mesa: update texture object for ARB_texture_view
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_FACE, /* FS only */
239 VARYING_SLOT_PNTC, /* FS only */
240 VARYING_SLOT_VAR0, /* First generic varying slot */
241 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
242 } gl_varying_slot;
243
244
245 /**
246 * Bitflags for varying slots.
247 */
248 /*@{*/
249 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
250 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
251 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
252 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
253 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
254 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
255 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
256 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
257 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
258 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
259 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
260 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
261 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
262 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
263 MAX_TEXTURE_COORD_UNITS)
264 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
265 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
266 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
267 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
268 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
269 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
270 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
271 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
272 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
273 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
274 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
275 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*@}*/
277
278 /**
279 * Bitflags for system values.
280 */
281 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
282 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
283
284 /**
285 * Determine if the given gl_varying_slot appears in the fragment shader.
286 */
287 static inline GLboolean
288 _mesa_varying_slot_in_fs(gl_varying_slot slot)
289 {
290 switch (slot) {
291 case VARYING_SLOT_PSIZ:
292 case VARYING_SLOT_BFC0:
293 case VARYING_SLOT_BFC1:
294 case VARYING_SLOT_EDGE:
295 case VARYING_SLOT_CLIP_VERTEX:
296 case VARYING_SLOT_LAYER:
297 return GL_FALSE;
298 default:
299 return GL_TRUE;
300 }
301 }
302
303
304 /**
305 * Fragment program results
306 */
307 typedef enum
308 {
309 FRAG_RESULT_DEPTH = 0,
310 FRAG_RESULT_STENCIL = 1,
311 /* If a single color should be written to all render targets, this
312 * register is written. No FRAG_RESULT_DATAn will be written.
313 */
314 FRAG_RESULT_COLOR = 2,
315 FRAG_RESULT_SAMPLE_MASK = 3,
316
317 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
318 * or ARB_fragment_program fragment.color[n]) color results. If
319 * any are written, FRAG_RESULT_COLOR will not be written.
320 */
321 FRAG_RESULT_DATA0 = 4,
322 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
323 } gl_frag_result;
324
325
326 /**
327 * Indexes for all renderbuffers
328 */
329 typedef enum
330 {
331 /* the four standard color buffers */
332 BUFFER_FRONT_LEFT,
333 BUFFER_BACK_LEFT,
334 BUFFER_FRONT_RIGHT,
335 BUFFER_BACK_RIGHT,
336 BUFFER_DEPTH,
337 BUFFER_STENCIL,
338 BUFFER_ACCUM,
339 /* optional aux buffer */
340 BUFFER_AUX0,
341 /* generic renderbuffers */
342 BUFFER_COLOR0,
343 BUFFER_COLOR1,
344 BUFFER_COLOR2,
345 BUFFER_COLOR3,
346 BUFFER_COLOR4,
347 BUFFER_COLOR5,
348 BUFFER_COLOR6,
349 BUFFER_COLOR7,
350 BUFFER_COUNT
351 } gl_buffer_index;
352
353 /**
354 * Bit flags for all renderbuffers
355 */
356 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
357 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
358 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
359 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
360 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
361 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
362 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
363 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
364 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
365 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
366 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
367 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
368 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
369 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
370 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
371 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
372 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
373 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
374 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
375
376 /**
377 * Mask of all the color buffer bits (but not accum).
378 */
379 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
380 BUFFER_BIT_BACK_LEFT | \
381 BUFFER_BIT_FRONT_RIGHT | \
382 BUFFER_BIT_BACK_RIGHT | \
383 BUFFER_BIT_AUX0 | \
384 BUFFER_BIT_COLOR0 | \
385 BUFFER_BIT_COLOR1 | \
386 BUFFER_BIT_COLOR2 | \
387 BUFFER_BIT_COLOR3 | \
388 BUFFER_BIT_COLOR4 | \
389 BUFFER_BIT_COLOR5 | \
390 BUFFER_BIT_COLOR6 | \
391 BUFFER_BIT_COLOR7)
392
393
394 /**
395 * Framebuffer configuration (aka visual / pixelformat)
396 * Note: some of these fields should be boolean, but it appears that
397 * code in drivers/dri/common/util.c requires int-sized fields.
398 */
399 struct gl_config
400 {
401 GLboolean rgbMode;
402 GLboolean floatMode;
403 GLboolean colorIndexMode; /* XXX is this used anywhere? */
404 GLuint doubleBufferMode;
405 GLuint stereoMode;
406
407 GLboolean haveAccumBuffer;
408 GLboolean haveDepthBuffer;
409 GLboolean haveStencilBuffer;
410
411 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
412 GLuint redMask, greenMask, blueMask, alphaMask;
413 GLint rgbBits; /* total bits for rgb */
414 GLint indexBits; /* total bits for colorindex */
415
416 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
417 GLint depthBits;
418 GLint stencilBits;
419
420 GLint numAuxBuffers;
421
422 GLint level;
423
424 /* EXT_visual_rating / GLX 1.2 */
425 GLint visualRating;
426
427 /* EXT_visual_info / GLX 1.2 */
428 GLint transparentPixel;
429 /* colors are floats scaled to ints */
430 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
431 GLint transparentIndex;
432
433 /* ARB_multisample / SGIS_multisample */
434 GLint sampleBuffers;
435 GLint samples;
436
437 /* SGIX_pbuffer / GLX 1.3 */
438 GLint maxPbufferWidth;
439 GLint maxPbufferHeight;
440 GLint maxPbufferPixels;
441 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
442 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
443
444 /* OML_swap_method */
445 GLint swapMethod;
446
447 /* EXT_texture_from_pixmap */
448 GLint bindToTextureRgb;
449 GLint bindToTextureRgba;
450 GLint bindToMipmapTexture;
451 GLint bindToTextureTargets;
452 GLint yInverted;
453
454 /* EXT_framebuffer_sRGB */
455 GLint sRGBCapable;
456 };
457
458
459 /**
460 * \name Bit flags used for updating material values.
461 */
462 /*@{*/
463 #define MAT_ATTRIB_FRONT_AMBIENT 0
464 #define MAT_ATTRIB_BACK_AMBIENT 1
465 #define MAT_ATTRIB_FRONT_DIFFUSE 2
466 #define MAT_ATTRIB_BACK_DIFFUSE 3
467 #define MAT_ATTRIB_FRONT_SPECULAR 4
468 #define MAT_ATTRIB_BACK_SPECULAR 5
469 #define MAT_ATTRIB_FRONT_EMISSION 6
470 #define MAT_ATTRIB_BACK_EMISSION 7
471 #define MAT_ATTRIB_FRONT_SHININESS 8
472 #define MAT_ATTRIB_BACK_SHININESS 9
473 #define MAT_ATTRIB_FRONT_INDEXES 10
474 #define MAT_ATTRIB_BACK_INDEXES 11
475 #define MAT_ATTRIB_MAX 12
476
477 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
478 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
479 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
480 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
481 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
482 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
483
484 #define MAT_INDEX_AMBIENT 0
485 #define MAT_INDEX_DIFFUSE 1
486 #define MAT_INDEX_SPECULAR 2
487
488 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
489 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
490 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
491 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
492 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
493 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
494 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
495 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
496 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
497 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
498 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
499 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
500
501
502 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
503 MAT_BIT_FRONT_AMBIENT | \
504 MAT_BIT_FRONT_DIFFUSE | \
505 MAT_BIT_FRONT_SPECULAR | \
506 MAT_BIT_FRONT_SHININESS | \
507 MAT_BIT_FRONT_INDEXES)
508
509 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
510 MAT_BIT_BACK_AMBIENT | \
511 MAT_BIT_BACK_DIFFUSE | \
512 MAT_BIT_BACK_SPECULAR | \
513 MAT_BIT_BACK_SHININESS | \
514 MAT_BIT_BACK_INDEXES)
515
516 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
517 /*@}*/
518
519
520 /**
521 * Material state.
522 */
523 struct gl_material
524 {
525 GLfloat Attrib[MAT_ATTRIB_MAX][4];
526 };
527
528
529 /**
530 * Light state flags.
531 */
532 /*@{*/
533 #define LIGHT_SPOT 0x1
534 #define LIGHT_LOCAL_VIEWER 0x2
535 #define LIGHT_POSITIONAL 0x4
536 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
537 /*@}*/
538
539
540 /**
541 * Light source state.
542 */
543 struct gl_light
544 {
545 struct gl_light *next; /**< double linked list with sentinel */
546 struct gl_light *prev;
547
548 GLfloat Ambient[4]; /**< ambient color */
549 GLfloat Diffuse[4]; /**< diffuse color */
550 GLfloat Specular[4]; /**< specular color */
551 GLfloat EyePosition[4]; /**< position in eye coordinates */
552 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
553 GLfloat SpotExponent;
554 GLfloat SpotCutoff; /**< in degrees */
555 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
556 GLfloat ConstantAttenuation;
557 GLfloat LinearAttenuation;
558 GLfloat QuadraticAttenuation;
559 GLboolean Enabled; /**< On/off flag */
560
561 /**
562 * \name Derived fields
563 */
564 /*@{*/
565 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
566
567 GLfloat _Position[4]; /**< position in eye/obj coordinates */
568 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
569 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
570 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
571 GLfloat _VP_inf_spot_attenuation;
572
573 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
574 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
575 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
576 /*@}*/
577 };
578
579
580 /**
581 * Light model state.
582 */
583 struct gl_lightmodel
584 {
585 GLfloat Ambient[4]; /**< ambient color */
586 GLboolean LocalViewer; /**< Local (or infinite) view point? */
587 GLboolean TwoSide; /**< Two (or one) sided lighting? */
588 GLenum ColorControl; /**< either GL_SINGLE_COLOR
589 * or GL_SEPARATE_SPECULAR_COLOR */
590 };
591
592
593 /**
594 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
595 */
596 struct gl_accum_attrib
597 {
598 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
599 };
600
601
602 /**
603 * Used for storing clear color, texture border color, etc.
604 * The float values are typically unclamped.
605 */
606 union gl_color_union
607 {
608 GLfloat f[4];
609 GLint i[4];
610 GLuint ui[4];
611 };
612
613
614 /**
615 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
616 */
617 struct gl_colorbuffer_attrib
618 {
619 GLuint ClearIndex; /**< Index for glClear */
620 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
621 GLuint IndexMask; /**< Color index write mask */
622 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
623
624 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
625
626 /**
627 * \name alpha testing
628 */
629 /*@{*/
630 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
631 GLenum AlphaFunc; /**< Alpha test function */
632 GLfloat AlphaRefUnclamped;
633 GLclampf AlphaRef; /**< Alpha reference value */
634 /*@}*/
635
636 /**
637 * \name Blending
638 */
639 /*@{*/
640 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
641
642 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
643 * control, only on the fixed-pointness of the render target.
644 * The query does however depend on fragment color clamping.
645 */
646 GLfloat BlendColorUnclamped[4]; /**< Blending color */
647 GLfloat BlendColor[4]; /**< Blending color */
648
649 struct
650 {
651 GLenum SrcRGB; /**< RGB blend source term */
652 GLenum DstRGB; /**< RGB blend dest term */
653 GLenum SrcA; /**< Alpha blend source term */
654 GLenum DstA; /**< Alpha blend dest term */
655 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
656 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
657 /**
658 * Set if any blend factor uses SRC1. Computed at the time blend factors
659 * get set.
660 */
661 GLboolean _UsesDualSrc;
662 } Blend[MAX_DRAW_BUFFERS];
663 /** Are the blend func terms currently different for each buffer/target? */
664 GLboolean _BlendFuncPerBuffer;
665 /** Are the blend equations currently different for each buffer/target? */
666 GLboolean _BlendEquationPerBuffer;
667 /*@}*/
668
669 /**
670 * \name Logic op
671 */
672 /*@{*/
673 GLenum LogicOp; /**< Logic operator */
674 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
675 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
676 /*@}*/
677
678 GLboolean DitherFlag; /**< Dither enable flag */
679
680 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
681 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
682 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
683
684 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
685 };
686
687
688 /**
689 * Current attribute group (GL_CURRENT_BIT).
690 */
691 struct gl_current_attrib
692 {
693 /**
694 * \name Current vertex attributes.
695 * \note Values are valid only after FLUSH_VERTICES has been called.
696 * \note Index and Edgeflag current values are stored as floats in the
697 * SIX and SEVEN attribute slots.
698 */
699 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
700
701 /**
702 * \name Current raster position attributes (always valid).
703 * \note This set of attributes is very similar to the SWvertex struct.
704 */
705 /*@{*/
706 GLfloat RasterPos[4];
707 GLfloat RasterDistance;
708 GLfloat RasterColor[4];
709 GLfloat RasterSecondaryColor[4];
710 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
711 GLboolean RasterPosValid;
712 /*@}*/
713 };
714
715
716 /**
717 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
718 */
719 struct gl_depthbuffer_attrib
720 {
721 GLenum Func; /**< Function for depth buffer compare */
722 GLclampd Clear; /**< Value to clear depth buffer to */
723 GLboolean Test; /**< Depth buffering enabled flag */
724 GLboolean Mask; /**< Depth buffer writable? */
725 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
726 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
727 };
728
729
730 /**
731 * Evaluator attribute group (GL_EVAL_BIT).
732 */
733 struct gl_eval_attrib
734 {
735 /**
736 * \name Enable bits
737 */
738 /*@{*/
739 GLboolean Map1Color4;
740 GLboolean Map1Index;
741 GLboolean Map1Normal;
742 GLboolean Map1TextureCoord1;
743 GLboolean Map1TextureCoord2;
744 GLboolean Map1TextureCoord3;
745 GLboolean Map1TextureCoord4;
746 GLboolean Map1Vertex3;
747 GLboolean Map1Vertex4;
748 GLboolean Map2Color4;
749 GLboolean Map2Index;
750 GLboolean Map2Normal;
751 GLboolean Map2TextureCoord1;
752 GLboolean Map2TextureCoord2;
753 GLboolean Map2TextureCoord3;
754 GLboolean Map2TextureCoord4;
755 GLboolean Map2Vertex3;
756 GLboolean Map2Vertex4;
757 GLboolean AutoNormal;
758 /*@}*/
759
760 /**
761 * \name Map Grid endpoints and divisions and calculated du values
762 */
763 /*@{*/
764 GLint MapGrid1un;
765 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
766 GLint MapGrid2un, MapGrid2vn;
767 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
768 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
769 /*@}*/
770 };
771
772
773 /**
774 * Fog attribute group (GL_FOG_BIT).
