Refactor code that converts between gl_vert_result and gl_frag_attrib.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes. Note that
219 * vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
220 * assumptions about the layout of this enum.
221 */
222 typedef enum
223 {
224 VERT_RESULT_HPOS = 0,
225 VERT_RESULT_COL0 = 1,
226 VERT_RESULT_COL1 = 2,
227 VERT_RESULT_FOGC = 3,
228 VERT_RESULT_TEX0 = 4,
229 VERT_RESULT_TEX1 = 5,
230 VERT_RESULT_TEX2 = 6,
231 VERT_RESULT_TEX3 = 7,
232 VERT_RESULT_TEX4 = 8,
233 VERT_RESULT_TEX5 = 9,
234 VERT_RESULT_TEX6 = 10,
235 VERT_RESULT_TEX7 = 11,
236 VERT_RESULT_PSIZ = 12,
237 VERT_RESULT_BFC0 = 13,
238 VERT_RESULT_BFC1 = 14,
239 VERT_RESULT_EDGE = 15,
240 VERT_RESULT_VAR0 = 16, /**< shader varying */
241 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
242 } gl_vert_result;
243
244
245 /*********************************************/
246
247 /**
248 * Indexes for geometry program attributes.
249 */
250 typedef enum
251 {
252 GEOM_ATTRIB_POSITION = 0,
253 GEOM_ATTRIB_COLOR0 = 1,
254 GEOM_ATTRIB_COLOR1 = 2,
255 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
256 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
257 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
258 GEOM_ATTRIB_POINT_SIZE = 6,
259 GEOM_ATTRIB_CLIP_VERTEX = 7,
260 GEOM_ATTRIB_PRIMITIVE_ID = 8,
261 GEOM_ATTRIB_TEX_COORD = 9,
262
263 GEOM_ATTRIB_VAR0 = 16,
264 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
265 } gl_geom_attrib;
266
267 /**
268 * Bitflags for geometry attributes.
269 * These are used in bitfields in many places.
270 */
271 /*@{*/
272 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
273 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
274 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
275 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
276 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
277 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
278 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
279 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
280 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
281 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
282 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
283
284 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
285 /*@}*/
286
287
288 /**
289 * Indexes for geometry program result attributes
290 */
291 typedef enum
292 {
293 GEOM_RESULT_POS = 0,
294 GEOM_RESULT_COL0 = 1,
295 GEOM_RESULT_COL1 = 2,
296 GEOM_RESULT_SCOL0 = 3,
297 GEOM_RESULT_SCOL1 = 4,
298 GEOM_RESULT_FOGC = 5,
299 GEOM_RESULT_TEX0 = 6,
300 GEOM_RESULT_TEX1 = 7,
301 GEOM_RESULT_TEX2 = 8,
302 GEOM_RESULT_TEX3 = 9,
303 GEOM_RESULT_TEX4 = 10,
304 GEOM_RESULT_TEX5 = 11,
305 GEOM_RESULT_TEX6 = 12,
306 GEOM_RESULT_TEX7 = 13,
307 GEOM_RESULT_PSIZ = 14,
308 GEOM_RESULT_CLPV = 15,
309 GEOM_RESULT_PRID = 16,
310 GEOM_RESULT_LAYR = 17,
311 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
312 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
313 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
314 } gl_geom_result;
315
316
317 /**
318 * Indexes for fragment program input attributes. Note that
319 * vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
320 * assumptions about the layout of this enum.
321 */
322 typedef enum
323 {
324 FRAG_ATTRIB_WPOS = 0,
325 FRAG_ATTRIB_COL0 = 1,
326 FRAG_ATTRIB_COL1 = 2,
327 FRAG_ATTRIB_FOGC = 3,
328 FRAG_ATTRIB_TEX0 = 4,
329 FRAG_ATTRIB_TEX1 = 5,
330 FRAG_ATTRIB_TEX2 = 6,
331 FRAG_ATTRIB_TEX3 = 7,
332 FRAG_ATTRIB_TEX4 = 8,
333 FRAG_ATTRIB_TEX5 = 9,
334 FRAG_ATTRIB_TEX6 = 10,
335 FRAG_ATTRIB_TEX7 = 11,
336 FRAG_ATTRIB_FACE = 12, /**< front/back face */
337 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
338 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
339 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
340 } gl_frag_attrib;
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int vert_result_to_frag_attrib(int vert_result)
352 {
353 if (vert_result >= VERT_RESULT_VAR0)
354 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
355 else if (vert_result <= VERT_RESULT_TEX7)
356 return vert_result;
357 else
358 return -1;
359 }
360
361 /**
362 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
363 *
364 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
365 *
366 * gl_frag_attrib values which have no corresponding gl_vert_result
367 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
368 */
369 static inline int frag_attrib_to_vert_result(int frag_attrib)
370 {
371 if (frag_attrib <= FRAG_ATTRIB_TEX7)
372 return frag_attrib;
373 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
374 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
375 else
376 return -1;
377 }
378
379 /**
380 * Bitflags for fragment program input attributes.
381 */
382 /*@{*/
383 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
384 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
385 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
386 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
387 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
388 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
389 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
390 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
391 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
392 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
393 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
394 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
395 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
396 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
397 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
398
399 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
400 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
401
402 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
403 FRAG_BIT_TEX1| \
404 FRAG_BIT_TEX2| \
405 FRAG_BIT_TEX3| \
406 FRAG_BIT_TEX4| \
407 FRAG_BIT_TEX5| \
408 FRAG_BIT_TEX6| \
409 FRAG_BIT_TEX7)
410 /*@}*/
411
412
413 /**
414 * Fragment program results
415 */
416 typedef enum
417 {
418 FRAG_RESULT_DEPTH = 0,
419 FRAG_RESULT_STENCIL = 1,
420 /* If a single color should be written to all render targets, this
421 * register is written. No FRAG_RESULT_DATAn will be written.
422 */
423 FRAG_RESULT_COLOR = 2,
424
425 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
426 * or ARB_fragment_program fragment.color[n]) color results. If
427 * any are written, FRAG_RESULT_COLOR will not be written.
428 */
429 FRAG_RESULT_DATA0 = 3,
430 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
431 } gl_frag_result;
432
433
434 /**
435 * Indexes for all renderbuffers
436 */
437 typedef enum
438 {
439 /* the four standard color buffers */
440 BUFFER_FRONT_LEFT,
441 BUFFER_BACK_LEFT,
442 BUFFER_FRONT_RIGHT,
443 BUFFER_BACK_RIGHT,
444 BUFFER_DEPTH,
445 BUFFER_STENCIL,
446 BUFFER_ACCUM,
447 /* optional aux buffer */
448 BUFFER_AUX0,
449 /* generic renderbuffers */
450 BUFFER_COLOR0,
451 BUFFER_COLOR1,
452 BUFFER_COLOR2,
453 BUFFER_COLOR3,
454 BUFFER_COLOR4,
455 BUFFER_COLOR5,
456 BUFFER_COLOR6,
457 BUFFER_COLOR7,
458 BUFFER_COUNT
459 } gl_buffer_index;
460
461 /**
462 * Bit flags for all renderbuffers
463 */
464 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
465 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
466 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
467 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
468 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
469 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
470 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
471 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
472 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
473 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
474 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
475 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
476 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
477 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
478 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
479 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
480 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
481 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
482 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
483
484 /**
485 * Mask of all the color buffer bits (but not accum).
486 */
487 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
488 BUFFER_BIT_BACK_LEFT | \
489 BUFFER_BIT_FRONT_RIGHT | \
490 BUFFER_BIT_BACK_RIGHT | \
491 BUFFER_BIT_AUX0 | \
492 BUFFER_BIT_COLOR0 | \
493 BUFFER_BIT_COLOR1 | \
494 BUFFER_BIT_COLOR2 | \
495 BUFFER_BIT_COLOR3 | \
496 BUFFER_BIT_COLOR4 | \
497 BUFFER_BIT_COLOR5 | \
498 BUFFER_BIT_COLOR6 | \
499 BUFFER_BIT_COLOR7)
500
501
502 /**
503 * Framebuffer configuration (aka visual / pixelformat)
504 * Note: some of these fields should be boolean, but it appears that
505 * code in drivers/dri/common/util.c requires int-sized fields.
506 */
507 struct gl_config
508 {
509 GLboolean rgbMode;
510 GLboolean floatMode;
511 GLboolean colorIndexMode; /* XXX is this used anywhere? */
512 GLuint doubleBufferMode;
513 GLuint stereoMode;
514
515 GLboolean haveAccumBuffer;
516 GLboolean haveDepthBuffer;
517 GLboolean haveStencilBuffer;
518
519 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
520 GLuint redMask, greenMask, blueMask, alphaMask;
521 GLint rgbBits; /* total bits for rgb */
522 GLint indexBits; /* total bits for colorindex */
523
524 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
525 GLint depthBits;
526 GLint stencilBits;
527
528 GLint numAuxBuffers;
529
530 GLint level;
531
532 /* EXT_visual_rating / GLX 1.2 */
533 GLint visualRating;
534
535 /* EXT_visual_info / GLX 1.2 */
536 GLint transparentPixel;
537 /* colors are floats scaled to ints */
538 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
539 GLint transparentIndex;
540
541 /* ARB_multisample / SGIS_multisample */
542 GLint sampleBuffers;
543 GLint samples;
544
545 /* SGIX_pbuffer / GLX 1.3 */
546 GLint maxPbufferWidth;
547 GLint maxPbufferHeight;
548 GLint maxPbufferPixels;
549 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
550 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
551
552 /* OML_swap_method */
553 GLint swapMethod;
554
555 /* EXT_texture_from_pixmap */
556 GLint bindToTextureRgb;
557 GLint bindToTextureRgba;
558 GLint bindToMipmapTexture;
559 GLint bindToTextureTargets;
560 GLint yInverted;
561
562 /* EXT_framebuffer_sRGB */
563 GLint sRGBCapable;
564 };
565
566
567 /**
568 * Data structure for color tables
569 */
570 struct gl_color_table
571 {
572 GLenum InternalFormat; /**< The user-specified format */
573 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
574 GLuint Size; /**< number of entries in table */
575 GLfloat *TableF; /**< Color table, floating point values */
576 GLubyte *TableUB; /**< Color table, ubyte values */
577 GLubyte RedSize;
578 GLubyte GreenSize;
579 GLubyte BlueSize;
580 GLubyte AlphaSize;
581 GLubyte LuminanceSize;
582 GLubyte IntensitySize;
583 };
584
585
586 /**
587 * \name Bit flags used for updating material values.
588 */
589 /*@{*/
590 #define MAT_ATTRIB_FRONT_AMBIENT 0
591 #define MAT_ATTRIB_BACK_AMBIENT 1
592 #define MAT_ATTRIB_FRONT_DIFFUSE 2
593 #define MAT_ATTRIB_BACK_DIFFUSE 3
594 #define MAT_ATTRIB_FRONT_SPECULAR 4
595 #define MAT_ATTRIB_BACK_SPECULAR 5
596 #define MAT_ATTRIB_FRONT_EMISSION 6
597 #define MAT_ATTRIB_BACK_EMISSION 7
598 #define MAT_ATTRIB_FRONT_SHININESS 8
599 #define MAT_ATTRIB_BACK_SHININESS 9
600 #define MAT_ATTRIB_FRONT_INDEXES 10
601 #define MAT_ATTRIB_BACK_INDEXES 11
602 #define MAT_ATTRIB_MAX 12
603
604 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
605 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
606 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
607 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
608 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
609 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
610
611 #define MAT_INDEX_AMBIENT 0
612 #define MAT_INDEX_DIFFUSE 1
613 #define MAT_INDEX_SPECULAR 2
614
615 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
616 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
617 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
618 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
619 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
620 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
621 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
622 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
623 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
624 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
625 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
626 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
627
628
629 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
630 MAT_BIT_FRONT_AMBIENT | \
631 MAT_BIT_FRONT_DIFFUSE | \
632 MAT_BIT_FRONT_SPECULAR | \
633 MAT_BIT_FRONT_SHININESS | \
634 MAT_BIT_FRONT_INDEXES)
635
636 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
637 MAT_BIT_BACK_AMBIENT | \
638 MAT_BIT_BACK_DIFFUSE | \
639 MAT_BIT_BACK_SPECULAR | \
640 MAT_BIT_BACK_SHININESS | \
641 MAT_BIT_BACK_INDEXES)
642
643 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
644 /*@}*/
645
646
647 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
648 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
649
650 /**
651 * Material shininess lookup table.
