HashTable *FrameBuffers;
2834
2835 /* GL_ARB_sync */
2836 struct set *SyncObjects;
2837
2838 /** GL_ARB_sampler_objects */
2839 struct _mesa_HashTable *SamplerObjects;
2840
2841 /**
2842 * Some context in this share group was affected by a GPU reset
2843 *
2844 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2845 * been affected by a GPU reset must also return
2846 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2847 *
2848 * Once this field becomes true, it is never reset to false.
2849 */
2850 bool ShareGroupReset;
2851 };
2852
2853
2854
2855 /**
2856 * Renderbuffers represent drawing surfaces such as color, depth and/or
2857 * stencil. A framebuffer object has a set of renderbuffers.
2858 * Drivers will typically derive subclasses of this type.
2859 */
2860 struct gl_renderbuffer
2861 {
2862 _glthread_Mutex Mutex; /**< for thread safety */
2863 GLuint ClassID; /**< Useful for drivers */
2864 GLuint Name;
2865 GLchar *Label; /**< GL_KHR_debug */
2866 GLint RefCount;
2867 GLuint Width, Height;
2868 GLuint Depth;
2869 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2870 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2871 /**
2872 * True for renderbuffers that wrap textures, giving the driver a chance to
2873 * flush render caches through the FinishRenderTexture hook.
2874 *
2875 * Drivers may also set this on renderbuffers other than those generated by
2876 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2877 * called without a rb->TexImage.
2878 */
2879 GLboolean NeedsFinishRenderTexture;
2880 GLubyte NumSamples;
2881 GLenum InternalFormat; /**< The user-specified format */
2882 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2883 GL_STENCIL_INDEX. */
2884 gl_format Format; /**< The actual renderbuffer memory format */
2885 /**
2886 * Pointer to the texture image if this renderbuffer wraps a texture,
2887 * otherwise NULL.
2888 *
2889 * Note that the reference on the gl_texture_object containing this
2890 * TexImage is held by the gl_renderbuffer_attachment.
2891 */
2892 struct gl_texture_image *TexImage;
2893
2894 /** Delete this renderbuffer */
2895 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2896
2897 /** Allocate new storage for this renderbuffer */
2898 GLboolean (*AllocStorage)(struct gl_context *ctx,
2899 struct gl_renderbuffer *rb,
2900 GLenum internalFormat,
2901 GLuint width, GLuint height);
2902 };
2903
2904
2905 /**
2906 * A renderbuffer attachment points to either a texture object (and specifies
2907 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2908 */
2909 struct gl_renderbuffer_attachment
2910 {
2911 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2912 GLboolean Complete;
2913
2914 /**
2915 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2916 * application supplied renderbuffer object.
2917 */
2918 struct gl_renderbuffer *Renderbuffer;
2919
2920 /**
2921 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2922 * supplied texture object.
2923 */
2924 struct gl_texture_object *Texture;
2925 GLuint TextureLevel; /**< Attached mipmap level. */
2926 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2927 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2928 * and 2D array textures */
2929 GLboolean Layered;
2930 };
2931
2932
2933 /**
2934 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2935 * In C++ terms, think of this as a base class from which device drivers
2936 * will make derived classes.
2937 */
2938 struct gl_framebuffer
2939 {
2940 _glthread_Mutex Mutex; /**< for thread safety */
2941 /**
2942 * If zero, this is a window system framebuffer. If non-zero, this
2943 * is a FBO framebuffer; note that for some devices (i.e. those with
2944 * a natural pixel coordinate system for FBOs that differs from the
2945 * OpenGL/Mesa coordinate system), this means that the viewport,
2946 * polygon face orientation, and polygon stipple will have to be inverted.
2947 */
2948 GLuint Name;
2949 GLchar *Label; /**< GL_KHR_debug */
2950
2951 GLint RefCount;
2952 GLboolean DeletePending;
2953
2954 /**
2955 * The framebuffer's visual. Immutable if this is a window system buffer.
2956 * Computed from attachments if user-made FBO.
2957 */
2958 struct gl_config Visual;
2959
2960 GLuint Width, Height; /**< size of frame buffer in pixels */
2961
2962 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2963 /*@{*/
2964 GLint _Xmin, _Xmax; /**< inclusive */
2965 GLint _Ymin, _Ymax; /**< exclusive */
2966 /*@}*/
2967
2968 /** \name Derived Z buffer stuff */
2969 /*@{*/
2970 GLuint _DepthMax; /**< Max depth buffer value */
2971 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2972 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2973 /*@}*/
2974
2975 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2976 GLenum _Status;
2977
2978 /** Integer color values */
2979 GLboolean _IntegerColor;
2980
2981 /* ARB_color_buffer_float */
2982 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2983 GLboolean _HasSNormOrFloatColorBuffer;
2984
2985 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2986 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2987
2988 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2989 * attribute group and GL_PIXEL attribute group, respectively.