775 */
776 struct gl_fog_attrib
777 {
778 GLboolean Enabled; /**< Fog enabled flag */
779 GLfloat ColorUnclamped[4]; /**< Fog color */
780 GLfloat Color[4]; /**< Fog color */
781 GLfloat Density; /**< Density >= 0.0 */
782 GLfloat Start; /**< Start distance in eye coords */
783 GLfloat End; /**< End distance in eye coords */
784 GLfloat Index; /**< Fog index */
785 GLenum Mode; /**< Fog mode */
786 GLboolean ColorSumEnabled;
787 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
788 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
789 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
790 };
791
792
793 /**
794 * Hint attribute group (GL_HINT_BIT).
795 *
796 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
797 */
798 struct gl_hint_attrib
799 {
800 GLenum PerspectiveCorrection;
801 GLenum PointSmooth;
802 GLenum LineSmooth;
803 GLenum PolygonSmooth;
804 GLenum Fog;
805 GLenum TextureCompression; /**< GL_ARB_texture_compression */
806 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
807 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
808 };
809
810
811 /**
812 * Lighting attribute group (GL_LIGHT_BIT).
813 */
814 struct gl_light_attrib
815 {
816 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
817 struct gl_lightmodel Model; /**< Lighting model */
818
819 /**
820 * Front and back material values.
821 * Note: must call FLUSH_VERTICES() before using.
822 */
823 struct gl_material Material;
824
825 GLboolean Enabled; /**< Lighting enabled flag */
826 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
827 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
828 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
829 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
830 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
831 GLboolean ColorMaterialEnabled;
832 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
833 GLboolean _ClampVertexColor;
834
835 struct gl_light EnabledList; /**< List sentinel */
836
837 /**
838 * Derived state for optimizations:
839 */
840 /*@{*/
841 GLboolean _NeedEyeCoords;
842 GLboolean _NeedVertices; /**< Use fast shader? */
843 GLfloat _BaseColor[2][3];
844 /*@}*/
845 };
846
847
848 /**
849 * Line attribute group (GL_LINE_BIT).
850 */
851 struct gl_line_attrib
852 {
853 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
854 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
855 GLushort StipplePattern; /**< Stipple pattern */
856 GLint StippleFactor; /**< Stipple repeat factor */
857 GLfloat Width; /**< Line width */
858 };
859
860
861 /**
862 * Display list attribute group (GL_LIST_BIT).
863 */
864 struct gl_list_attrib
865 {
866 GLuint ListBase;
867 };
868
869
870 /**
871 * Multisample attribute group (GL_MULTISAMPLE_BIT).
872 */
873 struct gl_multisample_attrib
874 {
875 GLboolean Enabled;
876 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
877 GLboolean SampleAlphaToCoverage;
878 GLboolean SampleAlphaToOne;
879 GLboolean SampleCoverage;
880 GLfloat SampleCoverageValue;
881 GLboolean SampleCoverageInvert;
882 GLboolean SampleShading;
883 GLfloat MinSampleShadingValue;
884
885 /* ARB_texture_multisample / GL3.2 additions */
886 GLboolean SampleMask;
887 /** The GL spec defines this as an array but >32x MSAA is madness */
888 GLbitfield SampleMaskValue;
889 };
890
891
892 /**
893 * A pixelmap (see glPixelMap)
894 */
895 struct gl_pixelmap
896 {
897 GLint Size;
898 GLfloat Map[MAX_PIXEL_MAP_TABLE];
899 };
900
901
902 /**
903 * Collection of all pixelmaps
904 */
905 struct gl_pixelmaps
906 {
907 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
908 struct gl_pixelmap GtoG;
909 struct gl_pixelmap BtoB;
910 struct gl_pixelmap AtoA;
911 struct gl_pixelmap ItoR;
912 struct gl_pixelmap ItoG;
913 struct gl_pixelmap ItoB;
914 struct gl_pixelmap ItoA;
915 struct gl_pixelmap ItoI;
916 struct gl_pixelmap StoS;
917 };
918
919
920 /**
921 * Pixel attribute group (GL_PIXEL_MODE_BIT).
922 */
923 struct gl_pixel_attrib
924 {
925 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
926
927 /*--- Begin Pixel Transfer State ---*/
928 /* Fields are in the order in which they're applied... */
929
930 /** Scale & Bias (index shift, offset) */
931 /*@{*/
932 GLfloat RedBias, RedScale;
933 GLfloat GreenBias, GreenScale;
934 GLfloat BlueBias, BlueScale;
935 GLfloat AlphaBias, AlphaScale;
936 GLfloat DepthBias, DepthScale;
937 GLint IndexShift, IndexOffset;
938 /*@}*/
939
940 /* Pixel Maps */
941 /* Note: actual pixel maps are not part of this attrib group */
942 GLboolean MapColorFlag;
943 GLboolean MapStencilFlag;
944
945 /*--- End Pixel Transfer State ---*/
946
947 /** glPixelZoom */
948 GLfloat ZoomX, ZoomY;
949 };
950
951
952 /**
953 * Point attribute group (GL_POINT_BIT).
954 */
955 struct gl_point_attrib
956 {
957 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
958 GLfloat Size; /**< User-specified point size */
959 GLfloat Params[3]; /**< GL_EXT_point_parameters */
960 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
961 GLfloat Threshold; /**< GL_EXT_point_parameters */
962 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
963 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
964 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
965 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
966 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
967 };
968
969
970 /**
971 * Polygon attribute group (GL_POLYGON_BIT).
972 */
973 struct gl_polygon_attrib
974 {
975 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
976 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
977 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
978 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
979 GLboolean CullFlag; /**< Culling on/off flag */
980 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
981 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
982 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
983 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
984 GLfloat OffsetUnits; /**< Polygon offset units, from user */
985 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
986 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
987 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
988 };
989
990
991 /**
992 * Scissor attributes (GL_SCISSOR_BIT).
993 */
994 struct gl_scissor_attrib
995 {
996 GLboolean Enabled; /**< Scissor test enabled? */
997 GLint X, Y; /**< Lower left corner of box */
998 GLsizei Width, Height; /**< Size of box */
999 };
1000
1001
1002 /**
1003 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1004 *
1005 * Three sets of stencil data are tracked so that OpenGL 2.0,
1006 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1007 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1008 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1009 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1010 * GL_EXT_stencil_two_side GL_BACK state.
1011 *
1012 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1013 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1014 *
1015 * The derived value \c _TestTwoSide is set when the front-face and back-face
1016 * stencil state are different.
1017 */
1018 struct gl_stencil_attrib
1019 {
1020 GLboolean Enabled; /**< Enabled flag */
1021 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1022 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1023 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1024 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1025 GLboolean _TestTwoSide;
1026 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1027 GLenum Function[3]; /**< Stencil function */
1028 GLenum FailFunc[3]; /**< Fail function */
1029 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1030 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1031 GLint Ref[3]; /**< Reference value */
1032 GLuint ValueMask[3]; /**< Value mask */
1033 GLuint WriteMask[3]; /**< Write mask */
1034 GLuint Clear; /**< Clear value */
1035 };
1036
1037
1038 /**
1039 * An index for each type of texture object. These correspond to the GL
1040 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1041 * Note: the order is from highest priority to lowest priority.
1042 */
1043 typedef enum
1044 {
1045 TEXTURE_2D_MULTISAMPLE_INDEX,
1046 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1047 TEXTURE_CUBE_ARRAY_INDEX,
1048 TEXTURE_BUFFER_INDEX,
1049 TEXTURE_2D_ARRAY_INDEX,
1050 TEXTURE_1D_ARRAY_INDEX,
1051 TEXTURE_EXTERNAL_INDEX,
1052 TEXTURE_CUBE_INDEX,
1053 TEXTURE_3D_INDEX,
1054 TEXTURE_RECT_INDEX,
1055 TEXTURE_2D_INDEX,
1056 TEXTURE_1D_INDEX,
1057 NUM_TEXTURE_TARGETS
1058 } gl_texture_index;
1059
1060
1061 /**
1062 * Bit flags for each type of texture object
1063 * Used for Texture.Unit[]._ReallyEnabled flags.
1064 */
1065 /*@{*/
1066 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1067 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1068 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1069 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1070 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1071 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1072 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1073 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1074 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1075 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1076 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1077 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1078 /*@}*/
1079
1080
1081 /**
1082 * Texture image state. Drivers will typically create a subclass of this
1083 * with extra fields for memory buffers, etc.
1084 */
1085 struct gl_texture_image
1086 {
1087 GLint InternalFormat; /**< Internal format as given by the user */
1088 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1089 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1090 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1091 * GL_DEPTH_STENCIL_EXT only. Used for
1092 * choosing TexEnv arithmetic.
1093 */
1094 gl_format TexFormat; /**< The actual texture memory format */
1095
1096 GLuint Border; /**< 0 or 1 */
1097 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1098 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1099 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1100 GLuint Width2; /**< = Width - 2*Border */
1101 GLuint Height2; /**< = Height - 2*Border */
1102 GLuint Depth2; /**< = Depth - 2*Border */
1103 GLuint WidthLog2; /**< = log2(Width2) */
1104 GLuint HeightLog2; /**< = log2(Height2) */
1105 GLuint DepthLog2; /**< = log2(Depth2) */
1106 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1107 levels, computed from the dimensions */
1108
1109 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1110 GLuint Level; /**< Which mipmap level am I? */
1111 /** Cube map face: index into gl_texture_object::Image[] array */
1112 GLuint Face;
1113
1114 /** GL_ARB_texture_multisample */
1115 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1116 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1117 };
1118
1119
1120 /**
1121 * Indexes for cube map faces.
1122 */
1123 typedef enum
1124 {
1125 FACE_POS_X = 0,
1126 FACE_NEG_X = 1,
1127 FACE_POS_Y = 2,
1128 FACE_NEG_Y = 3,
1129 FACE_POS_Z = 4,
1130 FACE_NEG_Z = 5,
1131 MAX_FACES = 6
1132 } gl_face_index;
1133
1134
1135 /**
1136 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1137 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1138 */
1139 struct gl_sampler_object
1140 {
1141 GLuint Name;
1142 GLint RefCount;
1143 GLchar *Label; /**< GL_KHR_debug */
1144
1145 GLenum WrapS; /**< S-axis texture image wrap mode */
1146 GLenum WrapT; /**< T-axis texture image wrap mode */
1147 GLenum WrapR; /**< R-axis texture image wrap mode */
1148 GLenum MinFilter; /**< minification filter */
1149 GLenum MagFilter; /**< magnification filter */
1150 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1151 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1152 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1153 GLfloat LodBias; /**< OpenGL 1.4 */
1154 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1155 GLenum CompareMode; /**< GL_ARB_shadow */
1156 GLenum CompareFunc; /**< GL_ARB_shadow */
1157 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1158 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1159 };
1160
1161
1162 /**
1163 * Texture object state. Contains the array of mipmap images, border color,
1164 * wrap modes, filter modes, and shadow/texcompare state.
1165 */
1166 struct gl_texture_object
1167 {
1168 _glthread_Mutex Mutex; /**< for thread safety */
1169 GLint RefCount; /**< reference count */
1170 GLuint Name; /**< the user-visible texture object ID */
1171 GLchar *Label; /**< GL_KHR_debug */
1172 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1173
1174 struct gl_sampler_object Sampler;
1175
1176 GLenum DepthMode; /**< GL_ARB_depth_texture */
1177
1178 GLfloat Priority; /**< in [0,1] */
1179 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1180 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1181 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1182 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1183 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1184 GLint CropRect[4]; /**< GL_OES_draw_texture */
1185 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1186 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1187 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1188 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1189 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1190 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1191 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1192 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1193 pressure? */
1194 GLboolean Immutable; /**< GL_ARB_texture_storage */
1195
1196 GLuint MinLevel; /**< GL_ARB_texture_view */
1197 GLuint MinLayer; /**< GL_ARB_texture_view */
1198 GLuint NumLevels; /**< GL_ARB_texture_view */
1199 GLuint NumLayers; /**< GL_ARB_texture_view */
1200
1201 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1202 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1203
1204 /** GL_ARB_texture_buffer_object */
1205 struct gl_buffer_object *BufferObject;
1206 GLenum BufferObjectFormat;
1207 /** Equivalent Mesa format for BufferObjectFormat. */
1208 gl_format _BufferObjectFormat;
1209 /** GL_ARB_texture_buffer_range */
1210 GLintptr BufferOffset;
1211 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1212
1213 /** GL_OES_EGL_image_external */
1214 GLint RequiredTextureImageUnits;
1215 };
1216
1217
1218 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1219 #define MAX_COMBINER_TERMS 4
1220
1221
1222 /**
1223 * Texture combine environment state.
1224 */
1225 struct gl_tex_env_combine_state
1226 {
1227 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1228 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1229 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1230 GLenum SourceRGB[MAX_COMBINER_TERMS];
1231 GLenum SourceA[MAX_COMBINER_TERMS];
1232 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1233 GLenum OperandRGB[MAX_COMBINER_TERMS];
1234 GLenum OperandA[MAX_COMBINER_TERMS];
1235 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1236 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1237 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1238 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1239 };
1240
1241
1242 /**
1243 * TexGenEnabled flags.
1244 */
1245 /*@{*/
1246 #define S_BIT 1
1247 #define T_BIT 2
1248 #define R_BIT 4
1249 #define Q_BIT 8
1250 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1251 /*@}*/
1252
1253
1254 /**
1255 * Bit flag versions of the corresponding GL_ constants.