652 */
653 struct gl_shine_tab
654 {
655 struct gl_shine_tab *next, *prev;
656 GLfloat tab[SHINE_TABLE_SIZE+1];
657 GLfloat shininess;
658 GLuint refcount;
659 };
660
661
662 /**
663 * Light source state.
664 */
665 struct gl_light
666 {
667 struct gl_light *next; /**< double linked list with sentinel */
668 struct gl_light *prev;
669
670 GLfloat Ambient[4]; /**< ambient color */
671 GLfloat Diffuse[4]; /**< diffuse color */
672 GLfloat Specular[4]; /**< specular color */
673 GLfloat EyePosition[4]; /**< position in eye coordinates */
674 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
675 GLfloat SpotExponent;
676 GLfloat SpotCutoff; /**< in degrees */
677 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
678 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
679 GLfloat ConstantAttenuation;
680 GLfloat LinearAttenuation;
681 GLfloat QuadraticAttenuation;
682 GLboolean Enabled; /**< On/off flag */
683
684 /**
685 * \name Derived fields
686 */
687 /*@{*/
688 GLbitfield _Flags; /**< State */
689
690 GLfloat _Position[4]; /**< position in eye/obj coordinates */
691 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
692 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
693 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
694 GLfloat _VP_inf_spot_attenuation;
695
696 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
697 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
698 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
699 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
700 GLfloat _dli; /**< CI diffuse light intensity */
701 GLfloat _sli; /**< CI specular light intensity */
702 /*@}*/
703 };
704
705
706 /**
707 * Light model state.
708 */
709 struct gl_lightmodel
710 {
711 GLfloat Ambient[4]; /**< ambient color */
712 GLboolean LocalViewer; /**< Local (or infinite) view point? */
713 GLboolean TwoSide; /**< Two (or one) sided lighting? */
714 GLenum ColorControl; /**< either GL_SINGLE_COLOR
715 * or GL_SEPARATE_SPECULAR_COLOR */
716 };
717
718
719 /**
720 * Material state.
721 */
722 struct gl_material
723 {
724 GLfloat Attrib[MAT_ATTRIB_MAX][4];
725 };
726
727
728 /**
729 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
730 */
731 struct gl_accum_attrib
732 {
733 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
734 };
735
736
737 /**
738 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
739 */
740 struct gl_colorbuffer_attrib
741 {
742 GLuint ClearIndex; /**< Index to use for glClear */
743 GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
744 GLclampf ClearColor[4]; /**< Color to use for glClear */
745
746 GLuint IndexMask; /**< Color index write mask */
747 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
748
749 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
750
751 /**
752 * \name alpha testing
753 */
754 /*@{*/
755 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
756 GLenum AlphaFunc; /**< Alpha test function */
757 GLfloat AlphaRefUnclamped;
758 GLclampf AlphaRef; /**< Alpha reference value */
759 /*@}*/
760
761 /**
762 * \name Blending
763 */
764 /*@{*/
765 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
766
767 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
768 * only on the fixed-pointness of the render target.
769 * The query does however depend on fragment color clamping.
770 */
771 GLfloat BlendColorUnclamped[4]; /**< Blending color */
772 GLfloat BlendColor[4]; /**< Blending color */
773
774 struct
775 {
776 GLenum SrcRGB; /**< RGB blend source term */
777 GLenum DstRGB; /**< RGB blend dest term */
778 GLenum SrcA; /**< Alpha blend source term */
779 GLenum DstA; /**< Alpha blend dest term */
780 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
781 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
782 } Blend[MAX_DRAW_BUFFERS];
783 /** Are the blend func terms currently different for each buffer/target? */
784 GLboolean _BlendFuncPerBuffer;
785 /** Are the blend equations currently different for each buffer/target? */
786 GLboolean _BlendEquationPerBuffer;
787 /*@}*/
788
789 /**
790 * \name Logic op
791 */
792 /*@{*/
793 GLenum LogicOp; /**< Logic operator */
794 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
795 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
796 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
797 /*@}*/
798
799 GLboolean DitherFlag; /**< Dither enable flag */
800
801 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
802 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
803 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
804 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
805
806 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
807 };
808
809
810 /**
811 * Current attribute group (GL_CURRENT_BIT).
812 */
813 struct gl_current_attrib
814 {
815 /**
816 * \name Current vertex attributes.
817 * \note Values are valid only after FLUSH_VERTICES has been called.
818 * \note Index and Edgeflag current values are stored as floats in the
819 * SIX and SEVEN attribute slots.
820 */
821 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
822
823 /**
824 * \name Current raster position attributes (always valid).
825 * \note This set of attributes is very similar to the SWvertex struct.
826 */
827 /*@{*/
828 GLfloat RasterPos[4];
829 GLfloat RasterDistance;
830 GLfloat RasterColor[4];
831 GLfloat RasterSecondaryColor[4];
832 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
833 GLboolean RasterPosValid;
834 /*@}*/
835 };
836
837
838 /**
839 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
840 */
841 struct gl_depthbuffer_attrib
842 {
843 GLenum Func; /**< Function for depth buffer compare */
844 GLclampd Clear; /**< Value to clear depth buffer to */
845 GLboolean Test; /**< Depth buffering enabled flag */
846 GLboolean Mask; /**< Depth buffer writable? */
847 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
848 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
849 };
850
851
852 /**
853 * Evaluator attribute group (GL_EVAL_BIT).
854 */
855 struct gl_eval_attrib
856 {
857 /**
858 * \name Enable bits
859 */
860 /*@{*/
861 GLboolean Map1Color4;
862 GLboolean Map1Index;
863 GLboolean Map1Normal;
864 GLboolean Map1TextureCoord1;
865 GLboolean Map1TextureCoord2;
866 GLboolean Map1TextureCoord3;
867 GLboolean Map1TextureCoord4;
868 GLboolean Map1Vertex3;
869 GLboolean Map1Vertex4;
870 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
871 GLboolean Map2Color4;
872 GLboolean Map2Index;
873 GLboolean Map2Normal;
874 GLboolean Map2TextureCoord1;
875 GLboolean Map2TextureCoord2;
876 GLboolean Map2TextureCoord3;
877 GLboolean Map2TextureCoord4;
878 GLboolean Map2Vertex3;
879 GLboolean Map2Vertex4;
880 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
881 GLboolean AutoNormal;
882 /*@}*/
883
884 /**
885 * \name Map Grid endpoints and divisions and calculated du values
886 */
887 /*@{*/
888 GLint MapGrid1un;
889 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
890 GLint MapGrid2un, MapGrid2vn;
891 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
892 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
893 /*@}*/
894 };
895
896
897 /**
898 * Fog attribute group (GL_FOG_BIT).
899 */
900 struct gl_fog_attrib
901 {
902 GLboolean Enabled; /**< Fog enabled flag */
903 GLfloat ColorUnclamped[4]; /**< Fog color */
904 GLfloat Color[4]; /**< Fog color */
905 GLfloat Density; /**< Density >= 0.0 */
906 GLfloat Start; /**< Start distance in eye coords */
907 GLfloat End; /**< End distance in eye coords */
908 GLfloat Index; /**< Fog index */
909 GLenum Mode; /**< Fog mode */
910 GLboolean ColorSumEnabled;
911 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
912 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
913 };
914
915
916 /**
917 * \brief Layout qualifiers for gl_FragDepth.
918 *
919 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
920 * a layout qualifier.
921 *
922 * \see enum ir_depth_layout
923 */
924 enum gl_frag_depth_layout {
925 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
926 FRAG_DEPTH_LAYOUT_ANY,
927 FRAG_DEPTH_LAYOUT_GREATER,
928 FRAG_DEPTH_LAYOUT_LESS,
929 FRAG_DEPTH_LAYOUT_UNCHANGED
930 };
931
932
933 /**
934 * Hint attribute group (GL_HINT_BIT).
935 *
936 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
937 */
938 struct gl_hint_attrib
939 {
940 GLenum PerspectiveCorrection;
941 GLenum PointSmooth;
942 GLenum LineSmooth;
943 GLenum PolygonSmooth;
944 GLenum Fog;
945 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
946 GLenum TextureCompression; /**< GL_ARB_texture_compression */
947 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
948 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
949 };
950
951 /**
952 * Light state flags.
953 */
954 /*@{*/
955 #define LIGHT_SPOT 0x1
956 #define LIGHT_LOCAL_VIEWER 0x2
957 #define LIGHT_POSITIONAL 0x4
958 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
959 /*@}*/
960
961
962 /**
963 * Lighting attribute group (GL_LIGHT_BIT).
964 */
965 struct gl_light_attrib
966 {
967 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
968 struct gl_lightmodel Model; /**< Lighting model */
969
970 /**
971 * Must flush FLUSH_VERTICES before referencing:
972 */
973 /*@{*/
974 struct gl_material Material; /**< Includes front & back values */
975 /*@}*/
976
977 GLboolean Enabled; /**< Lighting enabled flag */
978 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
979 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
980 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
981 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
982 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
983 GLboolean ColorMaterialEnabled;
984 GLenum ClampVertexColor;
985 GLboolean _ClampVertexColor;
986
987 struct gl_light EnabledList; /**< List sentinel */
988
989 /**
990 * Derived state for optimizations:
991 */
992 /*@{*/
993 GLboolean _NeedEyeCoords;
994 GLboolean _NeedVertices; /**< Use fast shader? */
995 GLbitfield _Flags; /**< LIGHT_* flags, see above */
996 GLfloat _BaseColor[2][3];
997 /*@}*/
998 };
999
1000
1001 /**
1002 * Line attribute group (GL_LINE_BIT).
1003 */
1004 struct gl_line_attrib
1005 {
1006 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1007 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1008 GLushort StipplePattern; /**< Stipple pattern */
1009 GLint StippleFactor; /**< Stipple repeat factor */
1010 GLfloat Width; /**< Line width */
1011 };
1012
1013
1014 /**
1015 * Display list attribute group (GL_LIST_BIT).
1016 */
1017 struct gl_list_attrib
1018 {
1019 GLuint ListBase;
1020 };
1021
1022
1023 /**
1024 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1025 */
1026 struct gl_multisample_attrib
1027 {
1028 GLboolean Enabled;
1029 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1030 GLboolean SampleAlphaToCoverage;
1031 GLboolean SampleAlphaToOne;
1032 GLboolean SampleCoverage;
1033 GLfloat SampleCoverageValue;
1034 GLboolean SampleCoverageInvert;
1035 };
1036
1037
1038 /**
1039 * A pixelmap (see glPixelMap)
1040 */
1041 struct gl_pixelmap
1042 {
1043 GLint Size;
1044 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1045 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1046 };
1047
1048
1049 /**
1050 * Collection of all pixelmaps
1051 */
1052 struct gl_pixelmaps
1053 {
1054 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1055 struct gl_pixelmap GtoG;
1056 struct gl_pixelmap BtoB;
1057 struct gl_pixelmap AtoA;
1058 struct gl_pixelmap ItoR;
1059 struct gl_pixelmap ItoG;
1060 struct gl_pixelmap ItoB;
1061 struct gl_pixelmap ItoA;
1062 struct gl_pixelmap ItoI;
1063 struct gl_pixelmap StoS;
1064 };
1065
1066
1067 /**
1068 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1069 */
1070 struct gl_pixel_attrib
1071 {
1072 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1073
1074 /*--- Begin Pixel Transfer State ---*/
1075 /* Fields are in the order in which they're applied... */
1076
1077 /** Scale & Bias (index shift, offset) */
1078 /*@{*/
1079 GLfloat RedBias, RedScale;
1080 GLfloat GreenBias, GreenScale;
1081 GLfloat BlueBias, BlueScale;
1082 GLfloat AlphaBias, AlphaScale;
1083 GLfloat DepthBias, DepthScale;
1084 GLint IndexShift, IndexOffset;
1085 /*@}*/
1086
1087 /* Pixel Maps */
1088 /* Note: actual pixel maps are not part of this attrib group */
1089 GLboolean MapColorFlag;
1090 GLboolean MapStencilFlag;
1091
1092 /*--- End Pixel Transfer State ---*/
1093
1094 /** glPixelZoom */
1095 GLfloat ZoomX, ZoomY;
1096 };
1097
1098
1099 /**
1100 * Point attribute group (GL_POINT_BIT).
