2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
52 * \name 64-bit extension of GLbitfield.
55 typedef GLuint64 GLbitfield64
;
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68 * \name Some forward type declarations
71 struct _mesa_HashTable
;
72 struct gl_attrib_node
;
73 struct gl_list_extensions
;
75 struct gl_program_cache
;
76 struct gl_texture_object
;
79 struct gl_uniform_storage
;
80 struct prog_instruction
;
81 struct gl_program_parameter_list
;
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
104 VERT_ATTRIB_WEIGHT
= 1,
105 VERT_ATTRIB_NORMAL
= 2,
106 VERT_ATTRIB_COLOR0
= 3,
107 VERT_ATTRIB_COLOR1
= 4,
109 VERT_ATTRIB_COLOR_INDEX
= 6,
110 VERT_ATTRIB_EDGEFLAG
= 7,
111 VERT_ATTRIB_TEX0
= 8,
112 VERT_ATTRIB_TEX1
= 9,
113 VERT_ATTRIB_TEX2
= 10,
114 VERT_ATTRIB_TEX3
= 11,
115 VERT_ATTRIB_TEX4
= 12,
116 VERT_ATTRIB_TEX5
= 13,
117 VERT_ATTRIB_TEX6
= 14,
118 VERT_ATTRIB_TEX7
= 15,
119 VERT_ATTRIB_POINT_SIZE
= 16,
120 VERT_ATTRIB_GENERIC0
= 17,
121 VERT_ATTRIB_GENERIC1
= 18,
122 VERT_ATTRIB_GENERIC2
= 19,
123 VERT_ATTRIB_GENERIC3
= 20,
124 VERT_ATTRIB_GENERIC4
= 21,
125 VERT_ATTRIB_GENERIC5
= 22,
126 VERT_ATTRIB_GENERIC6
= 23,
127 VERT_ATTRIB_GENERIC7
= 24,
128 VERT_ATTRIB_GENERIC8
= 25,
129 VERT_ATTRIB_GENERIC9
= 26,
130 VERT_ATTRIB_GENERIC10
= 27,
131 VERT_ATTRIB_GENERIC11
= 28,
132 VERT_ATTRIB_GENERIC12
= 29,
133 VERT_ATTRIB_GENERIC13
= 30,
134 VERT_ATTRIB_GENERIC14
= 31,
135 VERT_ATTRIB_GENERIC15
= 32,
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC
150 * include the OpenGL 2.0+ GLSL generic shader attributes.
151 * These alias the generic GL_ARB_vertex_shader attributes.
153 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
154 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
157 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
160 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
163 * Bitflags for vertex attributes.
164 * These are used in bitfields in many places.
167 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
168 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
169 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
170 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
171 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
172 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
173 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
174 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
175 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
176 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
177 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
178 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
179 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
180 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
181 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
182 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
183 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
184 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
186 #define VERT_BIT(i) BITFIELD64_BIT(i)
187 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
189 #define VERT_BIT_FF(i) VERT_BIT(i)
190 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
191 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
192 #define VERT_BIT_TEX_ALL \
193 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
195 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
196 #define VERT_BIT_GENERIC_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
202 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
203 * fragment shader inputs.
205 * Note that some of these values are not available to all pipeline stages.
207 * When this enum is updated, the following code must be updated too:
208 * - vertResults (in prog_print.c's arb_output_attrib_string())
209 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
210 * - _mesa_varying_slot_in_fs()
215 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
218 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
226 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
227 VARYING_SLOT_BFC0
, /* Does not appear in FS */
228 VARYING_SLOT_BFC1
, /* Does not appear in FS */
229 VARYING_SLOT_EDGE
, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
231 VARYING_SLOT_CLIP_DIST0
,
232 VARYING_SLOT_CLIP_DIST1
,
233 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
234 VARYING_SLOT_LAYER
, /* Appears only as GS output */
235 VARYING_SLOT_FACE
, /* FS only */
236 VARYING_SLOT_PNTC
, /* FS only */
237 VARYING_SLOT_VAR0
, /* First generic varying slot */
238 VARYING_SLOT_MAX
= VARYING_SLOT_VAR0
+ MAX_VARYING
243 * Bitflags for varying slots.