1256 */
1257 /*@{*/
1258 #define TEXGEN_SPHERE_MAP 0x1
1259 #define TEXGEN_OBJ_LINEAR 0x2
1260 #define TEXGEN_EYE_LINEAR 0x4
1261 #define TEXGEN_REFLECTION_MAP_NV 0x8
1262 #define TEXGEN_NORMAL_MAP_NV 0x10
1263
1264 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1265 TEXGEN_REFLECTION_MAP_NV | \
1266 TEXGEN_NORMAL_MAP_NV)
1267 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1268 TEXGEN_REFLECTION_MAP_NV | \
1269 TEXGEN_NORMAL_MAP_NV | \
1270 TEXGEN_EYE_LINEAR)
1271 /*@}*/
1272
1273
1274
1275 /** Tex-gen enabled for texture unit? */
1276 #define ENABLE_TEXGEN(unit) (1 << (unit))
1277
1278 /** Non-identity texture matrix for texture unit? */
1279 #define ENABLE_TEXMAT(unit) (1 << (unit))
1280
1281
1282 /**
1283 * Texture coord generation state.
1284 */
1285 struct gl_texgen
1286 {
1287 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1288 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1289 GLfloat ObjectPlane[4];
1290 GLfloat EyePlane[4];
1291 };
1292
1293
1294 /**
1295 * Texture unit state. Contains enable flags, texture environment/function/
1296 * combiners, texgen state, and pointers to current texture objects.
1297 */
1298 struct gl_texture_unit
1299 {
1300 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1301 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1302
1303 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1304 GLclampf EnvColor[4];
1305 GLfloat EnvColorUnclamped[4];
1306
1307 struct gl_texgen GenS;
1308 struct gl_texgen GenT;
1309 struct gl_texgen GenR;
1310 struct gl_texgen GenQ;
1311 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1312 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1313
1314 GLfloat LodBias; /**< for biasing mipmap levels */
1315 GLenum BumpTarget;
1316 GLfloat RotMatrix[4]; /* 2x2 matrix */
1317
1318 /** Current sampler object (GL_ARB_sampler_objects) */
1319 struct gl_sampler_object *Sampler;
1320
1321 /**
1322 * \name GL_EXT_texture_env_combine
1323 */
1324 struct gl_tex_env_combine_state Combine;
1325
1326 /**
1327 * Derived state based on \c EnvMode and the \c BaseFormat of the
1328 * currently enabled texture.
1329 */
1330 struct gl_tex_env_combine_state _EnvMode;
1331
1332 /**
1333 * Currently enabled combiner state. This will point to either
1334 * \c Combine or \c _EnvMode.
1335 */
1336 struct gl_tex_env_combine_state *_CurrentCombine;
1337
1338 /** Current texture object pointers */
1339 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1340
1341 /** Points to highest priority, complete and enabled texture object */
1342 struct gl_texture_object *_Current;
1343 };
1344
1345
1346 /**
1347 * Texture attribute group (GL_TEXTURE_BIT).
1348 */
1349 struct gl_texture_attrib
1350 {
1351 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1352 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1353
1354 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1355
1356 /** GL_ARB_texture_buffer_object */
1357 struct gl_buffer_object *BufferObject;
1358
1359 /** GL_ARB_seamless_cubemap */
1360 GLboolean CubeMapSeamless;
1361
1362 /** Texture units/samplers used by vertex or fragment texturing */
1363 GLbitfield _EnabledUnits;
1364
1365 /** Texture coord units/sets used for fragment texturing */
1366 GLbitfield _EnabledCoordUnits;
1367
1368 /** Texture coord units that have texgen enabled */
1369 GLbitfield _TexGenEnabled;
1370
1371 /** Texture coord units that have non-identity matrices */
1372 GLbitfield _TexMatEnabled;
1373
1374 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1375 GLbitfield _GenFlags;
1376 };
1377
1378
1379 /**
1380 * Data structure representing a single clip plane (e.g. one of the elements
1381 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1382 */
1383 typedef GLfloat gl_clip_plane[4];
1384
1385
1386 /**
1387 * Transformation attribute group (GL_TRANSFORM_BIT).
1388 */
1389 struct gl_transform_attrib
1390 {
1391 GLenum MatrixMode; /**< Matrix mode */
1392 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1393 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1394 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1395 GLboolean Normalize; /**< Normalize all normals? */
1396 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1397 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1398 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1399
1400 GLfloat CullEyePos[4];
1401 GLfloat CullObjPos[4];
1402 };
1403
1404
1405 /**
1406 * Viewport attribute group (GL_VIEWPORT_BIT).
1407 */
1408 struct gl_viewport_attrib
1409 {
1410 GLint X, Y; /**< position */
1411 GLsizei Width, Height; /**< size */
1412 GLfloat Near, Far; /**< Depth buffer range */
1413 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1414 };
1415
1416
1417 /**
1418 * GL_ARB_vertex/pixel_buffer_object buffer object
1419 */
1420 struct gl_buffer_object
1421 {
1422 _glthread_Mutex Mutex;
1423 GLint RefCount;
1424 GLuint Name;
1425 GLchar *Label; /**< GL_KHR_debug */
1426 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1427 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1428 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1429 /** Fields describing a mapped buffer */
1430 /*@{*/
1431 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1432 GLvoid *Pointer; /**< User-space address of mapping */
1433 GLintptr Offset; /**< Mapped offset */
1434 GLsizeiptr Length; /**< Mapped length */
1435 /*@}*/
1436 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1437 GLboolean Written; /**< Ever written to? (for debugging) */
1438 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1439 };
1440
1441
1442 /**
1443 * Client pixel packing/unpacking attributes
1444 */
1445 struct gl_pixelstore_attrib
1446 {
1447 GLint Alignment;
1448 GLint RowLength;
1449 GLint SkipPixels;
1450 GLint SkipRows;
1451 GLint ImageHeight;
1452 GLint SkipImages;
1453 GLboolean SwapBytes;
1454 GLboolean LsbFirst;
1455 GLboolean Invert; /**< GL_MESA_pack_invert */
1456 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1457 };
1458
1459
1460 /**
1461 * Client vertex array attributes
1462 */
1463 struct gl_client_array
1464 {
1465 GLint Size; /**< components per element (1,2,3,4) */
1466 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1467 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1468 GLsizei Stride; /**< user-specified stride */
1469 GLsizei StrideB; /**< actual stride in bytes */
1470 const GLubyte *Ptr; /**< Points to array data */
1471 GLboolean Enabled; /**< Enabled flag is a boolean */
1472 GLboolean Normalized; /**< GL_ARB_vertex_program */
1473 GLboolean Integer; /**< Integer-valued? */
1474 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1475 GLuint _ElementSize; /**< size of each element in bytes */
1476
1477 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1478 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1479 };
1480
1481
1482 /**
1483 * Vertex attribute array as seen by the client.
1484 *
1485 * Contains the size, type, format and normalization flag,
1486 * along with the index of a vertex buffer binding point.
1487 *
1488 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1489 * and is only present for backwards compatibility reasons.
1490 * Rendering always uses VERTEX_BINDING_STRIDE.
1491 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1492 * and VERTEX_BINDING_STRIDE to the same value, while
1493 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1494 */
1495 struct gl_vertex_attrib_array
1496 {
1497 GLint Size; /**< Components per element (1,2,3,4) */
1498 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1499 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1500 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1501 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1502 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1503 GLboolean Enabled; /**< Whether the array is enabled */
1504 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1505 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1506 GLuint _ElementSize; /**< Size of each element in bytes */
1507 GLuint VertexBinding; /**< Vertex buffer binding */
1508 };
1509
1510
1511 /**
1512 * This describes the buffer object used for a vertex array (or
1513 * multiple vertex arrays). If BufferObj points to the default/null
1514 * buffer object, then the vertex array lives in user memory and not a VBO.
1515 */
1516 struct gl_vertex_buffer_binding
1517 {
1518 GLintptr Offset; /**< User-specified offset */
1519 GLsizei Stride; /**< User-specified stride */
1520 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1521 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1522 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1523 };
1524
1525
1526 /**
1527 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1528 * extension, but a nice encapsulation in any case.
1529 */
1530 struct gl_array_object
1531 {
1532 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1533 GLuint Name;
1534 GLchar *Label; /**< GL_KHR_debug */
1535
1536 GLint RefCount;
1537 _glthread_Mutex Mutex;
1538
1539 /**
1540 * Does the VAO use ARB semantics or Apple semantics?
1541 *
1542 * There are several ways in which ARB_vertex_array_object and
1543 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1544 * least,
1545 *
1546 * - ARB VAOs require that all array data be sourced from vertex buffer
1547 * objects, but Apple VAOs do not.
1548 *
1549 * - ARB VAOs require that names come from GenVertexArrays.
1550 *
1551 * This flag notes which behavior governs this VAO.
1552 */
1553 GLboolean ARBsemantics;
1554
1555 /**
1556 * Has this array object been bound?
1557 */
1558 GLboolean EverBound;
1559
1560 /** Derived vertex attribute arrays */
1561 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1562
1563 /** Vertex attribute arrays */
1564 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1565
1566 /** Vertex buffer bindings */
1567 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1568
1569 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1570 GLbitfield64 _Enabled;
1571
1572 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1573 GLbitfield64 NewArrays;
1574
1575 /**
1576 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1577 * we can determine the max legal (in bounds) glDrawElements array index.
1578 */
1579 GLuint _MaxElement;
1580
1581 struct gl_buffer_object *ElementArrayBufferObj;
1582 };
1583
1584
1585 /**
1586 * Vertex array state
1587 */
1588 struct gl_array_attrib
1589 {
1590 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1591 struct gl_array_object *ArrayObj;
1592
1593 /** The default vertex array object */
1594 struct gl_array_object *DefaultArrayObj;
1595
1596 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1597 struct _mesa_HashTable *Objects;
1598
1599 GLint ActiveTexture; /**< Client Active Texture */
1600 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1601 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1602
1603 /**
1604 * \name Primitive restart controls
1605 *
1606 * Primitive restart is enabled if either \c PrimitiveRestart or
1607 * \c PrimitiveRestartFixedIndex is set.
1608 */
1609 /*@{*/
1610 GLboolean PrimitiveRestart;
1611 GLboolean PrimitiveRestartFixedIndex;
1612 GLboolean _PrimitiveRestart;
1613 GLuint RestartIndex;
1614 /*@}*/
1615
1616 /* GL_ARB_vertex_buffer_object */
1617 struct gl_buffer_object *ArrayBufferObj;
1618
1619 /**
1620 * Vertex arrays as consumed by a driver.
1621 * The array pointer is set up only by the VBO module.
1622 */
1623 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1624 };
1625
1626
1627 /**
1628 * Feedback buffer state
1629 */
1630 struct gl_feedback
1631 {
1632 GLenum Type;
1633 GLbitfield _Mask; /**< FB_* bits */
1634 GLfloat *Buffer;
1635 GLuint BufferSize;
1636 GLuint Count;
1637 };
1638
1639
1640 /**
1641 * Selection buffer state
1642 */
1643 struct gl_selection
1644 {
1645 GLuint *Buffer; /**< selection buffer */
1646 GLuint BufferSize; /**< size of the selection buffer */
1647 GLuint BufferCount; /**< number of values in the selection buffer */
1648 GLuint Hits; /**< number of records in the selection buffer */
1649 GLuint NameStackDepth; /**< name stack depth */
1650 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1651 GLboolean HitFlag; /**< hit flag */
1652 GLfloat HitMinZ; /**< minimum hit depth */
1653 GLfloat HitMaxZ; /**< maximum hit depth */
1654 };
1655
1656
1657 /**
1658 * 1-D Evaluator control points
1659 */
1660 struct gl_1d_map
1661 {
1662 GLuint Order; /**< Number of control points */
1663 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1664 GLfloat *Points; /**< Points to contiguous control points */
1665 };
1666
1667
1668 /**
1669 * 2-D Evaluator control points
1670 */
1671 struct gl_2d_map
1672 {
1673 GLuint Uorder; /**< Number of control points in U dimension */
1674 GLuint Vorder; /**< Number of control points in V dimension */
1675 GLfloat u1, u2, du;
1676 GLfloat v1, v2, dv;
1677 GLfloat *Points; /**< Points to contiguous control points */
1678 };
1679
1680
1681 /**
1682 * All evaluator control point state
1683 */
1684 struct gl_evaluators
1685 {
1686 /**
1687 * \name 1-D maps
1688 */
1689 /*@{*/
1690 struct gl_1d_map Map1Vertex3;
1691 struct gl_1d_map Map1Vertex4;
1692 struct gl_1d_map Map1Index;
1693 struct gl_1d_map Map1Color4;
1694 struct gl_1d_map Map1Normal;
1695 struct gl_1d_map Map1Texture1;
1696 struct gl_1d_map Map1Texture2;
1697 struct gl_1d_map Map1Texture3;
1698 struct gl_1d_map Map1Texture4;
1699 /*@}*/
1700
1701 /**
1702 * \name 2-D maps
1703 */
1704 /*@{*/
1705 struct gl_2d_map Map2Vertex3;
1706 struct gl_2d_map Map2Vertex4;
1707 struct gl_2d_map Map2Index;
1708 struct gl_2d_map Map2Color4;
1709 struct gl_2d_map Map2Normal;
1710 struct gl_2d_map Map2Texture1;
1711 struct gl_2d_map Map2Texture2;
1712 struct gl_2d_map Map2Texture3;
1713 struct gl_2d_map Map2Texture4;
1714 /*@}*/
1715 };
1716
1717
1718 struct gl_transform_feedback_varying_info
1719 {
1720 char *Name;
1721 GLenum Type;
1722 GLint Size;
1723 };
1724
1725
1726 /**
1727 * Per-output info vertex shaders for transform feedback.
1728 */
1729 struct gl_transform_feedback_output
1730 {
1731 unsigned OutputRegister;
1732 unsigned OutputBuffer;
1733 unsigned NumComponents;
1734
1735 /** offset (in DWORDs) of this output within the interleaved structure */
1736 unsigned DstOffset;
1737
1738 /**
1739 * Offset into the output register of the data to output. For example,
1740 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1741 * offset is in the y and z components of the output register.
1742 */
1743 unsigned ComponentOffset;
1744 };
1745
1746
1747 /** Post-link transform feedback info. */
1748 struct gl_transform_feedback_info
1749 {
1750 unsigned NumOutputs;
1751
1752 /**
1753 * Number of transform feedback buffers in use by this program.
1754 */
1755 unsigned NumBuffers;
1756
1757 struct gl_transform_feedback_output *Outputs;
1758
1759 /** Transform feedback varyings used for the linking of this shader program.
1760 *
1761 * Use for glGetTransformFeedbackVarying().