1101 */
1102 struct gl_point_attrib
1103 {
1104 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1105 GLfloat Size; /**< User-specified point size */
1106 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1107 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1108 GLfloat Threshold; /**< GL_EXT_point_parameters */
1109 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1110 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1111 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1112 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1113 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1114 };
1115
1116
1117 /**
1118 * Polygon attribute group (GL_POLYGON_BIT).
1119 */
1120 struct gl_polygon_attrib
1121 {
1122 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1123 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1124 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1125 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1126 GLboolean CullFlag; /**< Culling on/off flag */
1127 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1128 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1129 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1130 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1131 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1132 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1133 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1134 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1135 };
1136
1137
1138 /**
1139 * Scissor attributes (GL_SCISSOR_BIT).
1140 */
1141 struct gl_scissor_attrib
1142 {
1143 GLboolean Enabled; /**< Scissor test enabled? */
1144 GLint X, Y; /**< Lower left corner of box */
1145 GLsizei Width, Height; /**< Size of box */
1146 };
1147
1148
1149 /**
1150 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1151 *
1152 * Three sets of stencil data are tracked so that OpenGL 2.0,
1153 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1154 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1155 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1156 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1157 * GL_EXT_stencil_two_side GL_BACK state.
1158 *
1159 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1160 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1161 *
1162 * The derived value \c _TestTwoSide is set when the front-face and back-face
1163 * stencil state are different.
1164 */
1165 struct gl_stencil_attrib
1166 {
1167 GLboolean Enabled; /**< Enabled flag */
1168 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1169 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1170 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1171 GLboolean _TestTwoSide;
1172 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1173 GLenum Function[3]; /**< Stencil function */
1174 GLenum FailFunc[3]; /**< Fail function */
1175 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1176 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1177 GLint Ref[3]; /**< Reference value */
1178 GLuint ValueMask[3]; /**< Value mask */
1179 GLuint WriteMask[3]; /**< Write mask */
1180 GLuint Clear; /**< Clear value */
1181 };
1182
1183
1184 /**
1185 * An index for each type of texture object. These correspond to the GL
1186 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1187 * Note: the order is from highest priority to lowest priority.
1188 */
1189 typedef enum
1190 {
1191 TEXTURE_BUFFER_INDEX,
1192 TEXTURE_2D_ARRAY_INDEX,
1193 TEXTURE_1D_ARRAY_INDEX,
1194 TEXTURE_CUBE_INDEX,
1195 TEXTURE_3D_INDEX,
1196 TEXTURE_RECT_INDEX,
1197 TEXTURE_2D_INDEX,
1198 TEXTURE_1D_INDEX,
1199 NUM_TEXTURE_TARGETS
1200 } gl_texture_index;
1201
1202
1203 /**
1204 * Bit flags for each type of texture object
1205 * Used for Texture.Unit[]._ReallyEnabled flags.
1206 */
1207 /*@{*/
1208 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1209 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1210 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1211 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1212 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1213 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1214 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1215 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1216 /*@}*/
1217
1218
1219 /**
1220 * TexGenEnabled flags.
1221 */
1222 /*@{*/
1223 #define S_BIT 1
1224 #define T_BIT 2
1225 #define R_BIT 4
1226 #define Q_BIT 8
1227 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1228 /*@}*/
1229
1230
1231 /**
1232 * Bit flag versions of the corresponding GL_ constants.
1233 */
1234 /*@{*/
1235 #define TEXGEN_SPHERE_MAP 0x1
1236 #define TEXGEN_OBJ_LINEAR 0x2
1237 #define TEXGEN_EYE_LINEAR 0x4
1238 #define TEXGEN_REFLECTION_MAP_NV 0x8
1239 #define TEXGEN_NORMAL_MAP_NV 0x10
1240
1241 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1242 TEXGEN_REFLECTION_MAP_NV | \
1243 TEXGEN_NORMAL_MAP_NV)
1244 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1245 TEXGEN_REFLECTION_MAP_NV | \
1246 TEXGEN_NORMAL_MAP_NV | \
1247 TEXGEN_EYE_LINEAR)
1248 /*@}*/
1249
1250
1251
1252 /** Tex-gen enabled for texture unit? */
1253 #define ENABLE_TEXGEN(unit) (1 << (unit))
1254
1255 /** Non-identity texture matrix for texture unit? */
1256 #define ENABLE_TEXMAT(unit) (1 << (unit))
1257
1258
1259 /**
1260 * Texel fetch function prototype. We use texel fetch functions to
1261 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1262 * texture images. These functions help to isolate us from the gritty
1263 * details of all the various texture image encodings.
1264 *
1265 * \param texImage texture image.
1266 * \param col texel column.
1267 * \param row texel row.
1268 * \param img texel image level/layer.
1269 * \param texelOut output texel (up to 4 GLchans)
1270 */
1271 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1272 GLint col, GLint row, GLint img,
1273 GLchan *texelOut );
1274
1275 /**
1276 * As above, but returns floats.
1277 * Used for depth component images and for upcoming signed/float
1278 * texture images.
1279 */
1280 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1281 GLint col, GLint row, GLint img,
1282 GLfloat *texelOut );
1283
1284
1285 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1286 GLint col, GLint row, GLint img,
1287 const void *texel);
1288
1289
1290 /**
1291 * Texture image state. Describes the dimensions of a texture image,
1292 * the texel format and pointers to Texel Fetch functions.
1293 */
1294 struct gl_texture_image
1295 {
1296 GLint InternalFormat; /**< Internal format as given by the user */
1297 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1298 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1299 * GL_INTENSITY, GL_COLOR_INDEX,
1300 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1301 * only. Used for choosing TexEnv arithmetic.
1302 */
1303 gl_format TexFormat; /**< The actual texture memory format */
1304
1305 GLuint Border; /**< 0 or 1 */
1306 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1307 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1308 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1309 GLuint Width2; /**< = Width - 2*Border */
1310 GLuint Height2; /**< = Height - 2*Border */
1311 GLuint Depth2; /**< = Depth - 2*Border */
1312 GLuint WidthLog2; /**< = log2(Width2) */
1313 GLuint HeightLog2; /**< = log2(Height2) */
1314 GLuint DepthLog2; /**< = log2(Depth2) */
1315 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1316 GLfloat WidthScale; /**< used for mipmap LOD computation */
1317 GLfloat HeightScale; /**< used for mipmap LOD computation */
1318 GLfloat DepthScale; /**< used for mipmap LOD computation */
1319 GLboolean IsClientData; /**< Data owned by client? */
1320 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1321
1322 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1323 GLuint Level; /**< Which mipmap level am I? */
1324 /** Cube map face: index into gl_texture_object::Image[] array */
1325 GLuint Face;
1326
1327 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1328 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1329
1330 GLuint RowStride; /**< Padded width in units of texels */
1331 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1332 each 2D slice in 'Data', in texels */
1333 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1334
1335 /**
1336 * \name For device driver:
1337 */
1338 /*@{*/
1339 void *DriverData; /**< Arbitrary device driver data */
1340 /*@}*/
1341 };
1342
1343
1344 /**
1345 * Indexes for cube map faces.
1346 */
1347 typedef enum
1348 {
1349 FACE_POS_X = 0,
1350 FACE_NEG_X = 1,
1351 FACE_POS_Y = 2,
1352 FACE_NEG_Y = 3,
1353 FACE_POS_Z = 4,
1354 FACE_NEG_Z = 5,
1355 MAX_FACES = 6
1356 } gl_face_index;
1357
1358
1359 /**
1360 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1361 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1362 */
1363 struct gl_sampler_object
1364 {
1365 GLuint Name;
1366 GLint RefCount;
1367
1368 GLenum WrapS; /**< S-axis texture image wrap mode */
1369 GLenum WrapT; /**< T-axis texture image wrap mode */
1370 GLenum WrapR; /**< R-axis texture image wrap mode */
1371 GLenum MinFilter; /**< minification filter */
1372 GLenum MagFilter; /**< magnification filter */
1373 union {
1374 GLfloat f[4];
1375 GLuint ui[4];
1376 GLint i[4];
1377 } BorderColor; /**< Interpreted according to texture format */
1378 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1379 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1380 GLfloat LodBias; /**< OpenGL 1.4 */
1381 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1382 GLenum CompareMode; /**< GL_ARB_shadow */
1383 GLenum CompareFunc; /**< GL_ARB_shadow */
1384 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1385 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1386 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1387
1388 /* deprecated sampler state */
1389 GLenum DepthMode; /**< GL_ARB_depth_texture */
1390
1391 /** Is the texture object complete with respect to this sampler? */
1392 GLboolean _CompleteTexture;
1393 };
1394
1395
1396 /**
1397 * Texture object state. Contains the array of mipmap images, border color,
1398 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1399 * color palette.
1400 */
1401 struct gl_texture_object
1402 {
1403 _glthread_Mutex Mutex; /**< for thread safety */
1404 GLint RefCount; /**< reference count */
1405 GLuint Name; /**< the user-visible texture object ID */
1406 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1407
1408 struct gl_sampler_object Sampler;
1409
1410 GLfloat Priority; /**< in [0,1] */
1411 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1412 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1413 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1414 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1415 GLint CropRect[4]; /**< GL_OES_draw_texture */
1416 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1417 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1418 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1419 GLboolean _Complete; /**< Is texture object complete? */
1420 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1421 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1422
1423 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1424 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1425
1426 /** GL_ARB_texture_buffer_object */
1427 struct gl_buffer_object *BufferObject;
1428 GLenum BufferObjectFormat;
1429
1430 /** GL_EXT_paletted_texture */
1431 struct gl_color_table Palette;
1432
1433 /**
1434 * \name For device driver.
1435 * Note: instead of attaching driver data to this pointer, it's preferable
1436 * to instead use this struct as a base class for your own texture object
1437 * class. Driver->NewTextureObject() can be used to implement the
1438 * allocation.
1439 */
1440 void *DriverData; /**< Arbitrary device driver data */
1441 };
1442
1443
1444 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1445 #define MAX_COMBINER_TERMS 4
1446
1447
1448 /**
1449 * Texture combine environment state.
1450 */
1451 struct gl_tex_env_combine_state
1452 {
1453 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1454 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1455 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1456 GLenum SourceRGB[MAX_COMBINER_TERMS];
1457 GLenum SourceA[MAX_COMBINER_TERMS];
1458 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1459 GLenum OperandRGB[MAX_COMBINER_TERMS];
1460 GLenum OperandA[MAX_COMBINER_TERMS];
1461 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1462 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1463 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1464 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1465 };
1466
1467
1468 /**
1469 * Texture coord generation state.
1470 */
1471 struct gl_texgen
1472 {
1473 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1474 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1475 GLfloat ObjectPlane[4];
1476 GLfloat EyePlane[4];
1477 };
1478
1479
1480 /**
1481 * Texture unit state. Contains enable flags, texture environment/function/
1482 * combiners, texgen state, and pointers to current texture objects.