2990 */
2991 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2992 GLenum ColorReadBuffer;
2993
2994 /** Computed from ColorDraw/ReadBuffer above */
2995 GLuint _NumColorDrawBuffers;
2996 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2997 GLint _ColorReadBufferIndex; /* -1 = None */
2998 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2999 struct gl_renderbuffer *_ColorReadBuffer;
3000
3001 /**
3002 * The number of layers in the framebuffer, or 0 if the framebuffer is not
3003 * layered. For cube maps, this value is 6. For cube map arrays, this
3004 * value is the "depth" value passed to TexImage3D (always a multiple of
3005 * 6).
3006 */
3007 GLuint NumLayers;
3008
3009 /** Delete this framebuffer */
3010 void (*Delete)(struct gl_framebuffer *fb);
3011 };
3012
3013
3014 /**
3015 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3016 */
3017 struct gl_precision
3018 {
3019 GLushort RangeMin; /**< min value exponent */
3020 GLushort RangeMax; /**< max value exponent */
3021 GLushort Precision; /**< number of mantissa bits */
3022 };
3023
3024
3025 /**
3026 * Limits for vertex, geometry and fragment programs/shaders.
3027 */
3028 struct gl_program_constants
3029 {
3030 /* logical limits */
3031 GLuint MaxInstructions;
3032 GLuint MaxAluInstructions;
3033 GLuint MaxTexInstructions;
3034 GLuint MaxTexIndirections;
3035 GLuint MaxAttribs;
3036 GLuint MaxTemps;
3037 GLuint MaxAddressRegs;
3038 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3039 GLuint MaxParameters;
3040 GLuint MaxLocalParams;
3041 GLuint MaxEnvParams;
3042 /* native/hardware limits */
3043 GLuint MaxNativeInstructions;
3044 GLuint MaxNativeAluInstructions;
3045 GLuint MaxNativeTexInstructions;
3046 GLuint MaxNativeTexIndirections;
3047 GLuint MaxNativeAttribs;
3048 GLuint MaxNativeTemps;
3049 GLuint MaxNativeAddressRegs;
3050 GLuint MaxNativeParameters;
3051 /* For shaders */
3052 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3053
3054 /**
3055 * \name Per-stage input / output limits
3056 *
3057 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3058 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3059 * ES). This is stored as \c gl_constants::MaxVarying.
3060 *
3061 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3062 * variables. Each stage as a certain number of outputs that it can feed
3063 * to the next stage and a certain number inputs that it can consume from
3064 * the previous stage.
3065 *
3066 * Vertex shader inputs do not participate this in this accounting.
3067 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3068 *
3069 * Fragment shader outputs do not participate this in this accounting.
3070 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3071 */
3072 /*@{*/
3073 GLuint MaxInputComponents;
3074 GLuint MaxOutputComponents;
3075 /*@}*/
3076
3077 /* ES 2.0 and GL_ARB_ES2_compatibility */
3078 struct gl_precision LowFloat, MediumFloat, HighFloat;
3079 struct gl_precision LowInt, MediumInt, HighInt;
3080 /* GL_ARB_uniform_buffer_object */
3081 GLuint MaxUniformBlocks;
3082 GLuint MaxCombinedUniformComponents;
3083 GLuint MaxTextureImageUnits;
3084 /* GL_ARB_shader_atomic_counters */
3085 GLuint MaxAtomicBuffers;
3086 GLuint MaxAtomicCounters;
3087 };
3088
3089
3090 /**
3091 * Constants which may be overridden by device driver during context creation
3092 * but are never changed after that.
3093 */
3094 struct gl_constants
3095 {
3096 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3097 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3098 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3099 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3100 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3101 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3102 GLuint MaxTextureCoordUnits;
3103 GLuint MaxCombinedTextureImageUnits;
3104 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3105 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3106 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3107 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3108
3109 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3110
3111 GLuint MaxArrayLockSize;
3112
3113 GLint SubPixelBits;
3114
3115 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3116 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3117 GLfloat PointSizeGranularity;
3118 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3119 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3120 GLfloat LineWidthGranularity;
3121
3122 GLuint MaxClipPlanes;
3123 GLuint MaxLights;
3124 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3125 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3126
3127 GLuint MaxViewportWidth, MaxViewportHeight;
3128
3129 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
3130 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
3131 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
3132 GLuint MaxProgramMatrices;
3133 GLuint MaxProgramMatrixStackDepth;
3134
3135 struct {
3136 GLuint SamplesPassed;
3137 GLuint TimeElapsed;
3138 GLuint Timestamp;
3139 GLuint PrimitivesGenerated;
3140 GLuint PrimitivesWritten;
3141 } QueryCounterBits;
3142
3143 /** vertex array / buffer object bounds checking */
3144 GLboolean CheckArrayBounds;
3145
3146 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3147
3148 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3149 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3150 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3151
3152 /** Number of varying vectors between any two shader stages. */
3153 GLuint MaxVarying;
3154
3155 /** @{
3156 * GL_ARB_uniform_buffer_object
3157 */
3158 GLuint MaxCombinedUniformBlocks;
3159 GLuint MaxUniformBufferBindings;
3160 GLuint MaxUniformBlockSize;
3161 GLuint UniformBufferOffsetAlignment;
3162 /** @} */
3163
3164 /** GL_ARB_geometry_shader4 */
3165 GLuint MaxGeometryOutputVertices;
3166 GLuint MaxGeometryTotalOutputComponents;
3167
3168 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3169
3170 /**
3171 * Changes default GLSL extension behavior from "error" to "warn". It's out
3172 * of spec, but it can make some apps work that otherwise wouldn't.