1762 */
1763 struct gl_transform_feedback_varying_info *Varyings;
1764 GLint NumVarying;
1765
1766 /**
1767 * Total number of components stored in each buffer. This may be used by
1768 * hardware back-ends to determine the correct stride when interleaving
1769 * multiple transform feedback outputs in the same buffer.
1770 */
1771 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1772 };
1773
1774
1775 /**
1776 * Transform feedback object state
1777 */
1778 struct gl_transform_feedback_object
1779 {
1780 GLuint Name; /**< AKA the object ID */
1781 GLchar *Label; /**< GL_KHR_debug */
1782 GLint RefCount;
1783 GLboolean Active; /**< Is transform feedback enabled? */
1784 GLboolean Paused; /**< Is transform feedback paused? */
1785 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1786 at least once? */
1787 GLboolean EverBound; /**< Has this object been bound? */
1788
1789 /**
1790 * The shader program active when BeginTransformFeedback() was called.
1791 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1792 */
1793 struct gl_shader_program *shader_program;
1794
1795 /**
1796 * GLES: if Active is true, remaining number of primitives which can be
1797 * rendered without overflow. This is necessary to track because GLES
1798 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1799 * glDrawArraysInstanced would overflow transform feedback buffers.
1800 * Undefined if Active is false.
1801 *
1802 * Not tracked for desktop GL since it's unnecessary.
1803 */
1804 unsigned GlesRemainingPrims;
1805
1806 /** The feedback buffers */
1807 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1808 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1809
1810 /** Start of feedback data in dest buffer */
1811 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1812
1813 /**
1814 * Max data to put into dest buffer (in bytes). Computed based on
1815 * RequestedSize and the actual size of the buffer.
1816 */
1817 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1818
1819 /**
1820 * Size that was specified when the buffer was bound. If the buffer was
1821 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1822 * zero.
1823 */
1824 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1825 };
1826
1827
1828 /**
1829 * Context state for transform feedback.
1830 */
1831 struct gl_transform_feedback_state
1832 {
1833 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1834
1835 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1836 struct gl_buffer_object *CurrentBuffer;
1837
1838 /** The table of all transform feedback objects */
1839 struct _mesa_HashTable *Objects;
1840
1841 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1842 struct gl_transform_feedback_object *CurrentObject;
1843
1844 /** The default xform-fb object (Name==0) */
1845 struct gl_transform_feedback_object *DefaultObject;
1846 };
1847
1848
1849 /**
1850 * A "performance monitor" as described in AMD_performance_monitor.
1851 */
1852 struct gl_perf_monitor_object
1853 {
1854 GLuint Name;
1855
1856 /** True if the monitor is currently active (Begin called but not End). */
1857 GLboolean Active;
1858
1859 /**
1860 * True if the monitor has ended.
1861 *
1862 * This is distinct from !Active because it may never have began.
1863 */
1864 GLboolean Ended;
1865
1866 /**
1867 * A list of groups with currently active counters.
1868 *
1869 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1870 */
1871 unsigned *ActiveGroups;
1872
1873 /**
1874 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1875 *
1876 * Checking whether counter 'c' in group 'g' is active can be done via:
1877 *
1878 * BITSET_TEST(ActiveCounters[g], c)
1879 */
1880 GLuint **ActiveCounters;
1881 };
1882
1883
1884 union gl_perf_monitor_counter_value
1885 {
1886 float f;
1887 uint64_t u64;
1888 uint32_t u32;
1889 };
1890
1891
1892 struct gl_perf_monitor_counter
1893 {
1894 /** Human readable name for the counter. */
1895 const char *Name;
1896
1897 /**
1898 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1899 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1900 */
1901 GLenum Type;
1902
1903 /** Minimum counter value. */
1904 union gl_perf_monitor_counter_value Minimum;
1905
1906 /** Maximum counter value. */
1907 union gl_perf_monitor_counter_value Maximum;
1908 };
1909
1910
1911 struct gl_perf_monitor_group
1912 {
1913 /** Human readable name for the group. */
1914 const char *Name;
1915
1916 /**
1917 * Maximum number of counters in this group which can be active at the
1918 * same time.
1919 */
1920 GLuint MaxActiveCounters;
1921
1922 /** Array of counters within this group. */
1923 const struct gl_perf_monitor_counter *Counters;
1924 GLuint NumCounters;
1925 };
1926
1927
1928 /**
1929 * Context state for AMD_performance_monitor.
1930 */
1931 struct gl_perf_monitor_state
1932 {
1933 /** Array of performance monitor groups (indexed by group ID) */
1934 const struct gl_perf_monitor_group *Groups;
1935 GLuint NumGroups;
1936
1937 /** The table of all performance monitors. */
1938 struct _mesa_HashTable *Monitors;
1939 };
1940
1941
1942 /**
1943 * Names of the various vertex/fragment program register files, etc.
1944 *
1945 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1946 * All values should fit in a 4-bit field.
1947 *
1948 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1949 * considered to be "uniform" variables since they can only be set outside
1950 * glBegin/End. They're also all stored in the same Parameters array.
1951 */
1952 typedef enum
1953 {
1954 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1955 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1956 PROGRAM_INPUT, /**< machine->Inputs[] */
1957 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1958 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1959 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1960 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1961 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1962 PROGRAM_ADDRESS, /**< machine->AddressReg */
1963 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1964 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1965 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1966 PROGRAM_FILE_MAX
1967 } gl_register_file;
1968
1969
1970 /**
1971 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1972 * one of these values.
1973 */
1974 typedef enum
1975 {
1976 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1977 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1978 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1979 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
1980 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
1981 SYSTEM_VALUE_MAX /**< Number of values */
1982 } gl_system_value;
1983
1984
1985 /**
1986 * The possible interpolation qualifiers that can be applied to a fragment
1987 * shader input in GLSL.
1988 *
1989 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1990 * gl_fragment_program data structure to 0 causes the default behavior.
1991 */
1992 enum glsl_interp_qualifier
1993 {
1994 INTERP_QUALIFIER_NONE = 0,
1995 INTERP_QUALIFIER_SMOOTH,
1996 INTERP_QUALIFIER_FLAT,
1997 INTERP_QUALIFIER_NOPERSPECTIVE,
1998 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1999 };
2000
2001
2002 /**
2003 * \brief Layout qualifiers for gl_FragDepth.
2004 *
2005 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2006 * a layout qualifier.
2007 *
2008 * \see enum ir_depth_layout
2009 */
2010 enum gl_frag_depth_layout
2011 {
2012 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2013 FRAG_DEPTH_LAYOUT_ANY,
2014 FRAG_DEPTH_LAYOUT_GREATER,
2015 FRAG_DEPTH_LAYOUT_LESS,
2016 FRAG_DEPTH_LAYOUT_UNCHANGED
2017 };
2018
2019
2020 /**
2021 * Base class for any kind of program object
2022 */
2023 struct gl_program
2024 {
2025 GLuint Id;
2026 GLubyte *String; /**< Null-terminated program text */
2027 GLint RefCount;
2028 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2029 GLenum Format; /**< String encoding format */
2030
2031 struct prog_instruction *Instructions;
2032
2033 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2034 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2035 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2036 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2037 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2038 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2039 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2040 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2041
2042 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2043
2044 /**
2045 * For vertex and geometry shaders, true if the program uses the
2046 * gl_ClipDistance output. Ignored for fragment shaders.
2047 */
2048 GLboolean UsesClipDistanceOut;
2049
2050
2051 /** Named parameters, constants, etc. from program text */
2052 struct gl_program_parameter_list *Parameters;
2053
2054 /**
2055 * Local parameters used by the program.
2056 *
2057 * It's dynamically allocated because it is rarely used (just
2058 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2059 * allocated.
2060 */
2061 GLfloat (*LocalParams)[4];
2062
2063 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2064 GLubyte SamplerUnits[MAX_SAMPLERS];
2065
2066 /** Bitmask of which register files are read/written with indirect
2067 * addressing. Mask of (1 << PROGRAM_x) bits.
2068 */
2069 GLbitfield IndirectRegisterFiles;
2070
2071 /** Logical counts */
2072 /*@{*/
2073 GLuint NumInstructions;
2074 GLuint NumTemporaries;
2075 GLuint NumParameters;
2076 GLuint NumAttributes;
2077 GLuint NumAddressRegs;
2078 GLuint NumAluInstructions;
2079 GLuint NumTexInstructions;
2080 GLuint NumTexIndirections;
2081 /*@}*/
2082 /** Native, actual h/w counts */
2083 /*@{*/
2084 GLuint NumNativeInstructions;
2085 GLuint NumNativeTemporaries;
2086 GLuint NumNativeParameters;
2087 GLuint NumNativeAttributes;
2088 GLuint NumNativeAddressRegs;
2089 GLuint NumNativeAluInstructions;
2090 GLuint NumNativeTexInstructions;
2091 GLuint NumNativeTexIndirections;
2092 /*@}*/
2093 };
2094
2095
2096 /** Vertex program object */
2097 struct gl_vertex_program
2098 {
2099 struct gl_program Base; /**< base class */
2100 GLboolean IsPositionInvariant;
2101 };
2102
2103
2104 /** Geometry program object */
2105 struct gl_geometry_program
2106 {
2107 struct gl_program Base; /**< base class */
2108
2109 GLint VerticesIn;
2110 GLint VerticesOut;
2111 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2112 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2113 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2114 GLboolean UsesEndPrimitive;
2115 };
2116
2117
2118 /** Fragment program object */
2119 struct gl_fragment_program
2120 {
2121 struct gl_program Base; /**< base class */
2122 GLboolean UsesKill; /**< shader uses KIL instruction */
2123 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2124 GLboolean OriginUpperLeft;
2125 GLboolean PixelCenterInteger;
2126 enum gl_frag_depth_layout FragDepthLayout;
2127
2128 /**
2129 * GLSL interpolation qualifier associated with each fragment shader input.
2130 * For inputs that do not have an interpolation qualifier specified in
2131 * GLSL, the value is INTERP_QUALIFIER_NONE.
2132 */
2133 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2134
2135 /**
2136 * Bitfield indicating, for each fragment shader input, 1 if that input
2137 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2138 */
2139 GLbitfield64 IsCentroid;
2140
2141 /**
2142 * Bitfield indicating, for each fragment shader input, 1 if that input
2143 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2144 */
2145 GLbitfield64 IsSample;
2146 };
2147
2148
2149 /**
2150 * State common to vertex and fragment programs.
2151 */
2152 struct gl_program_state
2153 {
2154 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2155 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2156 };
2157
2158
2159 /**
2160 * Context state for vertex programs.
2161 */
2162 struct gl_vertex_program_state
2163 {
2164 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2165 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2166 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2167 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2168 /** Computed two sided lighting for fixed function/programs. */
2169 GLboolean _TwoSideEnabled;
2170 struct gl_vertex_program *Current; /**< User-bound vertex program */
2171
2172 /** Currently enabled and valid vertex program (including internal
2173 * programs, user-defined vertex programs and GLSL vertex shaders).
2174 * This is the program we must use when rendering.
2175 */
2176 struct gl_vertex_program *_Current;
2177
2178 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2179
2180 /** Should fixed-function T&L be implemented with a vertex prog? */
2181 GLboolean _MaintainTnlProgram;
2182
2183 /** Program to emulate fixed-function T&L (see above) */
2184 struct gl_vertex_program *_TnlProgram;
2185
2186 /** Cache of fixed-function programs */
2187 struct gl_program_cache *Cache;
2188
2189 GLboolean _Overriden;
2190 };
2191
2192
2193 /**
2194 * Context state for geometry programs.
2195 */
2196 struct gl_geometry_program_state
2197 {
2198 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2199 GLboolean _Enabled; /**< Enabled and valid program? */
2200 struct gl_geometry_program *Current; /**< user-bound geometry program */
2201
2202 /** Currently enabled and valid program (including internal programs
2203 * and compiled shader programs).
2204 */
2205 struct gl_geometry_program *_Current;
2206
2207 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2208
2209 /** Cache of fixed-function programs */
2210 struct gl_program_cache *Cache;
2211 };
2212
2213 /**
2214 * Context state for fragment programs.
2215 */
2216 struct gl_fragment_program_state
2217 {
2218 GLboolean Enabled; /**< User-set fragment program enable flag */
2219 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2220 struct gl_fragment_program *Current; /**< User-bound fragment program */
2221
2222 /** Currently enabled and valid fragment program (including internal
2223 * programs, user-defined fragment programs and GLSL fragment shaders).
2224 * This is the program we must use when rendering.
2225 */
2226 struct gl_fragment_program *_Current;
2227
2228 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2229
2230 /** Should fixed-function texturing be implemented with a fragment prog? */
2231 GLboolean _MaintainTexEnvProgram;
2232
2233 /** Program to emulate fixed-function texture env/combine (see above) */
2234 struct gl_fragment_program *_TexEnvProgram;
2235
2236 /** Cache of fixed-function programs */
2237 struct gl_program_cache *Cache;
2238 };
2239
2240
2241 /**
2242 * ATI_fragment_shader runtime state
2243 */
2244 #define ATI_FS_INPUT_PRIMARY 0
2245 #define ATI_FS_INPUT_SECONDARY 1
2246
2247 struct atifs_instruction;
2248 struct atifs_setupinst;
2249
2250 /**
2251 * ATI fragment shader
2252 */
2253 struct ati_fragment_shader
2254 {
2255 GLuint Id;
2256 GLint RefCount;
2257 struct atifs_instruction *Instructions[2];
2258 struct atifs_setupinst *SetupInst[2];
2259 GLfloat Constants[8][4];
2260 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2261 GLubyte numArithInstr[2];
2262 GLubyte regsAssigned[2];
2263 GLubyte NumPasses; /**< 1 or 2 */
2264 GLubyte cur_pass;
2265 GLubyte last_optype;
2266 GLboolean interpinp1;
2267 GLboolean isValid;
2268 GLuint swizzlerq;
2269 };
2270
2271 /**
2272 * Context state for GL_ATI_fragment_shader
2273 */
2274 struct gl_ati_fragment_shader_state
2275 {
2276 GLboolean Enabled;
2277 GLboolean _Enabled; /**< enabled and valid shader? */
2278 GLboolean Compiling;
2279 GLfloat GlobalConstants[8][4];
2280 struct ati_fragment_shader *Current;
2281 };
2282
2283
2284 /** Set by #pragma directives */
2285 struct gl_sl_pragmas
2286 {
2287 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2288 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2289 GLboolean Optimize; /**< defaults on */
2290 GLboolean Debug; /**< defaults off */
2291 };
2292
2293
2294 /**
2295 * A GLSL vertex or fragment shader object.