1483 */
1484 struct gl_texture_unit
1485 {
1486 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1487 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1488
1489 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1490 GLclampf EnvColor[4];
1491 GLfloat EnvColorUnclamped[4];
1492
1493 struct gl_texgen GenS;
1494 struct gl_texgen GenT;
1495 struct gl_texgen GenR;
1496 struct gl_texgen GenQ;
1497 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1498 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1499
1500 GLfloat LodBias; /**< for biasing mipmap levels */
1501 GLenum BumpTarget;
1502 GLfloat RotMatrix[4]; /* 2x2 matrix */
1503
1504 /** Current sampler object (GL_ARB_sampler_objects) */
1505 struct gl_sampler_object *Sampler;
1506
1507 /**
1508 * \name GL_EXT_texture_env_combine
1509 */
1510 struct gl_tex_env_combine_state Combine;
1511
1512 /**
1513 * Derived state based on \c EnvMode and the \c BaseFormat of the
1514 * currently enabled texture.
1515 */
1516 struct gl_tex_env_combine_state _EnvMode;
1517
1518 /**
1519 * Currently enabled combiner state. This will point to either
1520 * \c Combine or \c _EnvMode.
1521 */
1522 struct gl_tex_env_combine_state *_CurrentCombine;
1523
1524 /** Current texture object pointers */
1525 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1526
1527 /** Points to highest priority, complete and enabled texture object */
1528 struct gl_texture_object *_Current;
1529 };
1530
1531
1532 /**
1533 * Texture attribute group (GL_TEXTURE_BIT).
1534 */
1535 struct gl_texture_attrib
1536 {
1537 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1538 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1539
1540 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1541
1542 /** GL_ARB_texture_buffer_object */
1543 struct gl_buffer_object *BufferObject;
1544
1545 /** GL_ARB_seamless_cubemap */
1546 GLboolean CubeMapSeamless;
1547
1548 /** GL_EXT_shared_texture_palette */
1549 GLboolean SharedPalette;
1550 struct gl_color_table Palette;
1551
1552 /** Texture units/samplers used by vertex or fragment texturing */
1553 GLbitfield _EnabledUnits;
1554
1555 /** Texture coord units/sets used for fragment texturing */
1556 GLbitfield _EnabledCoordUnits;
1557
1558 /** Texture coord units that have texgen enabled */
1559 GLbitfield _TexGenEnabled;
1560
1561 /** Texture coord units that have non-identity matrices */
1562 GLbitfield _TexMatEnabled;
1563
1564 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1565 GLbitfield _GenFlags;
1566 };
1567
1568
1569 /**
1570 * Transformation attribute group (GL_TRANSFORM_BIT).
1571 */
1572 struct gl_transform_attrib
1573 {
1574 GLenum MatrixMode; /**< Matrix mode */
1575 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1576 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1577 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1578 GLboolean Normalize; /**< Normalize all normals? */
1579 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1580 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1581 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1582
1583 GLfloat CullEyePos[4];
1584 GLfloat CullObjPos[4];
1585 };
1586
1587
1588 /**
1589 * Viewport attribute group (GL_VIEWPORT_BIT).
1590 */
1591 struct gl_viewport_attrib
1592 {
1593 GLint X, Y; /**< position */
1594 GLsizei Width, Height; /**< size */
1595 GLfloat Near, Far; /**< Depth buffer range */
1596 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1597 };
1598
1599
1600 /**
1601 * GL_ARB_vertex/pixel_buffer_object buffer object
1602 */
1603 struct gl_buffer_object
1604 {
1605 _glthread_Mutex Mutex;
1606 GLint RefCount;
1607 GLuint Name;
1608 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1609 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1610 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1611 /** Fields describing a mapped buffer */
1612 /*@{*/
1613 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1614 GLvoid *Pointer; /**< User-space address of mapping */
1615 GLintptr Offset; /**< Mapped offset */
1616 GLsizeiptr Length; /**< Mapped length */
1617 /*@}*/
1618 GLboolean Written; /**< Ever written to? (for debugging) */
1619 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1620 };
1621
1622
1623 /**
1624 * Client pixel packing/unpacking attributes
1625 */
1626 struct gl_pixelstore_attrib
1627 {
1628 GLint Alignment;
1629 GLint RowLength;
1630 GLint SkipPixels;
1631 GLint SkipRows;
1632 GLint ImageHeight;
1633 GLint SkipImages;
1634 GLboolean SwapBytes;
1635 GLboolean LsbFirst;
1636 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1637 GLboolean Invert; /**< GL_MESA_pack_invert */
1638 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1639 };
1640
1641
1642 /**
1643 * Client vertex array attributes
1644 */
1645 struct gl_client_array
1646 {
1647 GLint Size; /**< components per element (1,2,3,4) */
1648 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1649 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1650 GLsizei Stride; /**< user-specified stride */
1651 GLsizei StrideB; /**< actual stride in bytes */
1652 const GLubyte *Ptr; /**< Points to array data */
1653 GLboolean Enabled; /**< Enabled flag is a boolean */
1654 GLboolean Normalized; /**< GL_ARB_vertex_program */
1655 GLboolean Integer; /**< Integer-valued? */
1656 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1657 GLuint _ElementSize; /**< size of each element in bytes */
1658
1659 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1660 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1661 };
1662
1663
1664 /**
1665 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1666 * extension, but a nice encapsulation in any case.
1667 */
1668 struct gl_array_object
1669 {
1670 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1671 GLuint Name;
1672
1673 GLint RefCount;
1674 _glthread_Mutex Mutex;
1675 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1676
1677 /** Conventional vertex arrays */
1678 /*@{*/
1679 struct gl_client_array Vertex;
1680 struct gl_client_array Weight;
1681 struct gl_client_array Normal;
1682 struct gl_client_array Color;
1683 struct gl_client_array SecondaryColor;
1684 struct gl_client_array FogCoord;
1685 struct gl_client_array Index;
1686 struct gl_client_array EdgeFlag;
1687 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1688 struct gl_client_array PointSize;
1689 /*@}*/
1690
1691 /**
1692 * Generic arrays for vertex programs/shaders.
1693 * For NV vertex programs, these attributes alias and take priority
1694 * over the conventional attribs above. For ARB vertex programs and
1695 * GLSL vertex shaders, these attributes are separate.
1696 */
1697 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1698
1699 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1700 GLbitfield _Enabled;
1701
1702 /**
1703 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1704 * we can determine the max legal (in bounds) glDrawElements array index.
1705 */
1706 GLuint _MaxElement;
1707 };
1708
1709
1710 /**
1711 * Vertex array state
1712 */
1713 struct gl_array_attrib
1714 {
1715 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1716 struct gl_array_object *ArrayObj;
1717
1718 /** The default vertex array object */
1719 struct gl_array_object *DefaultArrayObj;
1720
1721 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1722 struct _mesa_HashTable *Objects;
1723
1724 GLint ActiveTexture; /**< Client Active Texture */
1725 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1726 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1727
1728 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1729 GLboolean PrimitiveRestart;
1730 GLuint RestartIndex;
1731
1732 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1733 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1734
1735 /* GL_ARB_vertex_buffer_object */
1736 struct gl_buffer_object *ArrayBufferObj;
1737 struct gl_buffer_object *ElementArrayBufferObj;
1738 };
1739
1740
1741 /**
1742 * Feedback buffer state
1743 */
1744 struct gl_feedback
1745 {
1746 GLenum Type;
1747 GLbitfield _Mask; /**< FB_* bits */
1748 GLfloat *Buffer;
1749 GLuint BufferSize;
1750 GLuint Count;
1751 };
1752
1753
1754 /**
1755 * Selection buffer state
1756 */
1757 struct gl_selection
1758 {
1759 GLuint *Buffer; /**< selection buffer */
1760 GLuint BufferSize; /**< size of the selection buffer */
1761 GLuint BufferCount; /**< number of values in the selection buffer */
1762 GLuint Hits; /**< number of records in the selection buffer */
1763 GLuint NameStackDepth; /**< name stack depth */
1764 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1765 GLboolean HitFlag; /**< hit flag */
1766 GLfloat HitMinZ; /**< minimum hit depth */
1767 GLfloat HitMaxZ; /**< maximum hit depth */
1768 };
1769
1770
1771 /**
1772 * 1-D Evaluator control points
1773 */
1774 struct gl_1d_map
1775 {
1776 GLuint Order; /**< Number of control points */
1777 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1778 GLfloat *Points; /**< Points to contiguous control points */
1779 };
1780
1781
1782 /**
1783 * 2-D Evaluator control points
1784 */
1785 struct gl_2d_map
1786 {
1787 GLuint Uorder; /**< Number of control points in U dimension */
1788 GLuint Vorder; /**< Number of control points in V dimension */
1789 GLfloat u1, u2, du;
1790 GLfloat v1, v2, dv;
1791 GLfloat *Points; /**< Points to contiguous control points */
1792 };
1793
1794
1795 /**
1796 * All evaluator control point state
1797 */
1798 struct gl_evaluators
1799 {
1800 /**
1801 * \name 1-D maps
1802 */
1803 /*@{*/
1804 struct gl_1d_map Map1Vertex3;
1805 struct gl_1d_map Map1Vertex4;
1806 struct gl_1d_map Map1Index;
1807 struct gl_1d_map Map1Color4;
1808 struct gl_1d_map Map1Normal;
1809 struct gl_1d_map Map1Texture1;
1810 struct gl_1d_map Map1Texture2;
1811 struct gl_1d_map Map1Texture3;
1812 struct gl_1d_map Map1Texture4;
1813 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1814 /*@}*/
1815
1816 /**
1817 * \name 2-D maps
1818 */
1819 /*@{*/
1820 struct gl_2d_map Map2Vertex3;
1821 struct gl_2d_map Map2Vertex4;
1822 struct gl_2d_map Map2Index;
1823 struct gl_2d_map Map2Color4;
1824 struct gl_2d_map Map2Normal;
1825 struct gl_2d_map Map2Texture1;
1826 struct gl_2d_map Map2Texture2;
1827 struct gl_2d_map Map2Texture3;
1828 struct gl_2d_map Map2Texture4;
1829 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1830 /*@}*/
1831 };
1832
1833
1834 /**
1835 * Names of the various vertex/fragment program register files, etc.
1836 *
1837 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1838 * All values should fit in a 4-bit field.
1839 *
1840 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1841 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1842 * be "uniform" variables since they can only be set outside glBegin/End.
1843 * They're also all stored in the same Parameters array.
1844 */
1845 typedef enum
1846 {
1847 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1848 PROGRAM_INPUT, /**< machine->Inputs[] */
1849 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1850 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1851 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1852 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1853 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1854 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1855 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1856 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1857 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1858 PROGRAM_ADDRESS, /**< machine->AddressReg */
1859 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1860 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1861 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1862 PROGRAM_FILE_MAX
1863 } gl_register_file;
1864
1865
1866 /**
1867 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1868 * one of these values.
1869 */
1870 typedef enum
1871 {
1872 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1873 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1874 SYSTEM_VALUE_MAX /**< Number of values */
1875 } gl_system_value;
1876
1877
1878 /** Vertex and fragment instructions */
1879 struct prog_instruction;
1880 struct gl_program_parameter_list;
1881 struct gl_uniform_list;
1882
1883
1884 /**
1885 * Base class for any kind of program object
1886 */
1887 struct gl_program
1888 {
1889 GLuint Id;
1890 GLubyte *String; /**< Null-terminated program text */
1891 GLint RefCount;
1892 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1893 GLenum Format; /**< String encoding format */
1894 GLboolean Resident;
1895
1896 struct prog_instruction *Instructions;
1897
1898 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1899 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1900 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1901 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1902 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1903 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1904 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1905 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1906
1907
1908 /** Named parameters, constants, etc. from program text */
1909 struct gl_program_parameter_list *Parameters;
1910 /** Numbered local parameters */
1911 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1912
1913 /** Vertex/fragment shader varying vars */
1914 struct gl_program_parameter_list *Varying;
1915 /** Vertex program user-defined attributes */
1916 struct gl_program_parameter_list *Attributes;
1917
1918 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1919 GLubyte SamplerUnits[MAX_SAMPLERS];
1920 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1921 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1922
1923 /** Bitmask of which register files are read/written with indirect
1924 * addressing. Mask of (1 << PROGRAM_x) bits.