246 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
247 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
248 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
249 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
250 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
251 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
252 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
253 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
254 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
255 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
256 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
257 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
258 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
259 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
260 MAX_TEXTURE_COORD_UNITS)
261 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
262 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
263 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
264 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
265 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
266 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
267 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
268 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
269 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
270 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
271 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
272 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*********************************************/
279 * Determine if the given gl_varying_slot appears in the fragment shader.
281 static inline GLboolean
282 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
285 case VARYING_SLOT_PSIZ
:
286 case VARYING_SLOT_BFC0
:
287 case VARYING_SLOT_BFC1
:
288 case VARYING_SLOT_EDGE
:
289 case VARYING_SLOT_CLIP_VERTEX
:
290 case VARYING_SLOT_LAYER
:
299 * Fragment program results
303 FRAG_RESULT_DEPTH
= 0,
304 FRAG_RESULT_STENCIL
= 1,
305 /* If a single color should be written to all render targets, this
306 * register is written. No FRAG_RESULT_DATAn will be written.
308 FRAG_RESULT_COLOR
= 2,
310 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
311 * or ARB_fragment_program fragment.color[n]) color results. If
312 * any are written, FRAG_RESULT_COLOR will not be written.
314 FRAG_RESULT_DATA0
= 3,
315 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
320 * Indexes for all renderbuffers
324 /* the four standard color buffers */
332 /* optional aux buffer */
334 /* generic renderbuffers */
347 * Bit flags for all renderbuffers
349 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
350 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
351 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
352 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
353 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
354 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
355 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
356 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
357 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
358 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
359 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
360 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
361 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
362 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
363 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
364 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
365 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
366 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
367 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
370 * Mask of all the color buffer bits (but not accum).
372 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
373 BUFFER_BIT_BACK_LEFT | \
374 BUFFER_BIT_FRONT_RIGHT | \
375 BUFFER_BIT_BACK_RIGHT | \
377 BUFFER_BIT_COLOR0 | \
378 BUFFER_BIT_COLOR1 | \
379 BUFFER_BIT_COLOR2 | \
380 BUFFER_BIT_COLOR3 | \
381 BUFFER_BIT_COLOR4 | \
382 BUFFER_BIT_COLOR5 | \
383 BUFFER_BIT_COLOR6 | \
388 * Framebuffer configuration (aka visual / pixelformat)
389 * Note: some of these fields should be boolean, but it appears that
390 * code in drivers/dri/common/util.c requires int-sized fields.
396 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
397 GLuint doubleBufferMode
;
400 GLboolean haveAccumBuffer
;
401 GLboolean haveDepthBuffer
;
402 GLboolean haveStencilBuffer
;
404 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
405 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
406 GLint rgbBits
; /* total bits for rgb */
407 GLint indexBits
; /* total bits for colorindex */
409 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
417 /* EXT_visual_rating / GLX 1.2 */
420 /* EXT_visual_info / GLX 1.2 */
421 GLint transparentPixel
;
422 /* colors are floats scaled to ints */
423 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
424 GLint transparentIndex
;
426 /* ARB_multisample / SGIS_multisample */
430 /* SGIX_pbuffer / GLX 1.3 */
431 GLint maxPbufferWidth
;
432 GLint maxPbufferHeight
;
433 GLint maxPbufferPixels
;
434 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
435 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
437 /* OML_swap_method */
440 /* EXT_texture_from_pixmap */
441 GLint bindToTextureRgb
;
442 GLint bindToTextureRgba
;
443 GLint bindToMipmapTexture
;
444 GLint bindToTextureTargets
;
447 /* EXT_framebuffer_sRGB */
453 * \name Bit flags used for updating material values.