3173 */
3174 GLboolean ForceGLSLExtensionsWarn;
3175
3176 /**
3177 * If non-zero, forces GLSL shaders without the #version directive to behave
3178 * as if they began with "#version ForceGLSLVersion".
3179 */
3180 GLuint ForceGLSLVersion;
3181
3182 /**
3183 * Does the driver support real 32-bit integers? (Otherwise, integers are
3184 * simulated via floats.)
3185 */
3186 GLboolean NativeIntegers;
3187
3188 /**
3189 * If the driver supports real 32-bit integers, what integer value should be
3190 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3191 */
3192 GLuint UniformBooleanTrue;
3193
3194 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3195 GLbitfield SupportedBumpUnits;
3196
3197 /**
3198 * Maximum amount of time, measured in nanseconds, that the server can wait.
3199 */
3200 GLuint64 MaxServerWaitTimeout;
3201
3202 /** GL_EXT_provoking_vertex */
3203 GLboolean QuadsFollowProvokingVertexConvention;
3204
3205 /** OpenGL version 3.0 */
3206 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3207
3208 /** OpenGL version 3.2 */
3209 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3210
3211 /** GL_EXT_transform_feedback */
3212 GLuint MaxTransformFeedbackBuffers;
3213 GLuint MaxTransformFeedbackSeparateComponents;
3214 GLuint MaxTransformFeedbackInterleavedComponents;
3215 GLuint MaxVertexStreams;
3216
3217 /** GL_EXT_gpu_shader4 */
3218 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3219
3220 /** GL_ARB_texture_gather */
3221 GLuint MinProgramTextureGatherOffset;
3222 GLuint MaxProgramTextureGatherOffset;
3223 GLuint MaxProgramTextureGatherComponents;
3224
3225 /* GL_ARB_robustness */
3226 GLenum ResetStrategy;
3227
3228 /* GL_ARB_blend_func_extended */
3229 GLuint MaxDualSourceDrawBuffers;
3230
3231 /**
3232 * Whether the implementation strips out and ignores texture borders.
3233 *
3234 * Many GPU hardware implementations don't support rendering with texture
3235 * borders and mipmapped textures. (Note: not static border color, but the
3236 * old 1-pixel border around each edge). Implementations then have to do
3237 * slow fallbacks to be correct, or just ignore the border and be fast but
3238 * wrong. Setting the flag strips the border off of TexImage calls,
3239 * providing "fast but wrong" at significantly reduced driver complexity.
3240 *
3241 * Texture borders are deprecated in GL 3.0.
3242 **/
3243 GLboolean StripTextureBorder;
3244
3245 /**
3246 * For drivers which can do a better job at eliminating unused uniforms
3247 * than the GLSL compiler.
3248 *
3249 * XXX Remove these as soon as a better solution is available.
3250 */
3251 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3252
3253 /**
3254 * Force software support for primitive restart in the VBO module.
3255 */
3256 GLboolean PrimitiveRestartInSoftware;
3257
3258 /**
3259 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3260 * than passing the transform feedback object to the drawing function.
3261 */
3262 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3263
3264 /** GL_ARB_map_buffer_alignment */
3265 GLuint MinMapBufferAlignment;
3266
3267 /**
3268 * Disable varying packing. This is out of spec, but potentially useful
3269 * for older platforms that supports a limited number of texture
3270 * indirections--on these platforms, unpacking the varyings in the fragment
3271 * shader increases the number of texture indirections by 1, which might
3272 * make some shaders not executable at all.
3273 *
3274 * Drivers that support transform feedback must set this value to GL_FALSE.
3275 */
3276 GLboolean DisableVaryingPacking;
3277
3278 /*
3279 * Maximum value supported for an index in DrawElements and friends.
3280 *
3281 * This must be at least (1ull<<24)-1. The default value is
3282 * (1ull<<32)-1.
3283 *
3284 * \since ES 3.0 or GL_ARB_ES3_compatibility
3285 * \sa _mesa_init_constants
3286 */
3287 GLuint64 MaxElementIndex;
3288
3289 /**
3290 * Disable interpretation of line continuations (lines ending with a
3291 * backslash character ('\') in GLSL source.
3292 */
3293 GLboolean DisableGLSLLineContinuations;
3294
3295 /** GL_ARB_texture_multisample */
3296 GLint MaxColorTextureSamples;
3297 GLint MaxDepthTextureSamples;
3298 GLint MaxIntegerSamples;
3299
3300 /** GL_ARB_shader_atomic_counters */
3301 GLuint MaxAtomicBufferBindings;
3302 GLuint MaxAtomicBufferSize;
3303 GLuint MaxCombinedAtomicBuffers;
3304 GLuint MaxCombinedAtomicCounters;
3305
3306 /** GL_ARB_vertex_attrib_binding */
3307 GLint MaxVertexAttribRelativeOffset;
3308 GLint MaxVertexAttribBindings;
3309 };
3310
3311
3312 /**
3313 * Enable flag for each OpenGL extension. Different device drivers will
3314 * enable different extensions at runtime.