2296 */
2297 struct gl_shader
2298 {
2299 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2300 * Must be the first field.
2301 */
2302 GLenum Type;
2303 GLuint Name; /**< AKA the handle */
2304 GLchar *Label; /**< GL_KHR_debug */
2305 GLint RefCount; /**< Reference count */
2306 GLboolean DeletePending;
2307 GLboolean CompileStatus;
2308 const GLchar *Source; /**< Source code string */
2309 GLuint SourceChecksum; /**< for debug/logging purposes */
2310 struct gl_program *Program; /**< Post-compile assembly code */
2311 GLchar *InfoLog;
2312 struct gl_sl_pragmas Pragmas;
2313
2314 unsigned Version; /**< GLSL version used for linking */
2315 GLboolean IsES; /**< True if this shader uses GLSL ES */
2316
2317 /**
2318 * \name Sampler tracking
2319 *
2320 * \note Each of these fields is only set post-linking.
2321 */
2322 /*@{*/
2323 unsigned num_samplers; /**< Number of samplers used by this shader. */
2324 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2325 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2326 /*@}*/
2327
2328 /**
2329 * Map from sampler unit to texture unit (set by glUniform1i())
2330 *
2331 * A sampler unit is associated with each sampler uniform by the linker.
2332 * The sampler unit associated with each uniform is stored in the
2333 * \c gl_uniform_storage::sampler field.
2334 */
2335 GLubyte SamplerUnits[MAX_SAMPLERS];
2336 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2337 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2338
2339 /**
2340 * Number of default uniform block components used by this shader.
2341 *
2342 * This field is only set post-linking.
2343 */
2344 unsigned num_uniform_components;
2345
2346 /**
2347 * Number of combined uniform components used by this shader.
2348 *
2349 * This field is only set post-linking. It is the sum of the uniform block
2350 * sizes divided by sizeof(float), and num_uniform_compoennts.
2351 */
2352 unsigned num_combined_uniform_components;
2353
2354 /**
2355 * This shader's uniform block information.
2356 *
2357 * The offsets of the variables are assigned only for shaders in a program's
2358 * _LinkedShaders[].
2359 */
2360 struct gl_uniform_block *UniformBlocks;
2361 unsigned NumUniformBlocks;
2362
2363 struct exec_list *ir;
2364 struct glsl_symbol_table *symbols;
2365
2366 bool uses_builtin_functions;
2367
2368 /**
2369 * Geometry shader state from GLSL 1.50 layout qualifiers.
2370 */
2371 struct {
2372 GLint VerticesOut;
2373 /**
2374 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2375 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2376 * shader.
2377 */
2378 GLenum InputType;
2379 /**
2380 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2381 * it's not set in this shader.
2382 */
2383 GLenum OutputType;
2384 } Geom;
2385 };
2386
2387
2388 /**
2389 * Shader stages. Note that these will become 5 with tessellation.
2390 *
2391 * The order must match how shaders are ordered in the pipeline.
2392 * The GLSL linker assumes that if i<j, then the j-th shader is
2393 * executed later than the i-th shader.
2394 */
2395 typedef enum
2396 {
2397 MESA_SHADER_VERTEX = 0,
2398 MESA_SHADER_GEOMETRY = 1,
2399 MESA_SHADER_FRAGMENT = 2,
2400 MESA_SHADER_TYPES = 3
2401 } gl_shader_type;
2402
2403
2404 struct gl_uniform_buffer_variable
2405 {
2406 char *Name;
2407
2408 /**
2409 * Name of the uniform as seen by glGetUniformIndices.
2410 *
2411 * glGetUniformIndices requires that the block instance index \b not be
2412 * present in the name of queried uniforms.
2413 *
2414 * \note
2415 * \c gl_uniform_buffer_variable::IndexName and
2416 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2417 */
2418 char *IndexName;
2419
2420 const struct glsl_type *Type;
2421 unsigned int Offset;
2422 GLboolean RowMajor;
2423 };
2424
2425
2426 enum gl_uniform_block_packing
2427 {
2428 ubo_packing_std140,
2429 ubo_packing_shared,
2430 ubo_packing_packed
2431 };
2432
2433
2434 struct gl_uniform_block
2435 {
2436 /** Declared name of the uniform block */
2437 char *Name;
2438
2439 /** Array of supplemental information about UBO ir_variables. */
2440 struct gl_uniform_buffer_variable *Uniforms;
2441 GLuint NumUniforms;
2442
2443 /**
2444 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2445 * with glBindBufferBase to bind a buffer object to this uniform block. When
2446 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2447 */
2448 GLuint Binding;
2449
2450 /**
2451 * Minimum size of a buffer object to back this uniform buffer
2452 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2453 */
2454 GLuint UniformBufferSize;
2455
2456 /**
2457 * Layout specified in the shader
2458 *
2459 * This isn't accessible through the API, but it is used while
2460 * cross-validating uniform blocks.
2461 */
2462 enum gl_uniform_block_packing _Packing;
2463 };
2464
2465 /**
2466 * Structure that represents a reference to an atomic buffer from some
2467 * shader program.
2468 */
2469 struct gl_active_atomic_buffer
2470 {
2471 /** Uniform indices of the atomic counters declared within it. */
2472 GLuint *Uniforms;
2473 GLuint NumUniforms;
2474
2475 /** Binding point index associated with it. */
2476 GLuint Binding;
2477
2478 /** Minimum reasonable size it is expected to have. */
2479 GLuint MinimumSize;
2480
2481 /** Shader stages making use of it. */
2482 GLboolean StageReferences[MESA_SHADER_TYPES];
2483 };
2484
2485 /**
2486 * A GLSL program object.
2487 * Basically a linked collection of vertex and fragment shaders.
2488 */
2489 struct gl_shader_program
2490 {
2491 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2492 GLuint Name; /**< aka handle or ID */
2493 GLchar *Label; /**< GL_KHR_debug */
2494 GLint RefCount; /**< Reference count */
2495 GLboolean DeletePending;
2496
2497 /**
2498 * Is the application intending to glGetProgramBinary this program?
2499 */
2500 GLboolean BinaryRetreivableHint;
2501
2502 /**
2503 * Flags that the linker should not reject the program if it lacks
2504 * a vertex or fragment shader. GLES2 doesn't allow separate
2505 * shader objects, and would reject them. However, we internally
2506 * build separate shader objects for fixed function programs, which
2507 * we use for drivers/common/meta.c and for handling
2508 * _mesa_update_state with no program bound (for example in
2509 * glClear()).
2510 */
2511 GLboolean InternalSeparateShader;
2512
2513 GLuint NumShaders; /**< number of attached shaders */
2514 struct gl_shader **Shaders; /**< List of attached the shaders */
2515
2516 /**
2517 * User-defined attribute bindings
2518 *
2519 * These are set via \c glBindAttribLocation and are used to direct the
2520 * GLSL linker. These are \b not the values used in the compiled shader,
2521 * and they are \b not the values returned by \c glGetAttribLocation.
2522 */
2523 struct string_to_uint_map *AttributeBindings;
2524
2525 /**
2526 * User-defined fragment data bindings
2527 *
2528 * These are set via \c glBindFragDataLocation and are used to direct the
2529 * GLSL linker. These are \b not the values used in the compiled shader,
2530 * and they are \b not the values returned by \c glGetFragDataLocation.
2531 */
2532 struct string_to_uint_map *FragDataBindings;
2533 struct string_to_uint_map *FragDataIndexBindings;
2534
2535 /**
2536 * Transform feedback varyings last specified by
2537 * glTransformFeedbackVaryings().
2538 *
2539 * For the current set of transform feeedback varyings used for transform
2540 * feedback output, see LinkedTransformFeedback.
2541 */
2542 struct {
2543 GLenum BufferMode;
2544 GLuint NumVarying;
2545 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2546 } TransformFeedback;
2547
2548 /** Post-link transform feedback info. */
2549 struct gl_transform_feedback_info LinkedTransformFeedback;
2550
2551 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2552 enum gl_frag_depth_layout FragDepthLayout;
2553
2554 /**
2555 * Geometry shader state - copied into gl_geometry_program by
2556 * _mesa_copy_linked_program_data().
2557 */
2558 struct {
2559 GLint VerticesIn;
2560 GLint VerticesOut;
2561 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2562 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2563 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2564 /**
2565 * True if gl_ClipDistance is written to. Copied into
2566 * gl_geometry_program by _mesa_copy_linked_program_data().
2567 */
2568 GLboolean UsesClipDistance;
2569 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2570 0 if not present. */
2571 GLboolean UsesEndPrimitive;
2572 } Geom;
2573
2574 /** Vertex shader state */
2575 struct {
2576 /**
2577 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2578 * by _mesa_copy_linked_program_data().
2579 */
2580 GLboolean UsesClipDistance;
2581 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2582 0 if not present. */
2583 } Vert;
2584
2585 /* post-link info: */
2586 unsigned NumUserUniformStorage;
2587 struct gl_uniform_storage *UniformStorage;
2588
2589 /**
2590 * Size of the gl_ClipDistance array that is output from the last pipeline
2591 * stage before the fragment shader.
2592 */
2593 unsigned LastClipDistanceArraySize;
2594
2595 struct gl_uniform_block *UniformBlocks;
2596 unsigned NumUniformBlocks;
2597
2598 /**
2599 * Scale factor for the uniform base location
2600 *
2601 * This is used to generate locations (returned by \c glGetUniformLocation)
2602 * of uniforms. The base location of the uniform is multiplied by this
2603 * value, and the array index is added.
2604 *
2605 * \note
2606 * Must be >= 1.
2607 *
2608 * \sa
2609 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2610 */
2611 unsigned UniformLocationBaseScale;
2612
2613 /**
2614 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2615 * they're used in, or -1.
2616 *
2617 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2618 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2619 */
2620 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2621
2622 /**
2623 * Map of active uniform names to locations
2624 *
2625 * Maps any active uniform that is not an array element to a location.
2626 * Each active uniform, including individual structure members will appear
2627 * in this map. This roughly corresponds to the set of names that would be
2628 * enumerated by \c glGetActiveUniform.
2629 */
2630 struct string_to_uint_map *UniformHash;
2631
2632 struct gl_active_atomic_buffer *AtomicBuffers;
2633 unsigned NumAtomicBuffers;
2634
2635 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2636 GLboolean Validated;
2637 GLboolean _Used; /**< Ever used for drawing? */
2638 GLchar *InfoLog;
2639
2640 unsigned Version; /**< GLSL version used for linking */
2641 GLboolean IsES; /**< True if this program uses GLSL ES */
2642
2643 /**
2644 * Per-stage shaders resulting from the first stage of linking.
2645 *
2646 * Set of linked shaders for this program. The array is accessed using the
2647 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2648 * \c NULL.
2649 */
2650 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2651 };
2652
2653
2654 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2655 #define GLSL_LOG 0x2 /**< Write shaders to files */
2656 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2657 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2658 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2659 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2660 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2661 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2662 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2663 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2664
2665
2666 /**
2667 * Context state for GLSL vertex/fragment shaders.
2668 */
2669 struct gl_shader_state
2670 {
2671 /**
2672 * Programs used for rendering
2673 *
2674 * There is a separate program set for each shader stage. If
2675 * GL_EXT_separate_shader_objects is not supported, each of these must point
2676 * to \c NULL or to the same program.
2677 */
2678 struct gl_shader_program *CurrentVertexProgram;
2679 struct gl_shader_program *CurrentGeometryProgram;
2680 struct gl_shader_program *CurrentFragmentProgram;
2681
2682 struct gl_shader_program *_CurrentFragmentProgram;
2683
2684 /**
2685 * Program used by glUniform calls.
2686 *
2687 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2688 */
2689 struct gl_shader_program *ActiveProgram;
2690
2691 GLbitfield Flags; /**< Mask of GLSL_x flags */
2692 };
2693
2694
2695 /**
2696 * Compiler options for a single GLSL shaders type
2697 */
2698 struct gl_shader_compiler_options
2699 {
2700 /** Driver-selectable options: */
2701 GLboolean EmitCondCodes; /**< Use condition codes? */
2702 GLboolean EmitNoLoops;
2703 GLboolean EmitNoFunctions;
2704 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2705 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2706 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2707 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2708 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2709
2710 /**
2711 * \name Forms of indirect addressing the driver cannot do.
2712 */
2713 /*@{*/
2714 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2715 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2716 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2717 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2718 /*@}*/
2719
2720 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2721 GLuint MaxUnrollIterations;
2722
2723 /**
2724 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2725 * operations, such as position transformation.
2726 */
2727 GLboolean PreferDP4;
2728
2729 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2730 };
2731
2732
2733 /**
2734 * Occlusion/timer query object.
2735 */
2736 struct gl_query_object
2737 {
2738 GLenum Target; /**< The query target, when active */
2739 GLuint Id; /**< hash table ID/name */
2740 GLchar *Label; /**< GL_KHR_debug */
2741 GLuint64EXT Result; /**< the counter */
2742 GLboolean Active; /**< inside Begin/EndQuery */
2743 GLboolean Ready; /**< result is ready? */
2744 GLboolean EverBound;/**< has query object ever been bound */
2745 };
2746
2747
2748 /**
2749 * Context state for query objects.