1925 */
1926 GLbitfield IndirectRegisterFiles;
1927
1928 /** Logical counts */
1929 /*@{*/
1930 GLuint NumInstructions;
1931 GLuint NumTemporaries;
1932 GLuint NumParameters;
1933 GLuint NumAttributes;
1934 GLuint NumAddressRegs;
1935 GLuint NumAluInstructions;
1936 GLuint NumTexInstructions;
1937 GLuint NumTexIndirections;
1938 /*@}*/
1939 /** Native, actual h/w counts */
1940 /*@{*/
1941 GLuint NumNativeInstructions;
1942 GLuint NumNativeTemporaries;
1943 GLuint NumNativeParameters;
1944 GLuint NumNativeAttributes;
1945 GLuint NumNativeAddressRegs;
1946 GLuint NumNativeAluInstructions;
1947 GLuint NumNativeTexInstructions;
1948 GLuint NumNativeTexIndirections;
1949 /*@}*/
1950 };
1951
1952
1953 /** Vertex program object */
1954 struct gl_vertex_program
1955 {
1956 struct gl_program Base; /**< base class */
1957 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1958 GLboolean IsPositionInvariant;
1959 };
1960
1961
1962 /** Geometry program object */
1963 struct gl_geometry_program
1964 {
1965 struct gl_program Base; /**< base class */
1966
1967 GLint VerticesOut;
1968 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1969 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1970 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1971 };
1972
1973
1974 /** Fragment program object */
1975 struct gl_fragment_program
1976 {
1977 struct gl_program Base; /**< base class */
1978 GLboolean UsesKill; /**< shader uses KIL instruction */
1979 GLboolean OriginUpperLeft;
1980 GLboolean PixelCenterInteger;
1981 enum gl_frag_depth_layout FragDepthLayout;
1982 };
1983
1984
1985 /**
1986 * State common to vertex and fragment programs.
1987 */
1988 struct gl_program_state
1989 {
1990 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1991 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1992 };
1993
1994
1995 /**
1996 * Context state for vertex programs.
1997 */
1998 struct gl_vertex_program_state
1999 {
2000 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2001 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2002 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2003 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2004 struct gl_vertex_program *Current; /**< User-bound vertex program */
2005
2006 /** Currently enabled and valid vertex program (including internal
2007 * programs, user-defined vertex programs and GLSL vertex shaders).
2008 * This is the program we must use when rendering.
2009 */
2010 struct gl_vertex_program *_Current;
2011
2012 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2013
2014 /* For GL_NV_vertex_program only: */
2015 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2016 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2017
2018 /** Should fixed-function T&L be implemented with a vertex prog? */
2019 GLboolean _MaintainTnlProgram;
2020
2021 /** Program to emulate fixed-function T&L (see above) */
2022 struct gl_vertex_program *_TnlProgram;
2023
2024 /** Cache of fixed-function programs */
2025 struct gl_program_cache *Cache;
2026
2027 GLboolean _Overriden;
2028 };
2029
2030
2031 /**
2032 * Context state for geometry programs.
2033 */
2034 struct gl_geometry_program_state
2035 {
2036 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2037 GLboolean _Enabled; /**< Enabled and valid program? */
2038 struct gl_geometry_program *Current; /**< user-bound geometry program */
2039
2040 /** Currently enabled and valid program (including internal programs
2041 * and compiled shader programs).
2042 */
2043 struct gl_geometry_program *_Current;
2044
2045 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2046
2047 /** Cache of fixed-function programs */
2048 struct gl_program_cache *Cache;
2049 };
2050
2051 /**
2052 * Context state for fragment programs.
2053 */
2054 struct gl_fragment_program_state
2055 {
2056 GLboolean Enabled; /**< User-set fragment program enable flag */
2057 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2058 struct gl_fragment_program *Current; /**< User-bound fragment program */
2059
2060 /** Currently enabled and valid fragment program (including internal
2061 * programs, user-defined fragment programs and GLSL fragment shaders).
2062 * This is the program we must use when rendering.
2063 */
2064 struct gl_fragment_program *_Current;
2065
2066 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2067
2068 /** Should fixed-function texturing be implemented with a fragment prog? */
2069 GLboolean _MaintainTexEnvProgram;
2070
2071 /** Program to emulate fixed-function texture env/combine (see above) */
2072 struct gl_fragment_program *_TexEnvProgram;
2073
2074 /** Cache of fixed-function programs */
2075 struct gl_program_cache *Cache;
2076 };
2077
2078
2079 /**
2080 * ATI_fragment_shader runtime state
2081 */
2082 #define ATI_FS_INPUT_PRIMARY 0
2083 #define ATI_FS_INPUT_SECONDARY 1
2084
2085 struct atifs_instruction;
2086 struct atifs_setupinst;
2087
2088 /**
2089 * ATI fragment shader
2090 */
2091 struct ati_fragment_shader
2092 {
2093 GLuint Id;
2094 GLint RefCount;
2095 struct atifs_instruction *Instructions[2];
2096 struct atifs_setupinst *SetupInst[2];
2097 GLfloat Constants[8][4];
2098 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2099 GLubyte numArithInstr[2];
2100 GLubyte regsAssigned[2];
2101 GLubyte NumPasses; /**< 1 or 2 */
2102 GLubyte cur_pass;
2103 GLubyte last_optype;
2104 GLboolean interpinp1;
2105 GLboolean isValid;
2106 GLuint swizzlerq;
2107 };
2108
2109 /**
2110 * Context state for GL_ATI_fragment_shader
2111 */
2112 struct gl_ati_fragment_shader_state
2113 {
2114 GLboolean Enabled;
2115 GLboolean _Enabled; /**< enabled and valid shader? */
2116 GLboolean Compiling;
2117 GLfloat GlobalConstants[8][4];
2118 struct ati_fragment_shader *Current;
2119 };
2120
2121
2122 /**
2123 * Occlusion/timer query object.
2124 */
2125 struct gl_query_object
2126 {
2127 GLenum Target; /**< The query target, when active */
2128 GLuint Id; /**< hash table ID/name */
2129 GLuint64EXT Result; /**< the counter */
2130 GLboolean Active; /**< inside Begin/EndQuery */
2131 GLboolean Ready; /**< result is ready? */
2132 };
2133
2134
2135 /**
2136 * Context state for query objects.
2137 */
2138 struct gl_query_state
2139 {
2140 struct _mesa_HashTable *QueryObjects;
2141 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2142 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2143
2144 /** GL_NV_conditional_render */
2145 struct gl_query_object *CondRenderQuery;
2146
2147 /** GL_EXT_transform_feedback */
2148 struct gl_query_object *PrimitivesGenerated;
2149 struct gl_query_object *PrimitivesWritten;
2150
2151 /** GL_ARB_timer_query */
2152 struct gl_query_object *TimeElapsed;
2153
2154 GLenum CondRenderMode;
2155 };
2156
2157
2158 /** Sync object state */
2159 struct gl_sync_object {
2160 struct simple_node link;
2161 GLenum Type; /**< GL_SYNC_FENCE */
2162 GLuint Name; /**< Fence name */
2163 GLint RefCount; /**< Reference count */
2164 GLboolean DeletePending; /**< Object was deleted while there were still
2165 * live references (e.g., sync not yet finished)
2166 */
2167 GLenum SyncCondition;
2168 GLbitfield Flags; /**< Flags passed to glFenceSync */
2169 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2170 };
2171
2172
2173 /** Set by #pragma directives */
2174 struct gl_sl_pragmas
2175 {
2176 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2177 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2178 GLboolean Optimize; /**< defaults on */
2179 GLboolean Debug; /**< defaults off */
2180 };
2181
2182
2183 /**
2184 * A GLSL vertex or fragment shader object.
2185 */
2186 struct gl_shader
2187 {
2188 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2189 GLuint Name; /**< AKA the handle */
2190 GLint RefCount; /**< Reference count */
2191 GLboolean DeletePending;
2192 GLboolean CompileStatus;
2193 const GLchar *Source; /**< Source code string */
2194 GLuint SourceChecksum; /**< for debug/logging purposes */
2195 struct gl_program *Program; /**< Post-compile assembly code */
2196 GLchar *InfoLog;
2197 struct gl_sl_pragmas Pragmas;
2198
2199 unsigned Version; /**< GLSL version used for linking */
2200
2201 struct exec_list *ir;
2202 struct glsl_symbol_table *symbols;
2203
2204 /** Shaders containing built-in functions that are used for linking. */
2205 struct gl_shader *builtins_to_link[16];
2206 unsigned num_builtins_to_link;
2207 };
2208
2209
2210 /**
2211 * A GLSL program object.
2212 * Basically a linked collection of vertex and fragment shaders.
2213 */
2214 struct gl_shader_program
2215 {
2216 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2217 GLuint Name; /**< aka handle or ID */
2218 GLint RefCount; /**< Reference count */
2219 GLboolean DeletePending;
2220
2221 GLuint NumShaders; /**< number of attached shaders */
2222 struct gl_shader **Shaders; /**< List of attached the shaders */
2223
2224 /** User-defined attribute bindings (glBindAttribLocation) */
2225 struct gl_program_parameter_list *Attributes;
2226
2227 /** Transform feedback varyings */
2228 struct {
2229 GLenum BufferMode;
2230 GLuint NumVarying;
2231 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2232 } TransformFeedback;
2233
2234 /** Geometry shader state - copied into gl_geometry_program at link time */
2235 struct {
2236 GLint VerticesOut;
2237 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2238 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2239 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2240 } Geom;
2241
2242 /* post-link info: */
2243 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2244 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2245 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2246 struct gl_uniform_list *Uniforms;
2247 struct gl_program_parameter_list *Varying;
2248 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2249 GLboolean Validated;
2250 GLboolean _Used; /**< Ever used for drawing? */
2251 GLchar *InfoLog;
2252
2253 unsigned Version; /**< GLSL version used for linking */
2254
2255 /**
2256 * Per-stage shaders resulting from the first stage of linking.
2257 *
2258 * Set of linked shaders for this program. The array is accessed using the
2259 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2260 * \c NULL.
2261 */
2262 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2263 };
2264
2265
2266 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2267 #define GLSL_LOG 0x2 /**< Write shaders to files */
2268 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2269 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2270 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2271 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2272 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2273 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2274
2275
2276 /**
2277 * Context state for GLSL vertex/fragment shaders.
2278 */
2279 struct gl_shader_state
2280 {
2281 /**
2282 * Programs used for rendering
2283 *
2284 * There is a separate program set for each shader stage. If
2285 * GL_EXT_separate_shader_objects is not supported, each of these must point
2286 * to \c NULL or to the same program.
2287 */
2288 struct gl_shader_program *CurrentVertexProgram;
2289 struct gl_shader_program *CurrentGeometryProgram;
2290 struct gl_shader_program *CurrentFragmentProgram;
2291
2292 /**
2293 * Program used by glUniform calls.
2294 *
2295 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2296 */
2297 struct gl_shader_program *ActiveProgram;
2298
2299 GLbitfield Flags; /**< Mask of GLSL_x flags */
2300 };
2301
2302 /**
2303 * Compiler options for a single GLSL shaders type
2304 */
2305 struct gl_shader_compiler_options
2306 {
2307 /** Driver-selectable options: */
2308 GLboolean EmitCondCodes; /**< Use condition codes? */
2309 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2310 GLboolean EmitNoLoops;
2311 GLboolean EmitNoFunctions;
2312 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2313 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2314 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2315 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2316
2317 /**
2318 * \name Forms of indirect addressing the driver cannot do.
2319 */
2320 /*@{*/
2321 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2322 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2323 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2324 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2325 /*@}*/
2326
2327 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2328 GLuint MaxUnrollIterations;
2329
2330 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2331 };
2332
2333 /**
2334 * Transform feedback object state
2335 */
2336 struct gl_transform_feedback_object
2337 {
2338 GLuint Name; /**< AKA the object ID */
2339 GLint RefCount;
2340 GLboolean Active; /**< Is transform feedback enabled? */
2341 GLboolean Paused; /**< Is transform feedback paused? */
2342
2343 /** The feedback buffers */
2344 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2345 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2346
2347 /** Start of feedback data in dest buffer */
2348 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2349 /** Max data to put into dest buffer (in bytes) */
2350 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2351 };
2352
2353
2354 /**
2355 * Context state for transform feedback.