3315 */
3316 struct gl_extensions
3317 {
3318 GLboolean dummy; /* don't remove this! */
3319 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3320 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3321 GLboolean ANGLE_texture_compression_dxt;
3322 GLboolean ARB_ES2_compatibility;
3323 GLboolean ARB_ES3_compatibility;
3324 GLboolean ARB_base_instance;
3325 GLboolean ARB_blend_func_extended;
3326 GLboolean ARB_color_buffer_float;
3327 GLboolean ARB_conservative_depth;
3328 GLboolean ARB_depth_buffer_float;
3329 GLboolean ARB_depth_clamp;
3330 GLboolean ARB_depth_texture;
3331 GLboolean ARB_draw_buffers_blend;
3332 GLboolean ARB_draw_elements_base_vertex;
3333 GLboolean ARB_draw_indirect;
3334 GLboolean ARB_draw_instanced;
3335 GLboolean ARB_fragment_coord_conventions;
3336 GLboolean ARB_fragment_program;
3337 GLboolean ARB_fragment_program_shadow;
3338 GLboolean ARB_fragment_shader;
3339 GLboolean ARB_framebuffer_object;
3340 GLboolean ARB_explicit_attrib_location;
3341 GLboolean ARB_geometry_shader4;
3342 GLboolean ARB_gpu_shader5;
3343 GLboolean ARB_half_float_pixel;
3344 GLboolean ARB_half_float_vertex;
3345 GLboolean ARB_instanced_arrays;
3346 GLboolean ARB_internalformat_query;
3347 GLboolean ARB_map_buffer_alignment;
3348 GLboolean ARB_map_buffer_range;
3349 GLboolean ARB_occlusion_query;
3350 GLboolean ARB_occlusion_query2;
3351 GLboolean ARB_point_sprite;
3352 GLboolean ARB_sample_shading;
3353 GLboolean ARB_seamless_cube_map;
3354 GLboolean ARB_shader_atomic_counters;
3355 GLboolean ARB_shader_bit_encoding;
3356 GLboolean ARB_shader_stencil_export;
3357 GLboolean ARB_shader_texture_lod;
3358 GLboolean ARB_shading_language_packing;
3359 GLboolean ARB_shading_language_420pack;
3360 GLboolean ARB_shadow;
3361 GLboolean ARB_sync;
3362 GLboolean ARB_texture_border_clamp;
3363 GLboolean ARB_texture_buffer_object;
3364 GLboolean ARB_texture_buffer_object_rgb32;
3365 GLboolean ARB_texture_buffer_range;
3366 GLboolean ARB_texture_compression_rgtc;
3367 GLboolean ARB_texture_cube_map;
3368 GLboolean ARB_texture_cube_map_array;
3369 GLboolean ARB_texture_env_combine;
3370 GLboolean ARB_texture_env_crossbar;
3371 GLboolean ARB_texture_env_dot3;
3372 GLboolean ARB_texture_float;
3373 GLboolean ARB_texture_gather;
3374 GLboolean ARB_texture_mirror_clamp_to_edge;
3375 GLboolean ARB_texture_multisample;
3376 GLboolean ARB_texture_non_power_of_two;
3377 GLboolean ARB_texture_query_levels;
3378 GLboolean ARB_texture_query_lod;
3379 GLboolean ARB_texture_rg;
3380 GLboolean ARB_texture_rgb10_a2ui;
3381 GLboolean ARB_timer_query;
3382 GLboolean ARB_transform_feedback2;
3383 GLboolean ARB_transform_feedback3;
3384 GLboolean ARB_transform_feedback_instanced;
3385 GLboolean ARB_uniform_buffer_object;
3386 GLboolean ARB_vertex_program;
3387 GLboolean ARB_vertex_shader;
3388 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3389 GLboolean ARB_vertex_type_2_10_10_10_rev;
3390 GLboolean EXT_blend_color;
3391 GLboolean EXT_blend_equation_separate;
3392 GLboolean EXT_blend_func_separate;
3393 GLboolean EXT_blend_minmax;
3394 GLboolean EXT_depth_bounds_test;
3395 GLboolean EXT_draw_buffers2;
3396 GLboolean EXT_framebuffer_blit;
3397 GLboolean EXT_framebuffer_multisample;
3398 GLboolean EXT_framebuffer_multisample_blit_scaled;
3399 GLboolean EXT_framebuffer_sRGB;
3400 GLboolean EXT_gpu_program_parameters;
3401 GLboolean EXT_gpu_shader4;
3402 GLboolean EXT_packed_depth_stencil;
3403 GLboolean EXT_packed_float;
3404 GLboolean EXT_pixel_buffer_object;
3405 GLboolean EXT_point_parameters;
3406 GLboolean EXT_provoking_vertex;
3407 GLboolean EXT_separate_shader_objects;
3408 GLboolean EXT_shader_integer_mix;
3409 GLboolean EXT_stencil_two_side;
3410 GLboolean EXT_texture3D;
3411 GLboolean EXT_texture_array;
3412 GLboolean EXT_texture_compression_latc;
3413 GLboolean EXT_texture_compression_s3tc;
3414 GLboolean EXT_texture_env_dot3;
3415 GLboolean EXT_texture_filter_anisotropic;
3416 GLboolean EXT_texture_integer;
3417 GLboolean EXT_texture_mirror_clamp;
3418 GLboolean EXT_texture_shared_exponent;
3419 GLboolean EXT_texture_snorm;
3420 GLboolean EXT_texture_sRGB;
3421 GLboolean EXT_texture_sRGB_decode;
3422 GLboolean EXT_texture_swizzle;
3423 GLboolean EXT_transform_feedback;
3424 GLboolean EXT_timer_query;
3425 GLboolean EXT_vertex_array_bgra;
3426 GLboolean OES_standard_derivatives;
3427 /* vendor extensions */
3428 GLboolean AMD_performance_monitor;
3429 GLboolean AMD_seamless_cubemap_per_texture;
3430 GLboolean AMD_vertex_shader_layer;
3431 GLboolean APPLE_object_purgeable;
3432 GLboolean ATI_envmap_bumpmap;
3433 GLboolean ATI_texture_compression_3dc;
3434 GLboolean ATI_texture_mirror_once;
3435 GLboolean ATI_texture_env_combine3;
3436 GLboolean ATI_fragment_shader;
3437 GLboolean ATI_separate_stencil;
3438 GLboolean MESA_pack_invert;
3439 GLboolean MESA_ycbcr_texture;