2750 */
2751 struct gl_query_state
2752 {
2753 struct _mesa_HashTable *QueryObjects;
2754 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2755 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2756
2757 /** GL_NV_conditional_render */
2758 struct gl_query_object *CondRenderQuery;
2759
2760 /** GL_EXT_transform_feedback */
2761 struct gl_query_object *PrimitivesGenerated;
2762 struct gl_query_object *PrimitivesWritten;
2763
2764 /** GL_ARB_timer_query */
2765 struct gl_query_object *TimeElapsed;
2766
2767 GLenum CondRenderMode;
2768 };
2769
2770
2771 /** Sync object state */
2772 struct gl_sync_object
2773 {
2774 GLenum Type; /**< GL_SYNC_FENCE */
2775 GLuint Name; /**< Fence name */
2776 GLchar *Label; /**< GL_KHR_debug */
2777 GLint RefCount; /**< Reference count */
2778 GLboolean DeletePending; /**< Object was deleted while there were still
2779 * live references (e.g., sync not yet finished)
2780 */
2781 GLenum SyncCondition;
2782 GLbitfield Flags; /**< Flags passed to glFenceSync */
2783 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2784 };
2785
2786
2787 /**
2788 * State which can be shared by multiple contexts:
2789 */
2790 struct gl_shared_state
2791 {
2792 _glthread_Mutex Mutex; /**< for thread safety */
2793 GLint RefCount; /**< Reference count */
2794 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2795 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2796
2797 /** Default texture objects (shared by all texture units) */
2798 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2799
2800 /** Fallback texture used when a bound texture is incomplete */
2801 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2802
2803 /**
2804 * \name Thread safety and statechange notification for texture
2805 * objects.
2806 *
2807 * \todo Improve the granularity of locking.
2808 */
2809 /*@{*/
2810 _glthread_Mutex TexMutex; /**< texobj thread safety */
2811 GLuint TextureStateStamp; /**< state notification for shared tex */
2812 /*@}*/
2813
2814 /** Default buffer object for vertex arrays that aren't in VBOs */
2815 struct gl_buffer_object *NullBufferObj;
2816
2817 /**
2818 * \name Vertex/geometry/fragment programs
2819 */
2820 /*@{*/
2821 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2822 struct gl_vertex_program *DefaultVertexProgram;
2823 struct gl_fragment_program *DefaultFragmentProgram;
2824 struct gl_geometry_program *DefaultGeometryProgram;
2825 /*@}*/
2826
2827 /* GL_ATI_fragment_shader */
2828 struct _mesa_HashTable *ATIShaders;
2829 struct ati_fragment_shader *DefaultFragmentShader;
2830
2831 struct _mesa_HashTable *BufferObjects;
2832
2833 /** Table of both gl_shader and gl_shader_program objects */
2834 struct _mesa_HashTable *ShaderObjects;
2835
2836 /* GL_EXT_framebuffer_object */
2837 struct _mesa_HashTable *RenderBuffers;
2838 struct _mesa_HashTable *FrameBuffers;
2839
2840 /* GL_ARB_sync */
2841 struct set *SyncObjects;
2842
2843 /** GL_ARB_sampler_objects */
2844 struct _mesa_HashTable *SamplerObjects;
2845
2846 /**
2847 * Some context in this share group was affected by a GPU reset
2848 *
2849 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2850 * been affected by a GPU reset must also return
2851 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2852 *
2853 * Once this field becomes true, it is never reset to false.
2854 */
2855 bool ShareGroupReset;
2856 };
2857
2858
2859
2860 /**
2861 * Renderbuffers represent drawing surfaces such as color, depth and/or
2862 * stencil. A framebuffer object has a set of renderbuffers.
2863 * Drivers will typically derive subclasses of this type.
2864 */
2865 struct gl_renderbuffer
2866 {
2867 _glthread_Mutex Mutex; /**< for thread safety */
2868 GLuint ClassID; /**< Useful for drivers */
2869 GLuint Name;
2870 GLchar *Label; /**< GL_KHR_debug */
2871 GLint RefCount;
2872 GLuint Width, Height;
2873 GLuint Depth;
2874 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2875 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2876 /**
2877 * True for renderbuffers that wrap textures, giving the driver a chance to
2878 * flush render caches through the FinishRenderTexture hook.
2879 *
2880 * Drivers may also set this on renderbuffers other than those generated by
2881 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2882 * called without a rb->TexImage.
2883 */
2884 GLboolean NeedsFinishRenderTexture;
2885 GLubyte NumSamples;
2886 GLenum InternalFormat; /**< The user-specified format */
2887 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2888 GL_STENCIL_INDEX. */
2889 gl_format Format; /**< The actual renderbuffer memory format */
2890 /**
2891 * Pointer to the texture image if this renderbuffer wraps a texture,
2892 * otherwise NULL.
2893 *
2894 * Note that the reference on the gl_texture_object containing this
2895 * TexImage is held by the gl_renderbuffer_attachment.
2896 */
2897 struct gl_texture_image *TexImage;
2898
2899 /** Delete this renderbuffer */
2900 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2901
2902 /** Allocate new storage for this renderbuffer */
2903 GLboolean (*AllocStorage)(struct gl_context *ctx,
2904 struct gl_renderbuffer *rb,
2905 GLenum internalFormat,
2906 GLuint width, GLuint height);
2907 };
2908
2909
2910 /**
2911 * A renderbuffer attachment points to either a texture object (and specifies
2912 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2913 */
2914 struct gl_renderbuffer_attachment
2915 {
2916 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2917 GLboolean Complete;
2918
2919 /**
2920 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2921 * application supplied renderbuffer object.
2922 */
2923 struct gl_renderbuffer *Renderbuffer;
2924
2925 /**
2926 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2927 * supplied texture object.
2928 */
2929 struct gl_texture_object *Texture;
2930 GLuint TextureLevel; /**< Attached mipmap level. */
2931 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2932 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2933 * and 2D array textures */
2934 GLboolean Layered;
2935 };
2936
2937
2938 /**
2939 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2940 * In C++ terms, think of this as a base class from which device drivers
2941 * will make derived classes.
2942 */
2943 struct gl_framebuffer
2944 {
2945 _glthread_Mutex Mutex; /**< for thread safety */
2946 /**
2947 * If zero, this is a window system framebuffer. If non-zero, this
2948 * is a FBO framebuffer; note that for some devices (i.e. those with
2949 * a natural pixel coordinate system for FBOs that differs from the
2950 * OpenGL/Mesa coordinate system), this means that the viewport,
2951 * polygon face orientation, and polygon stipple will have to be inverted.
2952 */
2953 GLuint Name;
2954 GLchar *Label; /**< GL_KHR_debug */
2955
2956 GLint RefCount;
2957 GLboolean DeletePending;
2958
2959 /**
2960 * The framebuffer's visual. Immutable if this is a window system buffer.
2961 * Computed from attachments if user-made FBO.
2962 */
2963 struct gl_config Visual;
2964
2965 GLuint Width, Height; /**< size of frame buffer in pixels */
2966
2967 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2968 /*@{*/
2969 GLint _Xmin, _Xmax; /**< inclusive */
2970 GLint _Ymin, _Ymax; /**< exclusive */
2971 /*@}*/
2972
2973 /** \name Derived Z buffer stuff */
2974 /*@{*/
2975 GLuint _DepthMax; /**< Max depth buffer value */
2976 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2977 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2978 /*@}*/
2979
2980 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2981 GLenum _Status;
2982
2983 /** Integer color values */
2984 GLboolean _IntegerColor;
2985
2986 /* ARB_color_buffer_float */
2987 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2988 GLboolean _HasSNormOrFloatColorBuffer;
2989
2990 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2991 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2992
2993 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2994 * attribute group and GL_PIXEL attribute group, respectively.
2995 */
2996 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2997 GLenum ColorReadBuffer;
2998
2999 /** Computed from ColorDraw/ReadBuffer above */
3000 GLuint _NumColorDrawBuffers;
3001 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3002 GLint _ColorReadBufferIndex; /* -1 = None */
3003 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3004 struct gl_renderbuffer *_ColorReadBuffer;
3005
3006 /**
3007 * The number of layers in the framebuffer, or 0 if the framebuffer is not
3008 * layered. For cube maps, this value is 6. For cube map arrays, this
3009 * value is the "depth" value passed to TexImage3D (always a multiple of
3010 * 6).
3011 */
3012 GLuint NumLayers;
3013
3014 /** Delete this framebuffer */
3015 void (*Delete)(struct gl_framebuffer *fb);
3016 };
3017
3018
3019 /**
3020 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3021 */
3022 struct gl_precision
3023 {
3024 GLushort RangeMin; /**< min value exponent */
3025 GLushort RangeMax; /**< max value exponent */
3026 GLushort Precision; /**< number of mantissa bits */
3027 };
3028
3029
3030 /**
3031 * Limits for vertex, geometry and fragment programs/shaders.
3032 */
3033 struct gl_program_constants
3034 {
3035 /* logical limits */
3036 GLuint MaxInstructions;
3037 GLuint MaxAluInstructions;
3038 GLuint MaxTexInstructions;
3039 GLuint MaxTexIndirections;
3040 GLuint MaxAttribs;
3041 GLuint MaxTemps;
3042 GLuint MaxAddressRegs;
3043 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3044 GLuint MaxParameters;
3045 GLuint MaxLocalParams;
3046 GLuint MaxEnvParams;
3047 /* native/hardware limits */
3048 GLuint MaxNativeInstructions;
3049 GLuint MaxNativeAluInstructions;
3050 GLuint MaxNativeTexInstructions;
3051 GLuint MaxNativeTexIndirections;
3052 GLuint MaxNativeAttribs;
3053 GLuint MaxNativeTemps;
3054 GLuint MaxNativeAddressRegs;
3055 GLuint MaxNativeParameters;
3056 /* For shaders */
3057 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3058
3059 /**
3060 * \name Per-stage input / output limits
3061 *
3062 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3063 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3064 * ES). This is stored as \c gl_constants::MaxVarying.
3065 *
3066 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3067 * variables. Each stage as a certain number of outputs that it can feed
3068 * to the next stage and a certain number inputs that it can consume from
3069 * the previous stage.
3070 *
3071 * Vertex shader inputs do not participate this in this accounting.
3072 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3073 *
3074 * Fragment shader outputs do not participate this in this accounting.
3075 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3076 */
3077 /*@{*/
3078 GLuint MaxInputComponents;
3079 GLuint MaxOutputComponents;
3080 /*@}*/
3081
3082 /* ES 2.0 and GL_ARB_ES2_compatibility */
3083 struct gl_precision LowFloat, MediumFloat, HighFloat;
3084 struct gl_precision LowInt, MediumInt, HighInt;
3085 /* GL_ARB_uniform_buffer_object */
3086 GLuint MaxUniformBlocks;
3087 GLuint MaxCombinedUniformComponents;
3088 GLuint MaxTextureImageUnits;
3089 /* GL_ARB_shader_atomic_counters */
3090 GLuint MaxAtomicBuffers;
3091 GLuint MaxAtomicCounters;
3092 };
3093
3094
3095 /**
3096 * Constants which may be overridden by device driver during context creation
3097 * but are never changed after that.
3098 */
3099 struct gl_constants
3100 {
3101 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3102 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3103 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3104 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3105 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3106 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3107 GLuint MaxTextureCoordUnits;
3108 GLuint MaxCombinedTextureImageUnits;
3109 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3110 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3111 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3112 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3113
3114 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3115
3116 GLuint MaxArrayLockSize;
3117
3118 GLint SubPixelBits;
3119
3120 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3121 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3122 GLfloat PointSizeGranularity;
3123 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3124 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3125 GLfloat LineWidthGranularity;
3126
3127 GLuint MaxClipPlanes;
3128 GLuint MaxLights;
3129 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3130 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3131
3132 GLuint MaxViewportWidth, MaxViewportHeight;
3133
3134 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
3135 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
3136 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
3137 GLuint MaxProgramMatrices;
3138 GLuint MaxProgramMatrixStackDepth;
3139
3140 struct {
3141 GLuint SamplesPassed;
3142 GLuint TimeElapsed;
3143 GLuint Timestamp;
3144 GLuint PrimitivesGenerated;
3145 GLuint PrimitivesWritten;
3146 } QueryCounterBits;
3147
3148 /** vertex array / buffer object bounds checking */
3149 GLboolean CheckArrayBounds;
3150
3151 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3152
3153 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3154 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3155 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3156
3157 /** Number of varying vectors between any two shader stages. */
3158 GLuint MaxVarying;
3159
3160 /** @{
3161 * GL_ARB_uniform_buffer_object
3162 */
3163 GLuint MaxCombinedUniformBlocks;
3164 GLuint MaxUniformBufferBindings;
3165 GLuint MaxUniformBlockSize;
3166 GLuint UniformBufferOffsetAlignment;
3167 /** @} */
3168
3169 /** GL_ARB_geometry_shader4 */
3170 GLuint MaxGeometryOutputVertices;
3171 GLuint MaxGeometryTotalOutputComponents;
3172
3173 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3174
3175 /**
3176 * Changes default GLSL extension behavior from "error" to "warn". It's out
3177 * of spec, but it can make some apps work that otherwise wouldn't.
3178 */
3179 GLboolean ForceGLSLExtensionsWarn;
3180
3181 /**
3182 * If non-zero, forces GLSL shaders without the #version directive to behave
3183 * as if they began with "#version ForceGLSLVersion".
3184 */
3185 GLuint ForceGLSLVersion;
3186
3187 /**
3188 * Does the driver support real 32-bit integers? (Otherwise, integers are
3189 * simulated via floats.)
3190 */
3191 GLboolean NativeIntegers;
3192
3193 /**
3194 * If the driver supports real 32-bit integers, what integer value should be
3195 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3196 */
3197 GLuint UniformBooleanTrue;
3198
3199 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3200 GLbitfield SupportedBumpUnits;
3201
3202 /**
3203 * Maximum amount of time, measured in nanseconds, that the server can wait.
3204 */
3205 GLuint64 MaxServerWaitTimeout;
3206
3207 /** GL_EXT_provoking_vertex */
3208 GLboolean QuadsFollowProvokingVertexConvention;
3209
3210 /** OpenGL version 3.0 */
3211 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3212
3213 /** OpenGL version 3.2 */
3214 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3215
3216 /** GL_EXT_transform_feedback */
3217 GLuint MaxTransformFeedbackBuffers;
3218 GLuint MaxTransformFeedbackSeparateComponents;
3219 GLuint MaxTransformFeedbackInterleavedComponents;
3220 GLuint MaxVertexStreams;
3221
3222 /** GL_EXT_gpu_shader4 */
3223 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3224
3225 /** GL_ARB_texture_gather */
3226 GLuint MinProgramTextureGatherOffset;
3227 GLuint MaxProgramTextureGatherOffset;
3228 GLuint MaxProgramTextureGatherComponents;
3229
3230 /* GL_ARB_robustness */
3231 GLenum ResetStrategy;
3232
3233 /* GL_ARB_blend_func_extended */
3234 GLuint MaxDualSourceDrawBuffers;
3235
3236 /**
3237 * Whether the implementation strips out and ignores texture borders.