2356 */
2357 struct gl_transform_feedback
2358 {
2359 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2360
2361 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2362
2363 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2364 struct gl_buffer_object *CurrentBuffer;
2365
2366 /** The table of all transform feedback objects */
2367 struct _mesa_HashTable *Objects;
2368
2369 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2370 struct gl_transform_feedback_object *CurrentObject;
2371
2372 /** The default xform-fb object (Name==0) */
2373 struct gl_transform_feedback_object *DefaultObject;
2374 };
2375
2376
2377
2378 /**
2379 * State which can be shared by multiple contexts:
2380 */
2381 struct gl_shared_state
2382 {
2383 _glthread_Mutex Mutex; /**< for thread safety */
2384 GLint RefCount; /**< Reference count */
2385 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2386 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2387
2388 /** Default texture objects (shared by all texture units) */
2389 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2390
2391 /** Fallback texture used when a bound texture is incomplete */
2392 struct gl_texture_object *FallbackTex;
2393
2394 /**
2395 * \name Thread safety and statechange notification for texture
2396 * objects.
2397 *
2398 * \todo Improve the granularity of locking.
2399 */
2400 /*@{*/
2401 _glthread_Mutex TexMutex; /**< texobj thread safety */
2402 GLuint TextureStateStamp; /**< state notification for shared tex */
2403 /*@}*/
2404
2405 /** Default buffer object for vertex arrays that aren't in VBOs */
2406 struct gl_buffer_object *NullBufferObj;
2407
2408 /**
2409 * \name Vertex/geometry/fragment programs
2410 */
2411 /*@{*/
2412 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2413 struct gl_vertex_program *DefaultVertexProgram;
2414 struct gl_fragment_program *DefaultFragmentProgram;
2415 struct gl_geometry_program *DefaultGeometryProgram;
2416 /*@}*/
2417
2418 /* GL_ATI_fragment_shader */
2419 struct _mesa_HashTable *ATIShaders;
2420 struct ati_fragment_shader *DefaultFragmentShader;
2421
2422 struct _mesa_HashTable *BufferObjects;
2423
2424 /** Table of both gl_shader and gl_shader_program objects */
2425 struct _mesa_HashTable *ShaderObjects;
2426
2427 /* GL_EXT_framebuffer_object */
2428 struct _mesa_HashTable *RenderBuffers;
2429 struct _mesa_HashTable *FrameBuffers;
2430
2431 /* GL_ARB_sync */
2432 struct simple_node SyncObjects;
2433
2434 /** GL_ARB_sampler_objects */
2435 struct _mesa_HashTable *SamplerObjects;
2436
2437 void *DriverData; /**< Device driver shared state */
2438 };
2439
2440
2441
2442
2443 /**
2444 * A renderbuffer stores colors or depth values or stencil values.
2445 * A framebuffer object will have a collection of these.
2446 * Data are read/written to the buffer with a handful of Get/Put functions.
2447 *
2448 * Instances of this object are allocated with the Driver's NewRenderbuffer
2449 * hook. Drivers will likely wrap this class inside a driver-specific
2450 * class to simulate inheritance.
2451 */
2452 struct gl_renderbuffer
2453 {
2454 _glthread_Mutex Mutex; /**< for thread safety */
2455 GLuint ClassID; /**< Useful for drivers */
2456 GLuint Name;
2457 GLint RefCount;
2458 GLuint Width, Height;
2459 GLint RowStride; /**< Padded width in units of pixels */
2460 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2461
2462 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2463
2464 GLubyte NumSamples;
2465
2466 GLenum InternalFormat; /**< The user-specified format */
2467 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2468 GL_STENCIL_INDEX. */
2469 gl_format Format; /**< The actual renderbuffer memory format */
2470
2471 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2472 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2473
2474 /* Used to wrap one renderbuffer around another: */
2475 struct gl_renderbuffer *Wrapped;
2476
2477 /* Delete this renderbuffer */
2478 void (*Delete)(struct gl_renderbuffer *rb);
2479
2480 /* Allocate new storage for this renderbuffer */
2481 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2482 GLenum internalFormat,
2483 GLuint width, GLuint height);
2484
2485 /* Lock/Unlock are called before/after calling the Get/Put functions.
2486 * Not sure this is the right place for these yet.
2487 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2488 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2489 */
2490
2491 /* Return a pointer to the element/pixel at (x,y).
2492 * Should return NULL if the buffer memory can't be directly addressed.
2493 */
2494 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2495 GLint x, GLint y);
2496
2497 /* Get/Read a row of values.
2498 * The values will be of format _BaseFormat and type DataType.
2499 */
2500 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2501 GLint x, GLint y, void *values);
2502
2503 /* Get/Read values at arbitrary locations.
2504 * The values will be of format _BaseFormat and type DataType.
2505 */
2506 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2507 const GLint x[], const GLint y[], void *values);
2508
2509 /* Put/Write a row of values.
2510 * The values will be of format _BaseFormat and type DataType.
2511 */
2512 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2513 GLint x, GLint y, const void *values, const GLubyte *mask);
2514
2515 /* Put/Write a row of RGB values. This is a special-case routine that's
2516 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2517 * a common case for glDrawPixels and some triangle routines.
2518 * The values will be of format GL_RGB and type DataType.
2519 */
2520 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2521 GLint x, GLint y, const void *values, const GLubyte *mask);
2522
2523
2524 /* Put/Write a row of identical values.
2525 * The values will be of format _BaseFormat and type DataType.
2526 */
2527 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2528 GLint x, GLint y, const void *value, const GLubyte *mask);
2529
2530 /* Put/Write values at arbitrary locations.
2531 * The values will be of format _BaseFormat and type DataType.
2532 */
2533 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2534 const GLint x[], const GLint y[], const void *values,
2535 const GLubyte *mask);
2536 /* Put/Write identical values at arbitrary locations.
2537 * The values will be of format _BaseFormat and type DataType.
2538 */
2539 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2540 GLuint count, const GLint x[], const GLint y[],
2541 const void *value, const GLubyte *mask);
2542 };
2543
2544
2545 /**
2546 * A renderbuffer attachment points to either a texture object (and specifies
2547 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2548 */
2549 struct gl_renderbuffer_attachment
2550 {
2551 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2552 GLboolean Complete;
2553
2554 /**
2555 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2556 * application supplied renderbuffer object.
2557 */
2558 struct gl_renderbuffer *Renderbuffer;
2559
2560 /**
2561 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2562 * supplied texture object.
2563 */
2564 struct gl_texture_object *Texture;
2565 GLuint TextureLevel; /**< Attached mipmap level. */
2566 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2567 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2568 * and 2D array textures */
2569 };
2570
2571
2572 /**
2573 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2574 * In C++ terms, think of this as a base class from which device drivers
2575 * will make derived classes.
2576 */
2577 struct gl_framebuffer
2578 {
2579 _glthread_Mutex Mutex; /**< for thread safety */
2580 /**
2581 * If zero, this is a window system framebuffer. If non-zero, this
2582 * is a FBO framebuffer; note that for some devices (i.e. those with
2583 * a natural pixel coordinate system for FBOs that differs from the
2584 * OpenGL/Mesa coordinate system), this means that the viewport,
2585 * polygon face orientation, and polygon stipple will have to be inverted.
2586 */
2587 GLuint Name;
2588
2589 GLint RefCount;
2590 GLboolean DeletePending;
2591
2592 /**
2593 * The framebuffer's visual. Immutable if this is a window system buffer.
2594 * Computed from attachments if user-made FBO.
2595 */
2596 struct gl_config Visual;
2597
2598 GLboolean Initialized;
2599
2600 GLuint Width, Height; /**< size of frame buffer in pixels */
2601
2602 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2603 /*@{*/
2604 GLint _Xmin, _Xmax; /**< inclusive */
2605 GLint _Ymin, _Ymax; /**< exclusive */
2606 /*@}*/
2607
2608 /** \name Derived Z buffer stuff */
2609 /*@{*/
2610 GLuint _DepthMax; /**< Max depth buffer value */
2611 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2612 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2613 /*@}*/
2614
2615 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2616 GLenum _Status;
2617
2618 /** Integer color values */
2619 GLboolean _IntegerColor;
2620
2621 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2622 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2623
2624 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2625 * attribute group and GL_PIXEL attribute group, respectively.
2626 */
2627 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2628 GLenum ColorReadBuffer;
2629
2630 /** Computed from ColorDraw/ReadBuffer above */
2631 GLuint _NumColorDrawBuffers;
2632 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2633 GLint _ColorReadBufferIndex; /* -1 = None */
2634 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2635 struct gl_renderbuffer *_ColorReadBuffer;
2636
2637 /** The Actual depth/stencil buffers to use. May be wrappers around the
2638 * depth/stencil buffers attached above. */
2639 struct gl_renderbuffer *_DepthBuffer;
2640 struct gl_renderbuffer *_StencilBuffer;
2641
2642 /** Delete this framebuffer */
2643 void (*Delete)(struct gl_framebuffer *fb);
2644 };
2645
2646
2647 /**
2648 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2649 */
2650 struct gl_precision
2651 {
2652 GLushort RangeMin; /**< min value exponent */
2653 GLushort RangeMax; /**< max value exponent */
2654 GLushort Precision; /**< number of mantissa bits */
2655 };
2656
2657
2658 /**
2659 * Limits for vertex, geometry and fragment programs/shaders.
2660 */
2661 struct gl_program_constants
2662 {
2663 /* logical limits */
2664 GLuint MaxInstructions;
2665 GLuint MaxAluInstructions;
2666 GLuint MaxTexInstructions;
2667 GLuint MaxTexIndirections;
2668 GLuint MaxAttribs;
2669 GLuint MaxTemps;
2670 GLuint MaxAddressRegs;
2671 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2672 GLuint MaxParameters;
2673 GLuint MaxLocalParams;
2674 GLuint MaxEnvParams;
2675 /* native/hardware limits */
2676 GLuint MaxNativeInstructions;
2677 GLuint MaxNativeAluInstructions;
2678 GLuint MaxNativeTexInstructions;
2679 GLuint MaxNativeTexIndirections;
2680 GLuint MaxNativeAttribs;
2681 GLuint MaxNativeTemps;
2682 GLuint MaxNativeAddressRegs;
2683 GLuint MaxNativeParameters;
2684 /* For shaders */
2685 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2686 /* ES 2.0 and GL_ARB_ES2_compatibility */
2687 struct gl_precision LowFloat, MediumFloat, HighFloat;
2688 struct gl_precision LowInt, MediumInt, HighInt;
2689 };
2690
2691
2692 /**
2693 * Constants which may be overridden by device driver during context creation
2694 * but are never changed after that.
2695 */
2696 struct gl_constants
2697 {
2698 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2699 GLint MaxTextureLevels; /**< Max mipmap levels. */
2700 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2701 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2702 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2703 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2704 GLuint MaxTextureCoordUnits;
2705 GLuint MaxTextureImageUnits;
2706 GLuint MaxVertexTextureImageUnits;
2707 GLuint MaxCombinedTextureImageUnits;
2708 GLuint MaxGeometryTextureImageUnits;
2709 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2710 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2711 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2712 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2713
2714 GLuint MaxArrayLockSize;
2715
2716 GLint SubPixelBits;
2717
2718 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2719 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2720 GLfloat PointSizeGranularity;
2721 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2722 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2723 GLfloat LineWidthGranularity;
2724
2725 GLuint MaxColorTableSize;
2726
2727 GLuint MaxClipPlanes;
2728 GLuint MaxLights;
2729 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2730 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2731
2732 GLuint MaxViewportWidth, MaxViewportHeight;
2733
2734 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2735 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2736 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2737 GLuint MaxProgramMatrices;
2738 GLuint MaxProgramMatrixStackDepth;
2739
2740 /** vertex array / buffer object bounds checking */
2741 GLboolean CheckArrayBounds;
2742
2743 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2744
2745 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2746 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2747 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2748
2749 /** Number of varying vectors between vertex and fragment shaders */
2750 GLuint MaxVarying;
2751 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2752 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2753
2754 /** GL_ARB_geometry_shader4 */
2755 GLuint MaxGeometryOutputVertices;
2756 GLuint MaxGeometryTotalOutputComponents;
2757
2758 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2759
2760 /**
2761 * Does the driver support real 32-bit integers? (Otherwise, integers are
2762 * simulated via floats.)