3440 GLboolean NV_conditional_render;
3441 GLboolean NV_fog_distance;
3442 GLboolean NV_fragment_program_option;
3443 GLboolean NV_point_sprite;
3444 GLboolean NV_primitive_restart;
3445 GLboolean NV_texture_barrier;
3446 GLboolean NV_texture_env_combine4;
3447 GLboolean NV_texture_rectangle;
3448 GLboolean NV_vdpau_interop;
3449 GLboolean TDFX_texture_compression_FXT1;
3450 GLboolean OES_EGL_image;
3451 GLboolean OES_draw_texture;
3452 GLboolean OES_depth_texture_cube_map;
3453 GLboolean OES_EGL_image_external;
3454 GLboolean OES_compressed_ETC1_RGB8_texture;
3455 GLboolean extension_sentinel;
3456 /** The extension string */
3457 const GLubyte *String;
3458 /** Number of supported extensions */
3459 GLuint Count;
3460 };
3461
3462
3463 /**
3464 * A stack of matrices (projection, modelview, color, texture, etc).
3465 */
3466 struct gl_matrix_stack
3467 {
3468 GLmatrix *Top; /**< points into Stack */
3469 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3470 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3471 GLuint MaxDepth; /**< size of Stack[] array */
3472 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3473 };
3474
3475
3476 /**
3477 * \name Bits for image transfer operations
3478 * \sa __struct gl_contextRec::ImageTransferState.
3479 */
3480 /*@{*/
3481 #define IMAGE_SCALE_BIAS_BIT 0x1
3482 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3483 #define IMAGE_MAP_COLOR_BIT 0x4
3484 #define IMAGE_CLAMP_BIT 0x800
3485
3486
3487 /** Pixel Transfer ops */
3488 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3489 IMAGE_SHIFT_OFFSET_BIT | \
3490 IMAGE_MAP_COLOR_BIT)
3491
3492 /**
3493 * \name Bits to indicate what state has changed.
3494 */
3495 /*@{*/
3496 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3497 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3498 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3499 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3500 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3501 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3502 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3503 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3504 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3505 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3506 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3507 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3508 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3509 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3510 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3511 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3512 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3513 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3514 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3515 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3516 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3517 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3518 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3519 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3520 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3521 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3522 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3523 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3524 #define _NEW_BUFFER_OBJECT (1 << 28)
3525 #define _NEW_FRAG_CLAMP (1 << 29)
3526 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3527 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3528 #define _NEW_ALL ~0
3529 /*@}*/
3530
3531
3532 /**
3533 * Composite state flags
3534 */
3535 /*@{*/
3536 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3537 _NEW_TEXTURE | \
3538 _NEW_POINT | \
3539 _NEW_PROGRAM | \
3540 _NEW_MODELVIEW)
3541
3542 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3543 _NEW_FOG | \
3544 _NEW_PROGRAM)
3545
3546
3547 /*@}*/
3548
3549
3550
3551
3552 /* This has to be included here. */
3553 #include "dd.h"
3554
3555
3556 /**
3557 * Display list flags.
3558 * Strictly this is a tnl-private concept, but it doesn't seem
3559 * worthwhile adding a tnl private structure just to hold this one bit
3560 * of information:
3561 */
3562 #define DLIST_DANGLING_REFS 0x1
3563
3564
3565 /** Opaque declaration of display list payload data type */
3566 union gl_dlist_node;
3567
3568
3569 /**
3570 * Provide a location where information about a display list can be
3571 * collected. Could be extended with driverPrivate structures,
3572 * etc. in the future.
3573 */
3574 struct gl_display_list
3575 {
3576 GLuint Name;
3577 GLchar *Label; /**< GL_KHR_debug */
3578 GLbitfield Flags; /**< DLIST_x flags */
3579 /** The dlist commands are in a linked list of nodes */
3580 union gl_dlist_node *Head;
3581 };
3582
3583
3584 /**
3585 * State used during display list compilation and execution.