3238 *
3239 * Many GPU hardware implementations don't support rendering with texture
3240 * borders and mipmapped textures. (Note: not static border color, but the
3241 * old 1-pixel border around each edge). Implementations then have to do
3242 * slow fallbacks to be correct, or just ignore the border and be fast but
3243 * wrong. Setting the flag strips the border off of TexImage calls,
3244 * providing "fast but wrong" at significantly reduced driver complexity.
3245 *
3246 * Texture borders are deprecated in GL 3.0.
3247 **/
3248 GLboolean StripTextureBorder;
3249
3250 /**
3251 * For drivers which can do a better job at eliminating unused uniforms
3252 * than the GLSL compiler.
3253 *
3254 * XXX Remove these as soon as a better solution is available.
3255 */
3256 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3257
3258 /**
3259 * Force software support for primitive restart in the VBO module.
3260 */
3261 GLboolean PrimitiveRestartInSoftware;
3262
3263 /**
3264 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3265 * than passing the transform feedback object to the drawing function.
3266 */
3267 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3268
3269 /** GL_ARB_map_buffer_alignment */
3270 GLuint MinMapBufferAlignment;
3271
3272 /**
3273 * Disable varying packing. This is out of spec, but potentially useful
3274 * for older platforms that supports a limited number of texture
3275 * indirections--on these platforms, unpacking the varyings in the fragment
3276 * shader increases the number of texture indirections by 1, which might
3277 * make some shaders not executable at all.
3278 *
3279 * Drivers that support transform feedback must set this value to GL_FALSE.
3280 */
3281 GLboolean DisableVaryingPacking;
3282
3283 /*
3284 * Maximum value supported for an index in DrawElements and friends.
3285 *
3286 * This must be at least (1ull<<24)-1. The default value is
3287 * (1ull<<32)-1.
3288 *
3289 * \since ES 3.0 or GL_ARB_ES3_compatibility
3290 * \sa _mesa_init_constants
3291 */
3292 GLuint64 MaxElementIndex;
3293
3294 /**
3295 * Disable interpretation of line continuations (lines ending with a
3296 * backslash character ('\') in GLSL source.
3297 */
3298 GLboolean DisableGLSLLineContinuations;
3299
3300 /** GL_ARB_texture_multisample */
3301 GLint MaxColorTextureSamples;
3302 GLint MaxDepthTextureSamples;
3303 GLint MaxIntegerSamples;
3304
3305 /** GL_ARB_shader_atomic_counters */
3306 GLuint MaxAtomicBufferBindings;
3307 GLuint MaxAtomicBufferSize;
3308 GLuint MaxCombinedAtomicBuffers;
3309 GLuint MaxCombinedAtomicCounters;
3310
3311 /** GL_ARB_vertex_attrib_binding */
3312 GLint MaxVertexAttribRelativeOffset;
3313 GLint MaxVertexAttribBindings;
3314 };
3315
3316
3317 /**
3318 * Enable flag for each OpenGL extension. Different device drivers will
3319 * enable different extensions at runtime.
3320 */
3321 struct gl_extensions
3322 {
3323 GLboolean dummy; /* don't remove this! */
3324 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3325 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3326 GLboolean ANGLE_texture_compression_dxt;
3327 GLboolean ARB_ES2_compatibility;
3328 GLboolean ARB_ES3_compatibility;
3329 GLboolean ARB_base_instance;
3330 GLboolean ARB_blend_func_extended;
3331 GLboolean ARB_color_buffer_float;
3332 GLboolean ARB_conservative_depth;
3333 GLboolean ARB_depth_buffer_float;
3334 GLboolean ARB_depth_clamp;
3335 GLboolean ARB_depth_texture;
3336 GLboolean ARB_draw_buffers_blend;
3337 GLboolean ARB_draw_elements_base_vertex;
3338 GLboolean ARB_draw_indirect;
3339 GLboolean ARB_draw_instanced;
3340 GLboolean ARB_fragment_coord_conventions;
3341 GLboolean ARB_fragment_program;
3342 GLboolean ARB_fragment_program_shadow;
3343 GLboolean ARB_fragment_shader;
3344 GLboolean ARB_framebuffer_object;
3345 GLboolean ARB_explicit_attrib_location;
3346 GLboolean ARB_geometry_shader4;
3347 GLboolean ARB_gpu_shader5;
3348 GLboolean ARB_half_float_pixel;
3349 GLboolean ARB_half_float_vertex;
3350 GLboolean ARB_instanced_arrays;
3351 GLboolean ARB_internalformat_query;
3352 GLboolean ARB_map_buffer_alignment;
3353 GLboolean ARB_map_buffer_range;
3354 GLboolean ARB_occlusion_query;
3355 GLboolean ARB_occlusion_query2;
3356 GLboolean ARB_point_sprite;
3357 GLboolean ARB_sample_shading;
3358 GLboolean ARB_seamless_cube_map;
3359 GLboolean ARB_shader_atomic_counters;
3360 GLboolean ARB_shader_bit_encoding;
3361 GLboolean ARB_shader_stencil_export;
3362 GLboolean ARB_shader_texture_lod;
3363 GLboolean ARB_shading_language_packing;
3364 GLboolean ARB_shading_language_420pack;
3365 GLboolean ARB_shadow;
3366 GLboolean ARB_sync;
3367 GLboolean ARB_texture_border_clamp;
3368 GLboolean ARB_texture_buffer_object;
3369 GLboolean ARB_texture_buffer_object_rgb32;
3370 GLboolean ARB_texture_buffer_range;
3371 GLboolean ARB_texture_compression_rgtc;
3372 GLboolean ARB_texture_cube_map;
3373 GLboolean ARB_texture_cube_map_array;
3374 GLboolean ARB_texture_env_combine;
3375 GLboolean ARB_texture_env_crossbar;
3376 GLboolean ARB_texture_env_dot3;
3377 GLboolean ARB_texture_float;
3378 GLboolean ARB_texture_gather;
3379 GLboolean ARB_texture_mirror_clamp_to_edge;
3380 GLboolean ARB_texture_multisample;
3381 GLboolean ARB_texture_non_power_of_two;
3382 GLboolean ARB_texture_query_levels;
3383 GLboolean ARB_texture_query_lod;
3384 GLboolean ARB_texture_rg;
3385 GLboolean ARB_texture_rgb10_a2ui;
3386 GLboolean ARB_texture_view;
3387 GLboolean ARB_timer_query;
3388 GLboolean ARB_transform_feedback2;
3389 GLboolean ARB_transform_feedback3;
3390 GLboolean ARB_transform_feedback_instanced;
3391 GLboolean ARB_uniform_buffer_object;
3392 GLboolean ARB_vertex_program;
3393 GLboolean ARB_vertex_shader;
3394 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3395 GLboolean ARB_vertex_type_2_10_10_10_rev;
3396 GLboolean EXT_blend_color;
3397 GLboolean EXT_blend_equation_separate;
3398 GLboolean EXT_blend_func_separate;
3399 GLboolean EXT_blend_minmax;
3400 GLboolean EXT_depth_bounds_test;
3401 GLboolean EXT_draw_buffers2;
3402 GLboolean EXT_framebuffer_blit;
3403 GLboolean EXT_framebuffer_multisample;
3404 GLboolean EXT_framebuffer_multisample_blit_scaled;
3405 GLboolean EXT_framebuffer_sRGB;
3406 GLboolean EXT_gpu_program_parameters;
3407 GLboolean EXT_gpu_shader4;
3408 GLboolean EXT_packed_depth_stencil;
3409 GLboolean EXT_packed_float;
3410 GLboolean EXT_pixel_buffer_object;
3411 GLboolean EXT_point_parameters;
3412 GLboolean EXT_provoking_vertex;
3413 GLboolean EXT_separate_shader_objects;
3414 GLboolean EXT_shader_integer_mix;
3415 GLboolean EXT_stencil_two_side;
3416 GLboolean EXT_texture3D;
3417 GLboolean EXT_texture_array;
3418 GLboolean EXT_texture_compression_latc;
3419 GLboolean EXT_texture_compression_s3tc;
3420 GLboolean EXT_texture_env_dot3;
3421 GLboolean EXT_texture_filter_anisotropic;
3422 GLboolean EXT_texture_integer;
3423 GLboolean EXT_texture_mirror_clamp;
3424 GLboolean EXT_texture_shared_exponent;
3425 GLboolean EXT_texture_snorm;
3426 GLboolean EXT_texture_sRGB;
3427 GLboolean EXT_texture_sRGB_decode;
3428 GLboolean EXT_texture_swizzle;
3429 GLboolean EXT_transform_feedback;
3430 GLboolean EXT_timer_query;
3431 GLboolean EXT_vertex_array_bgra;
3432 GLboolean OES_standard_derivatives;
3433 /* vendor extensions */
3434 GLboolean AMD_performance_monitor;
3435 GLboolean AMD_seamless_cubemap_per_texture;
3436 GLboolean AMD_vertex_shader_layer;
3437 GLboolean APPLE_object_purgeable;
3438 GLboolean ATI_envmap_bumpmap;
3439 GLboolean ATI_texture_compression_3dc;
3440 GLboolean ATI_texture_mirror_once;
3441 GLboolean ATI_texture_env_combine3;
3442 GLboolean ATI_fragment_shader;
3443 GLboolean ATI_separate_stencil;
3444 GLboolean MESA_pack_invert;
3445 GLboolean MESA_ycbcr_texture;
3446 GLboolean NV_conditional_render;
3447 GLboolean NV_fog_distance;
3448 GLboolean NV_fragment_program_option;
3449 GLboolean NV_point_sprite;
3450 GLboolean NV_primitive_restart;
3451 GLboolean NV_texture_barrier;
3452 GLboolean NV_texture_env_combine4;
3453 GLboolean NV_texture_rectangle;
3454 GLboolean NV_vdpau_interop;
3455 GLboolean TDFX_texture_compression_FXT1;
3456 GLboolean OES_EGL_image;
3457 GLboolean OES_draw_texture;
3458 GLboolean OES_depth_texture_cube_map;
3459 GLboolean OES_EGL_image_external;
3460 GLboolean OES_compressed_ETC1_RGB8_texture;
3461 GLboolean extension_sentinel;
3462 /** The extension string */
3463 const GLubyte *String;
3464 /** Number of supported extensions */
3465 GLuint Count;
3466 };
3467
3468
3469 /**
3470 * A stack of matrices (projection, modelview, color, texture, etc).
3471 */
3472 struct gl_matrix_stack
3473 {
3474 GLmatrix *Top; /**< points into Stack */
3475 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3476 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3477 GLuint MaxDepth; /**< size of Stack[] array */
3478 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3479 };
3480
3481
3482 /**
3483 * \name Bits for image transfer operations
3484 * \sa __struct gl_contextRec::ImageTransferState.
3485 */
3486 /*@{*/
3487 #define IMAGE_SCALE_BIAS_BIT 0x1
3488 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3489 #define IMAGE_MAP_COLOR_BIT 0x4
3490 #define IMAGE_CLAMP_BIT 0x800
3491
3492
3493 /** Pixel Transfer ops */
3494 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3495 IMAGE_SHIFT_OFFSET_BIT | \
3496 IMAGE_MAP_COLOR_BIT)
3497
3498 /**
3499 * \name Bits to indicate what state has changed.
3500 */
3501 /*@{*/
3502 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3503 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3504 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3505 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3506 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3507 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3508 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3509 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3510 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3511 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3512 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3513 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3514 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3515 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3516 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3517 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3518 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3519 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3520 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3521 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3522 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3523 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3524 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3525 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3526 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3527 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3528 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3529 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3530 #define _NEW_BUFFER_OBJECT (1 << 28)
3531 #define _NEW_FRAG_CLAMP (1 << 29)
3532 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3533 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3534 #define _NEW_ALL ~0
3535 /*@}*/
3536
3537
3538 /**
3539 * Composite state flags
3540 */
3541 /*@{*/
3542 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3543 _NEW_TEXTURE | \
3544 _NEW_POINT | \
3545 _NEW_PROGRAM | \
3546 _NEW_MODELVIEW)
3547
3548 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3549 _NEW_FOG | \
3550 _NEW_PROGRAM)
3551
3552
3553 /*@}*/
3554
3555
3556
3557
3558 /* This has to be included here. */
3559 #include "dd.h"
3560
3561
3562 /**
3563 * Display list flags.
3564 * Strictly this is a tnl-private concept, but it doesn't seem
3565 * worthwhile adding a tnl private structure just to hold this one bit
3566 * of information:
3567 */
3568 #define DLIST_DANGLING_REFS 0x1
3569
3570
3571 /** Opaque declaration of display list payload data type */
3572 union gl_dlist_node;
3573
3574
3575 /**
3576 * Provide a location where information about a display list can be
3577 * collected. Could be extended with driverPrivate structures,
3578 * etc. in the future.
3579 */
3580 struct gl_display_list
3581 {
3582 GLuint Name;
3583 GLchar *Label; /**< GL_KHR_debug */
3584 GLbitfield Flags; /**< DLIST_x flags */
3585 /** The dlist commands are in a linked list of nodes */
3586 union gl_dlist_node *Head;
3587 };
3588
3589
3590 /**
3591 * State used during display list compilation and execution.
3592 */
3593 struct gl_dlist_state
3594 {
3595 GLuint CallDepth; /**< Current recursion calling depth */
3596
3597 struct gl_display_list *CurrentList; /**< List currently being compiled */
3598 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3599 GLuint CurrentPos; /**< Index into current block of nodes */
3600
3601 GLvertexformat ListVtxfmt;
3602
3603 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3604 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3605
3606 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3607 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3608
3609 struct {
3610 /* State known to have been set by the currently-compiling display
3611 * list. Used to eliminate some redundant state changes.
3612 */
3613 GLenum ShadeModel;
3614 } Current;
3615 };
3616
3617 /** @{
3618 *
3619 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3620 * to small enums suitable for use as an array index.