2763 */
2764 GLboolean NativeIntegers;
2765
2766 /**
2767 * If the driver supports real 32-bit integers, what integer value should be
2768 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2769 */
2770 GLuint UniformBooleanTrue;
2771
2772 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2773 GLbitfield SupportedBumpUnits;
2774
2775 /**
2776 * Maximum amount of time, measured in nanseconds, that the server can wait.
2777 */
2778 GLuint64 MaxServerWaitTimeout;
2779
2780 /** GL_EXT_provoking_vertex */
2781 GLboolean QuadsFollowProvokingVertexConvention;
2782
2783 /** OpenGL version 3.0 */
2784 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2785
2786 /** OpenGL version 3.2 */
2787 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2788
2789 /** GL_EXT_transform_feedback */
2790 GLuint MaxTransformFeedbackSeparateAttribs;
2791 GLuint MaxTransformFeedbackSeparateComponents;
2792 GLuint MaxTransformFeedbackInterleavedComponents;
2793
2794 /** GL_EXT_gpu_shader4 */
2795 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2796
2797 /* GL_EXT_framebuffer_sRGB */
2798 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2799
2800 /* GL_ARB_robustness */
2801 GLenum ResetStrategy;
2802 };
2803
2804
2805 /**
2806 * Enable flag for each OpenGL extension. Different device drivers will
2807 * enable different extensions at runtime.
2808 */
2809 struct gl_extensions
2810 {
2811 GLboolean dummy; /* don't remove this! */
2812 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2813 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2814 GLboolean ARB_ES2_compatibility;
2815 GLboolean ARB_blend_func_extended;
2816 GLboolean ARB_color_buffer_float;
2817 GLboolean ARB_copy_buffer;
2818 GLboolean ARB_depth_buffer_float;
2819 GLboolean ARB_depth_clamp;
2820 GLboolean ARB_depth_texture;
2821 GLboolean ARB_draw_buffers;
2822 GLboolean ARB_draw_buffers_blend;
2823 GLboolean ARB_draw_elements_base_vertex;
2824 GLboolean ARB_draw_instanced;
2825 GLboolean ARB_fragment_coord_conventions;
2826 GLboolean ARB_fragment_program;
2827 GLboolean ARB_fragment_program_shadow;
2828 GLboolean ARB_fragment_shader;
2829 GLboolean ARB_framebuffer_object;
2830 GLboolean ARB_explicit_attrib_location;
2831 GLboolean ARB_geometry_shader4;
2832 GLboolean ARB_half_float_pixel;
2833 GLboolean ARB_half_float_vertex;
2834 GLboolean ARB_instanced_arrays;
2835 GLboolean ARB_map_buffer_range;
2836 GLboolean ARB_multisample;
2837 GLboolean ARB_multitexture;
2838 GLboolean ARB_occlusion_query;
2839 GLboolean ARB_occlusion_query2;
2840 GLboolean ARB_point_sprite;
2841 GLboolean ARB_sampler_objects;
2842 GLboolean ARB_seamless_cube_map;
2843 GLboolean ARB_shader_objects;
2844 GLboolean ARB_shader_stencil_export;
2845 GLboolean ARB_shader_texture_lod;
2846 GLboolean ARB_shading_language_100;
2847 GLboolean ARB_shadow;
2848 GLboolean ARB_shadow_ambient;
2849 GLboolean ARB_sync;
2850 GLboolean ARB_texture_border_clamp;
2851 GLboolean ARB_texture_buffer_object;
2852 GLboolean ARB_texture_compression;
2853 GLboolean ARB_texture_compression_rgtc;
2854 GLboolean ARB_texture_cube_map;
2855 GLboolean ARB_texture_env_combine;
2856 GLboolean ARB_texture_env_crossbar;
2857 GLboolean ARB_texture_env_dot3;
2858 GLboolean ARB_texture_float;
2859 GLboolean ARB_texture_mirrored_repeat;
2860 GLboolean ARB_texture_multisample;
2861 GLboolean ARB_texture_non_power_of_two;
2862 GLboolean ARB_texture_rg;
2863 GLboolean ARB_texture_rgb10_a2ui;
2864 GLboolean ARB_timer_query;
2865 GLboolean ARB_transform_feedback2;
2866 GLboolean ARB_transpose_matrix;
2867 GLboolean ARB_uniform_buffer_object;
2868 GLboolean ARB_vertex_array_object;
2869 GLboolean ARB_vertex_buffer_object;
2870 GLboolean ARB_vertex_program;
2871 GLboolean ARB_vertex_shader;
2872 GLboolean ARB_vertex_type_2_10_10_10_rev;
2873 GLboolean ARB_window_pos;
2874 GLboolean EXT_abgr;
2875 GLboolean EXT_bgra;
2876 GLboolean EXT_blend_color;
2877 GLboolean EXT_blend_equation_separate;
2878 GLboolean EXT_blend_func_separate;
2879 GLboolean EXT_blend_logic_op;
2880 GLboolean EXT_blend_minmax;
2881 GLboolean EXT_blend_subtract;
2882 GLboolean EXT_clip_volume_hint;
2883 GLboolean EXT_compiled_vertex_array;
2884 GLboolean EXT_copy_texture;
2885 GLboolean EXT_depth_bounds_test;
2886 GLboolean EXT_draw_buffers2;
2887 GLboolean EXT_draw_range_elements;
2888 GLboolean EXT_fog_coord;
2889 GLboolean EXT_framebuffer_blit;
2890 GLboolean EXT_framebuffer_multisample;
2891 GLboolean EXT_framebuffer_object;
2892 GLboolean EXT_framebuffer_sRGB;
2893 GLboolean EXT_gpu_program_parameters;
2894 GLboolean EXT_gpu_shader4;
2895 GLboolean EXT_multi_draw_arrays;
2896 GLboolean EXT_paletted_texture;
2897 GLboolean EXT_packed_depth_stencil;
2898 GLboolean EXT_packed_float;
2899 GLboolean EXT_packed_pixels;
2900 GLboolean EXT_pixel_buffer_object;
2901 GLboolean EXT_point_parameters;
2902 GLboolean EXT_polygon_offset;
2903 GLboolean EXT_provoking_vertex;
2904 GLboolean EXT_rescale_normal;
2905 GLboolean EXT_shadow_funcs;
2906 GLboolean EXT_secondary_color;
2907 GLboolean EXT_separate_shader_objects;
2908 GLboolean EXT_separate_specular_color;
2909 GLboolean EXT_shared_texture_palette;
2910 GLboolean EXT_stencil_wrap;
2911 GLboolean EXT_stencil_two_side;
2912 GLboolean EXT_subtexture;
2913 GLboolean EXT_texture;
2914 GLboolean EXT_texture_object;
2915 GLboolean EXT_texture3D;
2916 GLboolean EXT_texture_array;
2917 GLboolean EXT_texture_compression_latc;
2918 GLboolean EXT_texture_compression_s3tc;
2919 GLboolean EXT_texture_env_add;
2920 GLboolean EXT_texture_env_combine;
2921 GLboolean EXT_texture_env_dot3;
2922 GLboolean EXT_texture_filter_anisotropic;
2923 GLboolean EXT_texture_integer;
2924 GLboolean EXT_texture_lod_bias;
2925 GLboolean EXT_texture_mirror_clamp;
2926 GLboolean EXT_texture_shared_exponent;
2927 GLboolean EXT_texture_snorm;
2928 GLboolean EXT_texture_sRGB;
2929 GLboolean EXT_texture_sRGB_decode;
2930 GLboolean EXT_texture_swizzle;
2931 GLboolean EXT_transform_feedback;
2932 GLboolean EXT_timer_query;
2933 GLboolean EXT_vertex_array;
2934 GLboolean EXT_vertex_array_bgra;
2935 GLboolean EXT_vertex_array_set;
2936 GLboolean OES_standard_derivatives;
2937 /* vendor extensions */
2938 GLboolean AMD_conservative_depth;
2939 GLboolean AMD_seamless_cubemap_per_texture;
2940 GLboolean APPLE_client_storage;
2941 GLboolean APPLE_packed_pixels;
2942 GLboolean APPLE_vertex_array_object;
2943 GLboolean APPLE_object_purgeable;
2944 GLboolean ATI_envmap_bumpmap;
2945 GLboolean ATI_texture_compression_3dc;
2946 GLboolean ATI_texture_mirror_once;
2947 GLboolean ATI_texture_env_combine3;
2948 GLboolean ATI_fragment_shader;
2949 GLboolean ATI_separate_stencil;
2950 GLboolean IBM_rasterpos_clip;
2951 GLboolean IBM_multimode_draw_arrays;
2952 GLboolean MESA_pack_invert;
2953 GLboolean MESA_resize_buffers;
2954 GLboolean MESA_ycbcr_texture;
2955 GLboolean MESA_texture_array;
2956 GLboolean NV_blend_square;
2957 GLboolean NV_conditional_render;
2958 GLboolean NV_fragment_program;
2959 GLboolean NV_fragment_program_option;
2960 GLboolean NV_light_max_exponent;
2961 GLboolean NV_point_sprite;
2962 GLboolean NV_primitive_restart;
2963 GLboolean NV_texture_barrier;
2964 GLboolean NV_texgen_reflection;
2965 GLboolean NV_texture_env_combine4;
2966 GLboolean NV_texture_rectangle;
2967 GLboolean NV_vertex_program;
2968 GLboolean NV_vertex_program1_1;
2969 GLboolean OES_read_format;
2970 GLboolean SGIS_generate_mipmap;
2971 GLboolean SGIS_texture_edge_clamp;
2972 GLboolean SGIS_texture_lod;
2973 GLboolean TDFX_texture_compression_FXT1;
2974 GLboolean S3_s3tc;
2975 GLboolean OES_EGL_image;
2976 GLboolean OES_draw_texture;
2977 GLboolean EXT_texture_format_BGRA8888;
2978 GLboolean extension_sentinel;
2979 /** The extension string */
2980 const GLubyte *String;
2981 /** Number of supported extensions */
2982 GLuint Count;
2983 };
2984
2985
2986 /**
2987 * A stack of matrices (projection, modelview, color, texture, etc).
2988 */
2989 struct gl_matrix_stack
2990 {
2991 GLmatrix *Top; /**< points into Stack */
2992 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2993 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2994 GLuint MaxDepth; /**< size of Stack[] array */
2995 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2996 };
2997
2998
2999 /**
3000 * \name Bits for image transfer operations
3001 * \sa __struct gl_contextRec::ImageTransferState.
3002 */
3003 /*@{*/
3004 #define IMAGE_SCALE_BIAS_BIT 0x1
3005 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3006 #define IMAGE_MAP_COLOR_BIT 0x4
3007 #define IMAGE_CLAMP_BIT 0x800
3008
3009
3010 /** Pixel Transfer ops */
3011 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3012 IMAGE_SHIFT_OFFSET_BIT | \
3013 IMAGE_MAP_COLOR_BIT)
3014
3015 /**
3016 * \name Bits to indicate what state has changed.
3017 */
3018 /*@{*/
3019 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3020 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3021 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3022 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3023 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3024 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3025 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3026 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3027 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3028 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3029 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3030 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3031 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3032 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3033 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3034 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3035 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3036 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3037 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3038 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3039 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3040 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3041 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3042 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3043 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3044 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3045 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3046 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3047 #define _NEW_BUFFER_OBJECT (1 << 28)
3048 #define _NEW_FRAG_CLAMP (1 << 29)
3049 #define _NEW_ALL ~0
3050 /*@}*/
3051
3052
3053 /**
3054 * \name Bits to track array state changes
3055 *
3056 * Also used to summarize array enabled.