3586 */
3587 struct gl_dlist_state
3588 {
3589 GLuint CallDepth; /**< Current recursion calling depth */
3590
3591 struct gl_display_list *CurrentList; /**< List currently being compiled */
3592 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3593 GLuint CurrentPos; /**< Index into current block of nodes */
3594
3595 GLvertexformat ListVtxfmt;
3596
3597 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3598 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3599
3600 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3601 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3602
3603 struct {
3604 /* State known to have been set by the currently-compiling display
3605 * list. Used to eliminate some redundant state changes.
3606 */
3607 GLenum ShadeModel;
3608 } Current;
3609 };
3610
3611 /** @{
3612 *
3613 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3614 * to small enums suitable for use as an array index.
3615 */
3616
3617 enum mesa_debug_source {
3618 MESA_DEBUG_SOURCE_API,
3619 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3620 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3621 MESA_DEBUG_SOURCE_THIRD_PARTY,
3622 MESA_DEBUG_SOURCE_APPLICATION,
3623 MESA_DEBUG_SOURCE_OTHER,
3624 MESA_DEBUG_SOURCE_COUNT
3625 };
3626
3627 enum mesa_debug_type {
3628 MESA_DEBUG_TYPE_ERROR,
3629 MESA_DEBUG_TYPE_DEPRECATED,
3630 MESA_DEBUG_TYPE_UNDEFINED,
3631 MESA_DEBUG_TYPE_PORTABILITY,
3632 MESA_DEBUG_TYPE_PERFORMANCE,
3633 MESA_DEBUG_TYPE_OTHER,
3634 MESA_DEBUG_TYPE_MARKER,
3635 MESA_DEBUG_TYPE_PUSH_GROUP,
3636 MESA_DEBUG_TYPE_POP_GROUP,
3637 MESA_DEBUG_TYPE_COUNT
3638 };
3639
3640 enum mesa_debug_severity {
3641 MESA_DEBUG_SEVERITY_LOW,
3642 MESA_DEBUG_SEVERITY_MEDIUM,
3643 MESA_DEBUG_SEVERITY_HIGH,
3644 MESA_DEBUG_SEVERITY_NOTIFICATION,
3645 MESA_DEBUG_SEVERITY_COUNT
3646 };
3647
3648 /** @} */
3649
3650 /**
3651 * An error, warning, or other piece of debug information for an application
3652 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3653 */
3654 struct gl_debug_msg
3655 {
3656 enum mesa_debug_source source;
3657 enum mesa_debug_type type;
3658 GLuint id;
3659 enum mesa_debug_severity severity;
3660 GLsizei length;
3661 GLcharARB *message;
3662 };
3663
3664 struct gl_debug_namespace
3665 {
3666 struct _mesa_HashTable *IDs;
3667 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3668 /** lists of IDs in the hash table at each severity */
3669 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3670 };
3671
3672 struct gl_debug_state
3673 {
3674 GLDEBUGPROC Callback;
3675 const void *CallbackData;
3676 GLboolean SyncOutput;
3677 GLboolean DebugOutput;
3678 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3679 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3680 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3681 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3682 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3683 GLint GroupStackDepth;
3684 GLint NumMessages;
3685 GLint NextMsg;
3686 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3687 for the sake of the offsetof() code in get.c */
3688 };
3689
3690 /**
3691 * Enum for the OpenGL APIs we know about and may support.
3692 *
3693 * NOTE: This must match the api_enum table in
3694 * src/mesa/main/get_hash_generator.py
3695 */
3696 typedef enum
3697 {
3698 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3699 API_OPENGLES,
3700 API_OPENGLES2,
3701 API_OPENGL_CORE,
3702 API_OPENGL_LAST = API_OPENGL_CORE
3703 } gl_api;
3704
3705 /**
3706 * Driver-specific state flags.
3707 *
3708 * These are or'd with gl_context::NewDriverState to notify a driver about
3709 * a state change. The driver sets the flags at context creation and
3710 * the meaning of the bits set is opaque to core Mesa.
3711 */
3712 struct gl_driver_flags
3713 {
3714 /** gl_context::Array::_DrawArrays (vertex array state) */
3715 GLbitfield NewArray;
3716
3717 /** gl_context::TransformFeedback::CurrentObject */
3718 GLbitfield NewTransformFeedback;
3719
3720 /** gl_context::RasterDiscard */
3721 GLbitfield NewRasterizerDiscard;
3722
3723 /**
3724 * gl_context::UniformBufferBindings
3725 * gl_shader_program::UniformBlocks
3726 */
3727 GLbitfield NewUniformBuffer;
3728
3729 /**
3730 * gl_context::AtomicBufferBindings
3731 */
3732 GLbitfield NewAtomicBuffer;
3733 };
3734
3735 struct gl_uniform_buffer_binding
3736 {
3737 struct gl_buffer_object *BufferObject;
3738 /** Start of uniform block data in the buffer */
3739 GLintptr Offset;
3740 /** Size of data allowed to be referenced from the buffer (in bytes) */
3741 GLsizeiptr Size;
3742 /**
3743 * glBindBufferBase() indicates that the Size should be ignored and only
3744 * limited by the current size of the BufferObject.