3621 */
3622
3623 enum mesa_debug_source {
3624 MESA_DEBUG_SOURCE_API,
3625 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3626 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3627 MESA_DEBUG_SOURCE_THIRD_PARTY,
3628 MESA_DEBUG_SOURCE_APPLICATION,
3629 MESA_DEBUG_SOURCE_OTHER,
3630 MESA_DEBUG_SOURCE_COUNT
3631 };
3632
3633 enum mesa_debug_type {
3634 MESA_DEBUG_TYPE_ERROR,
3635 MESA_DEBUG_TYPE_DEPRECATED,
3636 MESA_DEBUG_TYPE_UNDEFINED,
3637 MESA_DEBUG_TYPE_PORTABILITY,
3638 MESA_DEBUG_TYPE_PERFORMANCE,
3639 MESA_DEBUG_TYPE_OTHER,
3640 MESA_DEBUG_TYPE_MARKER,
3641 MESA_DEBUG_TYPE_PUSH_GROUP,
3642 MESA_DEBUG_TYPE_POP_GROUP,
3643 MESA_DEBUG_TYPE_COUNT
3644 };
3645
3646 enum mesa_debug_severity {
3647 MESA_DEBUG_SEVERITY_LOW,
3648 MESA_DEBUG_SEVERITY_MEDIUM,
3649 MESA_DEBUG_SEVERITY_HIGH,
3650 MESA_DEBUG_SEVERITY_NOTIFICATION,
3651 MESA_DEBUG_SEVERITY_COUNT
3652 };
3653
3654 /** @} */
3655
3656 /**
3657 * An error, warning, or other piece of debug information for an application
3658 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3659 */
3660 struct gl_debug_msg
3661 {
3662 enum mesa_debug_source source;
3663 enum mesa_debug_type type;
3664 GLuint id;
3665 enum mesa_debug_severity severity;
3666 GLsizei length;
3667 GLcharARB *message;
3668 };
3669
3670 struct gl_debug_namespace
3671 {
3672 struct _mesa_HashTable *IDs;
3673 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3674 /** lists of IDs in the hash table at each severity */
3675 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3676 };
3677
3678 struct gl_debug_state
3679 {
3680 GLDEBUGPROC Callback;
3681 const void *CallbackData;
3682 GLboolean SyncOutput;
3683 GLboolean DebugOutput;
3684 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3685 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3686 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3687 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3688 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3689 GLint GroupStackDepth;
3690 GLint NumMessages;
3691 GLint NextMsg;
3692 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3693 for the sake of the offsetof() code in get.c */
3694 };
3695
3696 /**
3697 * Enum for the OpenGL APIs we know about and may support.
3698 *
3699 * NOTE: This must match the api_enum table in
3700 * src/mesa/main/get_hash_generator.py
3701 */
3702 typedef enum
3703 {
3704 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3705 API_OPENGLES,
3706 API_OPENGLES2,
3707 API_OPENGL_CORE,
3708 API_OPENGL_LAST = API_OPENGL_CORE
3709 } gl_api;
3710
3711 /**
3712 * Driver-specific state flags.
3713 *
3714 * These are or'd with gl_context::NewDriverState to notify a driver about
3715 * a state change. The driver sets the flags at context creation and
3716 * the meaning of the bits set is opaque to core Mesa.
3717 */
3718 struct gl_driver_flags
3719 {
3720 /** gl_context::Array::_DrawArrays (vertex array state) */
3721 GLbitfield NewArray;
3722
3723 /** gl_context::TransformFeedback::CurrentObject */
3724 GLbitfield NewTransformFeedback;
3725
3726 /** gl_context::RasterDiscard */
3727 GLbitfield NewRasterizerDiscard;
3728
3729 /**
3730 * gl_context::UniformBufferBindings
3731 * gl_shader_program::UniformBlocks
3732 */
3733 GLbitfield NewUniformBuffer;
3734
3735 /**
3736 * gl_context::AtomicBufferBindings
3737 */
3738 GLbitfield NewAtomicBuffer;
3739 };
3740
3741 struct gl_uniform_buffer_binding
3742 {
3743 struct gl_buffer_object *BufferObject;
3744 /** Start of uniform block data in the buffer */
3745 GLintptr Offset;
3746 /** Size of data allowed to be referenced from the buffer (in bytes) */
3747 GLsizeiptr Size;
3748 /**
3749 * glBindBufferBase() indicates that the Size should be ignored and only
3750 * limited by the current size of the BufferObject.
3751 */
3752 GLboolean AutomaticSize;
3753 };
3754
3755 /**
3756 * Binding point for an atomic counter buffer object.
3757 */
3758 struct gl_atomic_buffer_binding
3759 {
3760 struct gl_buffer_object *BufferObject;
3761 GLintptr Offset;
3762 GLsizeiptr Size;
3763 };
3764
3765 /**
3766 * Mesa rendering context.
3767 *
3768 * This is the central context data structure for Mesa. Almost all
3769 * OpenGL state is contained in this structure.
3770 * Think of this as a base class from which device drivers will derive
3771 * sub classes.
3772 */
3773 struct gl_context
3774 {
3775 /** State possibly shared with other contexts in the address space */
3776 struct gl_shared_state *Shared;
3777
3778 /** \name API function pointer tables */
3779 /*@{*/
3780 gl_api API;
3781 /**
3782 * The current dispatch table for non-displaylist-saving execution, either
3783 * BeginEnd or OutsideBeginEnd
3784 */
3785 struct _glapi_table *Exec;
3786 /**
3787 * The normal dispatch table for non-displaylist-saving, non-begin/end
3788 */
3789 struct _glapi_table *OutsideBeginEnd;
3790 /** The dispatch table used between glNewList() and glEndList() */
3791 struct _glapi_table *Save;
3792 /**
3793 * The dispatch table used between glBegin() and glEnd() (outside of a
3794 * display list). Only valid functions between those two are set, which is
3795 * mostly just the set in a GLvertexformat struct.
3796 */
3797 struct _glapi_table *BeginEnd;
3798 /**
3799 * Tracks the current dispatch table out of the 3 above, so that it can be
3800 * re-set on glXMakeCurrent().
3801 */
3802 struct _glapi_table *CurrentDispatch;
3803 /*@}*/
3804
3805 struct gl_config Visual;
3806 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3807 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3808 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3809 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3810
3811 /**
3812 * Device driver function pointer table
3813 */
3814 struct dd_function_table Driver;
3815
3816 /** Core/Driver constants */
3817 struct gl_constants Const;
3818
3819 /** \name The various 4x4 matrix stacks */
3820 /*@{*/
3821 struct gl_matrix_stack ModelviewMatrixStack;
3822 struct gl_matrix_stack ProjectionMatrixStack;
3823 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3824 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3825 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3826 /*@}*/
3827
3828 /** Combined modelview and projection matrix */
3829 GLmatrix _ModelProjectMatrix;
3830
3831 /** \name Display lists */
3832 struct gl_dlist_state ListState;
3833
3834 GLboolean ExecuteFlag; /**< Execute GL commands? */
3835 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3836
3837 /** Extension information */
3838 struct gl_extensions Extensions;
3839
3840 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3841 GLuint Version;
3842 char *VersionString;
3843
3844 /** \name State attribute stack (for glPush/PopAttrib) */
3845 /*@{*/
3846 GLuint AttribStackDepth;
3847 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3848 /*@}*/
3849
3850 /** \name Renderer attribute groups
3851 *
3852 * We define a struct for each attribute group to make pushing and popping
3853 * attributes easy. Also it's a good organization.
3854 */
3855 /*@{*/
3856 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3857 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3858 struct gl_current_attrib Current; /**< Current attributes */
3859 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3860 struct gl_eval_attrib Eval; /**< Eval attributes */
3861 struct gl_fog_attrib Fog; /**< Fog attributes */
3862 struct gl_hint_attrib Hint; /**< Hint attributes */
3863 struct gl_light_attrib Light; /**< Light attributes */
3864 struct gl_line_attrib Line; /**< Line attributes */
3865 struct gl_list_attrib List; /**< List attributes */
3866 struct gl_multisample_attrib Multisample;
3867 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3868 struct gl_point_attrib Point; /**< Point attributes */
3869 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3870 GLuint PolygonStipple[32]; /**< Polygon stipple */
3871 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3872 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3873 struct gl_texture_attrib Texture; /**< Texture attributes */
3874 struct gl_transform_attrib Transform; /**< Transformation attributes */
3875 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3876 /*@}*/
3877
3878 /** \name Client attribute stack */
3879 /*@{*/
3880 GLuint ClientAttribStackDepth;
3881 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3882 /*@}*/
3883
3884 /** \name Client attribute groups */
3885 /*@{*/
3886 struct gl_array_attrib Array; /**< Vertex arrays */
3887 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3888 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3889 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3890 /*@}*/
3891
3892 /** \name Other assorted state (not pushed/popped on attribute stack) */
3893 /*@{*/
3894 struct gl_pixelmaps PixelMaps;
3895
3896 struct gl_evaluators EvalMap; /**< All evaluators */
3897 struct gl_feedback Feedback; /**< Feedback */
3898 struct gl_selection Select; /**< Selection */
3899
3900 struct gl_program_state Program; /**< general program state */
3901 struct gl_vertex_program_state VertexProgram;
3902 struct gl_fragment_program_state FragmentProgram;
3903 struct gl_geometry_program_state GeometryProgram;
3904 struct gl_ati_fragment_shader_state ATIFragmentShader;
3905
3906 struct gl_shader_state Shader; /**< GLSL shader object state */
3907 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3908
3909 struct gl_query_state Query; /**< occlusion, timer queries */
3910
3911 struct gl_transform_feedback_state TransformFeedback;
3912
3913 struct gl_perf_monitor_state PerfMonitor;
3914
3915 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
3916
3917 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3918 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3919
3920 /**
3921 * Current GL_ARB_uniform_buffer_object binding referenced by
3922 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3923 */
3924 struct gl_buffer_object *UniformBuffer;
3925
3926 /**
3927 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3928 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3929 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3930 * shader program.
3931 */
3932 struct gl_uniform_buffer_binding
3933 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3934
3935 /**
3936 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
3937 * target.
3938 */
3939 struct gl_buffer_object *AtomicBuffer;
3940
3941 /**
3942 * Array of atomic counter buffer binding points.
3943 */
3944 struct gl_atomic_buffer_binding
3945 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
3946
3947 /*@}*/
3948
3949 struct gl_meta_state *Meta; /**< for "meta" operations */
3950
3951 /* GL_EXT_framebuffer_object */
3952 struct gl_renderbuffer *CurrentRenderbuffer;
3953
3954 GLenum ErrorValue; /**< Last error code */
3955
3956 /**
3957 * Recognize and silence repeated error debug messages in buggy apps.
3958 */
3959 const char *ErrorDebugFmtString;
3960 GLuint ErrorDebugCount;
3961
3962 /* GL_ARB_debug_output/GL_KHR_debug */
3963 struct gl_debug_state Debug;
3964
3965 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3966 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3967 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3968
3969 struct gl_driver_flags DriverFlags;
3970
3971 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3972
3973 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3974
3975 /** \name Derived state */
3976 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3977 GLfloat _EyeZDir[3];
3978 GLfloat _ModelViewInvScale;
3979 GLboolean _NeedEyeCoords;
3980 GLboolean _ForceEyeCoords;
3981
3982 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3983
3984 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3985
3986 /** \name For debugging/development only */
3987 /*@{*/
3988 GLboolean FirstTimeCurrent;
3989 /*@}*/
3990
3991 /** software compression/decompression supported or not */
3992 GLboolean Mesa_DXTn;
3993
3994 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3995
3996 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3997
3998 /**
3999 * \name Hooks for module contexts.
4000 *
4001 * These will eventually live in the driver or elsewhere.
4002 */
4003 /*@{*/
4004 void *swrast_context;
4005 void *swsetup_context;
4006 void *swtnl_context;
4007 struct vbo_context *vbo_context;
4008 struct st_context *st;
4009 void *aelt_context;
4010 /*@}*/
4011
4012 /**
4013 * \name NV_vdpau_interop
4014 */
4015 /*@{*/
4016 const void *vdpDevice;
4017 const void *vdpGetProcAddress;
4018 struct set *vdpSurfaces;
4019 /*@}*/
4020
4021 /**
4022 * Has this context observed a GPU reset in any context in the share group?
4023 *
4024 * Once this field becomes true, it is never reset to false.
4025 */
4026 GLboolean ShareGroupReset;
4027 };
4028
4029
4030 #ifdef DEBUG
4031 extern int MESA_VERBOSE;
4032 extern int MESA_DEBUG_FLAGS;
4033 # define MESA_FUNCTION __FUNCTION__
4034 #else
4035 # define MESA_VERBOSE 0
4036 # define MESA_DEBUG_FLAGS 0
4037 # define MESA_FUNCTION "a function"
4038 # ifndef NDEBUG
4039 # define NDEBUG
4040 # endif
4041 #endif
4042
4043
4044 /** The MESA_VERBOSE var is a bitmask of these flags */
4045 enum _verbose
4046 {
4047 VERBOSE_VARRAY = 0x0001,
4048 VERBOSE_TEXTURE = 0x0002,
4049 VERBOSE_MATERIAL = 0x0004,
4050 VERBOSE_PIPELINE = 0x0008,
4051 VERBOSE_DRIVER = 0x0010,
4052 VERBOSE_STATE = 0x0020,
4053 VERBOSE_API = 0x0040,
4054 VERBOSE_DISPLAY_LIST = 0x0100,
4055 VERBOSE_LIGHTING = 0x0200,
4056 VERBOSE_PRIMS = 0x0400,
4057 VERBOSE_VERTS = 0x0800,
4058 VERBOSE_DISASSEM = 0x1000,
4059 VERBOSE_DRAW = 0x2000,
4060 VERBOSE_SWAPBUFFERS = 0x4000
4061 };
4062
4063
4064 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4065 enum _debug
4066 {
4067 DEBUG_SILENT = (1 << 0),
4068 DEBUG_ALWAYS_FLUSH = (1 << 1),
4069 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4070 DEBUG_INCOMPLETE_FBO = (1 << 3)
4071 };
4072
4073
4074
4075 #ifdef __cplusplus
4076 }
4077 #endif
4078
4079 #endif /* MTYPES_H */