3057 */
3058 /*@{*/
3059 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3060 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3061 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3062 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3063 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3064 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3065 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3066 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3067 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3068 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3069 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3070 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3071 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3072 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3073 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3074 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3075 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3076 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3077 #define _NEW_ARRAY_ALL 0xffffffff
3078
3079
3080 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3081 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3082 /*@}*/
3083
3084
3085
3086 /**
3087 * \name A bunch of flags that we think might be useful to drivers.
3088 *
3089 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3090 */
3091 /*@{*/
3092 #define DD_FLATSHADE 0x1
3093 #define DD_SEPARATE_SPECULAR 0x2
3094 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3095 #define DD_TRI_LIGHT_TWOSIDE 0x8
3096 #define DD_TRI_UNFILLED 0x10
3097 #define DD_TRI_SMOOTH 0x20
3098 #define DD_TRI_STIPPLE 0x40
3099 #define DD_TRI_OFFSET 0x80
3100 #define DD_LINE_SMOOTH 0x100
3101 #define DD_LINE_STIPPLE 0x200
3102 #define DD_POINT_SMOOTH 0x400
3103 #define DD_POINT_ATTEN 0x800
3104 #define DD_TRI_TWOSTENCIL 0x1000
3105 /*@}*/
3106
3107
3108 /**
3109 * \name Define the state changes under which each of these bits might change
3110 */
3111 /*@{*/
3112 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3113 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3114 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3115 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3116 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3117 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3118 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3119 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3120 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3121 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3122 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3123 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3124 #define _DD_NEW_POINT_SIZE _NEW_POINT
3125 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3126 /*@}*/
3127
3128
3129 /**
3130 * Composite state flags
3131 */
3132 /*@{*/
3133 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3134 _NEW_TEXTURE | \
3135 _NEW_POINT | \
3136 _NEW_PROGRAM | \
3137 _NEW_MODELVIEW)
3138 /*@}*/
3139
3140
3141
3142
3143 /* This has to be included here. */
3144 #include "dd.h"
3145
3146
3147 /**
3148 * Display list flags.
3149 * Strictly this is a tnl-private concept, but it doesn't seem
3150 * worthwhile adding a tnl private structure just to hold this one bit
3151 * of information:
3152 */
3153 #define DLIST_DANGLING_REFS 0x1
3154
3155
3156 /** Opaque declaration of display list payload data type */
3157 union gl_dlist_node;
3158
3159
3160 /**
3161 * Provide a location where information about a display list can be
3162 * collected. Could be extended with driverPrivate structures,
3163 * etc. in the future.
3164 */
3165 struct gl_display_list
3166 {
3167 GLuint Name;
3168 GLbitfield Flags; /**< DLIST_x flags */
3169 /** The dlist commands are in a linked list of nodes */
3170 union gl_dlist_node *Head;
3171 };
3172
3173
3174 /**
3175 * State used during display list compilation and execution.
3176 */
3177 struct gl_dlist_state
3178 {
3179 GLuint CallDepth; /**< Current recursion calling depth */
3180
3181 struct gl_display_list *CurrentList; /**< List currently being compiled */
3182 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3183 GLuint CurrentPos; /**< Index into current block of nodes */
3184
3185 GLvertexformat ListVtxfmt;
3186
3187 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3188 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3189
3190 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3191 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3192
3193 GLubyte ActiveIndex;
3194 GLfloat CurrentIndex;
3195
3196 GLubyte ActiveEdgeFlag;
3197 GLboolean CurrentEdgeFlag;
3198
3199 struct {
3200 /* State known to have been set by the currently-compiling display
3201 * list. Used to eliminate some redundant state changes.
3202 */
3203 GLenum ShadeModel;
3204 } Current;
3205 };
3206
3207
3208 /**
3209 * Enum for the OpenGL APIs we know about and may support.
3210 */
3211 typedef enum
3212 {
3213 API_OPENGL,
3214 API_OPENGLES,
3215 API_OPENGLES2
3216 } gl_api;
3217
3218
3219 /**
3220 * Mesa rendering context.
3221 *
3222 * This is the central context data structure for Mesa. Almost all
3223 * OpenGL state is contained in this structure.
3224 * Think of this as a base class from which device drivers will derive
3225 * sub classes.
3226 *
3227 * The struct gl_context typedef names this structure.
3228 */
3229 struct gl_context
3230 {
3231 /** State possibly shared with other contexts in the address space */
3232 struct gl_shared_state *Shared;
3233
3234 /** \name API function pointer tables */
3235 /*@{*/
3236 gl_api API;
3237 struct _glapi_table *Save; /**< Display list save functions */
3238 struct _glapi_table *Exec; /**< Execute functions */
3239 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3240 /*@}*/
3241
3242 struct gl_config Visual;
3243 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3244 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3245 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3246 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3247
3248 /**
3249 * Device driver function pointer table
3250 */
3251 struct dd_function_table Driver;
3252
3253 void *DriverCtx; /**< Points to device driver context/state */
3254
3255 /** Core/Driver constants */
3256 struct gl_constants Const;
3257
3258 /** \name The various 4x4 matrix stacks */
3259 /*@{*/
3260 struct gl_matrix_stack ModelviewMatrixStack;
3261 struct gl_matrix_stack ProjectionMatrixStack;
3262 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3263 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3264 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3265 /*@}*/
3266
3267 /** Combined modelview and projection matrix */
3268 GLmatrix _ModelProjectMatrix;
3269
3270 /** \name Display lists */
3271 struct gl_dlist_state ListState;
3272
3273 GLboolean ExecuteFlag; /**< Execute GL commands? */
3274 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3275
3276 /** Extension information */
3277 struct gl_extensions Extensions;
3278
3279 /** Version info */
3280 GLuint VersionMajor, VersionMinor;
3281 char *VersionString;
3282
3283 /** \name State attribute stack (for glPush/PopAttrib) */
3284 /*@{*/
3285 GLuint AttribStackDepth;
3286 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3287 /*@}*/
3288
3289 /** \name Renderer attribute groups
3290 *
3291 * We define a struct for each attribute group to make pushing and popping
3292 * attributes easy. Also it's a good organization.
3293 */
3294 /*@{*/
3295 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3296 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3297 struct gl_current_attrib Current; /**< Current attributes */
3298 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3299 struct gl_eval_attrib Eval; /**< Eval attributes */
3300 struct gl_fog_attrib Fog; /**< Fog attributes */
3301 struct gl_hint_attrib Hint; /**< Hint attributes */
3302 struct gl_light_attrib Light; /**< Light attributes */
3303 struct gl_line_attrib Line; /**< Line attributes */
3304 struct gl_list_attrib List; /**< List attributes */
3305 struct gl_multisample_attrib Multisample;
3306 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3307 struct gl_point_attrib Point; /**< Point attributes */
3308 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3309 GLuint PolygonStipple[32]; /**< Polygon stipple */
3310 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3311 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3312 struct gl_texture_attrib Texture; /**< Texture attributes */
3313 struct gl_transform_attrib Transform; /**< Transformation attributes */
3314 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3315 /*@}*/
3316
3317 /** \name Client attribute stack */
3318 /*@{*/
3319 GLuint ClientAttribStackDepth;
3320 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3321 /*@}*/
3322
3323 /** \name Client attribute groups */
3324 /*@{*/
3325 struct gl_array_attrib Array; /**< Vertex arrays */
3326 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3327 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3328 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3329 /*@}*/
3330
3331 /** \name Other assorted state (not pushed/popped on attribute stack) */
3332 /*@{*/
3333 struct gl_pixelmaps PixelMaps;
3334
3335 struct gl_evaluators EvalMap; /**< All evaluators */
3336 struct gl_feedback Feedback; /**< Feedback */
3337 struct gl_selection Select; /**< Selection */
3338
3339 struct gl_program_state Program; /**< general program state */
3340 struct gl_vertex_program_state VertexProgram;
3341 struct gl_fragment_program_state FragmentProgram;
3342 struct gl_geometry_program_state GeometryProgram;
3343 struct gl_ati_fragment_shader_state ATIFragmentShader;
3344
3345 struct gl_shader_state Shader; /**< GLSL shader object state */
3346 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3347
3348 struct gl_query_state Query; /**< occlusion, timer queries */
3349
3350 struct gl_transform_feedback TransformFeedback;
3351
3352 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3353 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3354 /*@}*/
3355
3356 struct gl_meta_state *Meta; /**< for "meta" operations */
3357
3358 /* GL_EXT_framebuffer_object */
3359 struct gl_renderbuffer *CurrentRenderbuffer;
3360
3361 GLenum ErrorValue; /**< Last error code */
3362
3363 /* GL_ARB_robustness */
3364 GLenum ResetStatus;
3365
3366 /**
3367 * Recognize and silence repeated error debug messages in buggy apps.
3368 */
3369 const char *ErrorDebugFmtString;
3370 GLuint ErrorDebugCount;
3371
3372 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3373 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3374
3375 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3376
3377 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3378
3379 /** \name Derived state */
3380 /*@{*/
3381 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3382 * state validation so they need to always be current.
3383 */
3384 GLbitfield _TriangleCaps;
3385 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3386 GLfloat _EyeZDir[3];
3387 GLfloat _ModelViewInvScale;
3388 GLboolean _NeedEyeCoords;
3389 GLboolean _ForceEyeCoords;
3390
3391 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3392
3393 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3394 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3395 /**@}*/
3396
3397 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3398
3399 /** \name For debugging/development only */
3400 /*@{*/
3401 GLboolean FirstTimeCurrent;
3402 /*@}*/
3403
3404 /** software compression/decompression supported or not */
3405 GLboolean Mesa_DXTn;
3406
3407 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3408
3409 /**
3410 * Use dp4 (rather than mul/mad) instructions for position
3411 * transformation?
3412 */
3413 GLboolean mvp_with_dp4;
3414
3415 /**
3416 * \name Hooks for module contexts.
3417 *
3418 * These will eventually live in the driver or elsewhere.
3419 */
3420 /*@{*/
3421 void *swrast_context;
3422 void *swsetup_context;
3423 void *swtnl_context;
3424 void *swtnl_im;
3425 struct st_context *st;
3426 void *aelt_context;
3427 /*@}*/
3428 };
3429
3430
3431 #ifdef DEBUG
3432 extern int MESA_VERBOSE;
3433 extern int MESA_DEBUG_FLAGS;
3434 # define MESA_FUNCTION __FUNCTION__
3435 #else
3436 # define MESA_VERBOSE 0
3437 # define MESA_DEBUG_FLAGS 0
3438 # define MESA_FUNCTION "a function"
3439 # ifndef NDEBUG
3440 # define NDEBUG
3441 # endif
3442 #endif
3443
3444
3445 /** The MESA_VERBOSE var is a bitmask of these flags */
3446 enum _verbose
3447 {
3448 VERBOSE_VARRAY = 0x0001,
3449 VERBOSE_TEXTURE = 0x0002,
3450 VERBOSE_MATERIAL = 0x0004,
3451 VERBOSE_PIPELINE = 0x0008,
3452 VERBOSE_DRIVER = 0x0010,
3453 VERBOSE_STATE = 0x0020,
3454 VERBOSE_API = 0x0040,
3455 VERBOSE_DISPLAY_LIST = 0x0100,
3456 VERBOSE_LIGHTING = 0x0200,
3457 VERBOSE_PRIMS = 0x0400,
3458 VERBOSE_VERTS = 0x0800,
3459 VERBOSE_DISASSEM = 0x1000,
3460 VERBOSE_DRAW = 0x2000,
3461 VERBOSE_SWAPBUFFERS = 0x4000
3462 };
3463
3464
3465 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3466 enum _debug
3467 {
3468 DEBUG_ALWAYS_FLUSH = 0x1
3469 };
3470
3471
3472
3473 #endif /* MTYPES_H */