3745 */
3746 GLboolean AutomaticSize;
3747 };
3748
3749 /**
3750 * Binding point for an atomic counter buffer object.
3751 */
3752 struct gl_atomic_buffer_binding
3753 {
3754 struct gl_buffer_object *BufferObject;
3755 GLintptr Offset;
3756 GLsizeiptr Size;
3757 };
3758
3759 /**
3760 * Mesa rendering context.
3761 *
3762 * This is the central context data structure for Mesa. Almost all
3763 * OpenGL state is contained in this structure.
3764 * Think of this as a base class from which device drivers will derive
3765 * sub classes.
3766 */
3767 struct gl_context
3768 {
3769 /** State possibly shared with other contexts in the address space */
3770 struct gl_shared_state *Shared;
3771
3772 /** \name API function pointer tables */
3773 /*@{*/
3774 gl_api API;
3775 /**
3776 * The current dispatch table for non-displaylist-saving execution, either
3777 * BeginEnd or OutsideBeginEnd
3778 */
3779 struct _glapi_table *Exec;
3780 /**
3781 * The normal dispatch table for non-displaylist-saving, non-begin/end
3782 */
3783 struct _glapi_table *OutsideBeginEnd;
3784 /** The dispatch table used between glNewList() and glEndList() */
3785 struct _glapi_table *Save;
3786 /**
3787 * The dispatch table used between glBegin() and glEnd() (outside of a
3788 * display list). Only valid functions between those two are set, which is
3789 * mostly just the set in a GLvertexformat struct.
3790 */
3791 struct _glapi_table *BeginEnd;
3792 /**
3793 * Tracks the current dispatch table out of the 3 above, so that it can be
3794 * re-set on glXMakeCurrent().
3795 */
3796 struct _glapi_table *CurrentDispatch;
3797 /*@}*/
3798
3799 struct gl_config Visual;
3800 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3801 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3802 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3803 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3804
3805 /**
3806 * Device driver function pointer table
3807 */
3808 struct dd_function_table Driver;
3809
3810 /** Core/Driver constants */
3811 struct gl_constants Const;
3812
3813 /** \name The various 4x4 matrix stacks */
3814 /*@{*/
3815 struct gl_matrix_stack ModelviewMatrixStack;
3816 struct gl_matrix_stack ProjectionMatrixStack;
3817 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3818 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3819 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3820 /*@}*/
3821
3822 /** Combined modelview and projection matrix */
3823 GLmatrix _ModelProjectMatrix;
3824
3825 /** \name Display lists */
3826 struct gl_dlist_state ListState;
3827
3828 GLboolean ExecuteFlag; /**< Execute GL commands? */
3829 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3830
3831 /** Extension information */
3832 struct gl_extensions Extensions;
3833
3834 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3835 GLuint Version;
3836 char *VersionString;
3837
3838 /** \name State attribute stack (for glPush/PopAttrib) */
3839 /*@{*/
3840 GLuint AttribStackDepth;
3841 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3842 /*@}*/
3843
3844 /** \name Renderer attribute groups
3845 *
3846 * We define a struct for each attribute group to make pushing and popping
3847 * attributes easy. Also it's a good organization.
3848 */
3849 /*@{*/
3850 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3851 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3852 struct gl_current_attrib Current; /**< Current attributes */
3853 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3854 struct gl_eval_attrib Eval; /**< Eval attributes */
3855 struct gl_fog_attrib Fog; /**< Fog attributes */
3856 struct gl_hint_attrib Hint; /**< Hint attributes */
3857 struct gl_light_attrib Light; /**< Light attributes */
3858 struct gl_line_attrib Line; /**< Line attributes */
3859 struct gl_list_attrib List; /**< List attributes */
3860 struct gl_multisample_attrib Multisample;
3861 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3862 struct gl_point_attrib Point; /**< Point attributes */
3863 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3864 GLuint PolygonStipple[32]; /**< Polygon stipple */
3865 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3866 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3867 struct gl_texture_attrib Texture; /**< Texture attributes */
3868 struct gl_transform_attrib Transform; /**< Transformation attributes */
3869 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3870 /*@}*/
3871
3872 /** \name Client attribute stack */
3873 /*@{*/
3874 GLuint ClientAttribStackDepth;
3875 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3876 /*@}*/
3877
3878 /** \name Client attribute groups */
3879 /*@{*/
3880 struct gl_array_attrib Array; /**< Vertex arrays */
3881 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3882 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3883 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3884 /*@}*/
3885
3886 /** \name Other assorted state (not pushed/popped on attribute stack) */
3887 /*@{*/
3888 struct gl_pixelmaps PixelMaps;
3889
3890 struct gl_evaluators EvalMap; /**< All evaluators */
3891 struct gl_feedback Feedback; /**< Feedback */
3892 struct gl_selection Select; /**< Selection */
3893
3894 struct gl_program_state Program; /**< general program state */
3895 struct gl_vertex_program_state VertexProgram;
3896 struct gl_fragment_program_state FragmentProgram;
3897 struct gl_geometry_program_state GeometryProgram;
3898 struct gl_ati_fragment_shader_state ATIFragmentShader;
3899
3900 struct gl_shader_state Shader; /**< GLSL shader object state */
3901 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3902
3903 struct gl_query_state Query; /**< occlusion, timer queries */
3904
3905 struct gl_transform_feedback_state TransformFeedback;
3906
3907 struct gl_perf_monitor_state PerfMonitor;
3908
3909 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
3910
3911 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3912 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3913
3914 /**
3915 * Current GL_ARB_uniform_buffer_object binding referenced by
3916 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3917 */
3918 struct gl_buffer_object *UniformBuffer;
3919
3920 /**
3921 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3922 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3923 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3924 * shader program.
3925 */
3926 struct gl_uniform_buffer_binding
3927 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3928
3929 /**
3930 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
3931 * target.
3932 */
3933 struct gl_buffer_object *AtomicBuffer;
3934
3935 /**
3936 * Array of atomic counter buffer binding points.
3937 */
3938 struct gl_atomic_buffer_binding
3939 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
3940
3941 /*@}*/
3942
3943 struct gl_meta_state *Meta; /**< for "meta" operations */
3944
3945 /* GL_EXT_framebuffer_object */
3946 struct gl_renderbuffer *CurrentRenderbuffer;
3947
3948 GLenum ErrorValue; /**< Last error code */
3949
3950 /**
3951 * Recognize and silence repeated error debug messages in buggy apps.
3952 */
3953 const char *ErrorDebugFmtString;
3954 GLuint ErrorDebugCount;
3955
3956 /* GL_ARB_debug_output/GL_KHR_debug */
3957 struct gl_debug_state Debug;
3958
3959 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3960 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3961 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3962
3963 struct gl_driver_flags DriverFlags;
3964
3965 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3966
3967 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3968
3969 /** \name Derived state */
3970 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3971 GLfloat _EyeZDir[3];
3972 GLfloat _ModelViewInvScale;
3973 GLboolean _NeedEyeCoords;
3974 GLboolean _ForceEyeCoords;
3975
3976 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3977
3978 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3979
3980 /** \name For debugging/development only */
3981 /*@{*/
3982 GLboolean FirstTimeCurrent;
3983 /*@}*/
3984
3985 /** software compression/decompression supported or not */
3986 GLboolean Mesa_DXTn;
3987
3988 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3989
3990 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3991
3992 /**
3993 * \name Hooks for module contexts.
3994 *
3995 * These will eventually live in the driver or elsewhere.
3996 */
3997 /*@{*/
3998 void *swrast_context;
3999 void *swsetup_context;
4000 void *swtnl_context;
4001 struct vbo_context *vbo_context;
4002 struct st_context *st;
4003 void *aelt_context;
4004 /*@}*/
4005
4006 /**
4007 * \name NV_vdpau_interop
4008 */
4009 /*@{*/
4010 const void *vdpDevice;
4011 const void *vdpGetProcAddress;
4012 struct set *vdpSurfaces;
4013 /*@}*/
4014
4015 /**
4016 * Has this context observed a GPU reset in any context in the share group?
4017 *
4018 * Once this field becomes true, it is never reset to false.
4019 */
4020 GLboolean ShareGroupReset;
4021 };
4022
4023
4024 #ifdef DEBUG
4025 extern int MESA_VERBOSE;
4026 extern int MESA_DEBUG_FLAGS;
4027 # define MESA_FUNCTION __FUNCTION__
4028 #else
4029 # define MESA_VERBOSE 0
4030 # define MESA_DEBUG_FLAGS 0
4031 # define MESA_FUNCTION "a function"
4032 # ifndef NDEBUG
4033 # define NDEBUG
4034 # endif
4035 #endif
4036
4037
4038 /** The MESA_VERBOSE var is a bitmask of these flags */
4039 enum _verbose
4040 {
4041 VERBOSE_VARRAY = 0x0001,
4042 VERBOSE_TEXTURE = 0x0002,
4043 VERBOSE_MATERIAL = 0x0004,
4044 VERBOSE_PIPELINE = 0x0008,
4045 VERBOSE_DRIVER = 0x0010,
4046 VERBOSE_STATE = 0x0020,
4047 VERBOSE_API = 0x0040,
4048 VERBOSE_DISPLAY_LIST = 0x0100,
4049 VERBOSE_LIGHTING = 0x0200,
4050 VERBOSE_PRIMS = 0x0400,
4051 VERBOSE_VERTS = 0x0800,
4052 VERBOSE_DISASSEM = 0x1000,
4053 VERBOSE_DRAW = 0x2000,
4054 VERBOSE_SWAPBUFFERS = 0x4000
4055 };
4056
4057
4058 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4059 enum _debug
4060 {
4061 DEBUG_SILENT = (1 << 0),
4062 DEBUG_ALWAYS_FLUSH = (1 << 1),
4063 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4064 DEBUG_INCOMPLETE_FBO = (1 << 3)
4065 };
4066
4067
4068
4069 #ifdef __cplusplus
4070 }
4071 #endif
4072
4073 #endif /* MTYPES_H */