456 #define MAT_ATTRIB_FRONT_AMBIENT 0
457 #define MAT_ATTRIB_BACK_AMBIENT 1
458 #define MAT_ATTRIB_FRONT_DIFFUSE 2
459 #define MAT_ATTRIB_BACK_DIFFUSE 3
460 #define MAT_ATTRIB_FRONT_SPECULAR 4
461 #define MAT_ATTRIB_BACK_SPECULAR 5
462 #define MAT_ATTRIB_FRONT_EMISSION 6
463 #define MAT_ATTRIB_BACK_EMISSION 7
464 #define MAT_ATTRIB_FRONT_SHININESS 8
465 #define MAT_ATTRIB_BACK_SHININESS 9
466 #define MAT_ATTRIB_FRONT_INDEXES 10
467 #define MAT_ATTRIB_BACK_INDEXES 11
468 #define MAT_ATTRIB_MAX 12
470 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
471 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
472 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
473 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
474 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
475 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
477 #define MAT_INDEX_AMBIENT 0
478 #define MAT_INDEX_DIFFUSE 1
479 #define MAT_INDEX_SPECULAR 2
481 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
482 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
483 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
484 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
485 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
486 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
487 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
488 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
489 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
490 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
491 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
492 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
495 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
496 MAT_BIT_FRONT_AMBIENT | \
497 MAT_BIT_FRONT_DIFFUSE | \
498 MAT_BIT_FRONT_SPECULAR | \
499 MAT_BIT_FRONT_SHININESS | \
500 MAT_BIT_FRONT_INDEXES)
502 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
503 MAT_BIT_BACK_AMBIENT | \
504 MAT_BIT_BACK_DIFFUSE | \
505 MAT_BIT_BACK_SPECULAR | \
506 MAT_BIT_BACK_SHININESS | \
507 MAT_BIT_BACK_INDEXES)
509 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
518 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
526 #define LIGHT_SPOT 0x1
527 #define LIGHT_LOCAL_VIEWER 0x2
528 #define LIGHT_POSITIONAL 0x4
529 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
534 * Light source state.
538 struct gl_light
*next
; /**< double linked list with sentinel */
539 struct gl_light
*prev
;
541 GLfloat Ambient
[4]; /**< ambient color */
542 GLfloat Diffuse
[4]; /**< diffuse color */
543 GLfloat Specular
[4]; /**< specular color */
544 GLfloat EyePosition
[4]; /**< position in eye coordinates */
545 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
546 GLfloat SpotExponent
;
547 GLfloat SpotCutoff
; /**< in degrees */
548 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
549 GLfloat ConstantAttenuation
;
550 GLfloat LinearAttenuation
;
551 GLfloat QuadraticAttenuation
;
552 GLboolean Enabled
; /**< On/off flag */
555 * \name Derived fields
558 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
560 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
561 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
562 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
563 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
564 GLfloat _VP_inf_spot_attenuation
;
566 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
567 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
568 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
578 GLfloat Ambient
[4]; /**< ambient color */
579 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
580 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
581 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
582 * or GL_SEPARATE_SPECULAR_COLOR */
587 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
589 struct gl_accum_attrib
591 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
596 * Used for storing clear color, texture border color, etc.
597 * The float values are typically unclamped.
608 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
610 struct gl_colorbuffer_attrib
612 GLuint ClearIndex
; /**< Index for glClear */
613 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
614 GLuint IndexMask
; /**< Color index write mask */
615 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
617 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
620 * \name alpha testing
623 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
624 GLenum AlphaFunc
; /**< Alpha test function */
625 GLfloat AlphaRefUnclamped
;
626 GLclampf AlphaRef
; /**< Alpha reference value */
633 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
635 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
636 * control, only on the fixed-pointness of the render target.
637 * The query does however depend on fragment color clamping.
639 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
640 GLfloat BlendColor
[4]; /**< Blending color */
644 GLenum SrcRGB
; /**< RGB blend source term */
645 GLenum DstRGB
; /**< RGB blend dest term */
646 GLenum SrcA
; /**< Alpha blend source term */
647 GLenum DstA
; /**< Alpha blend dest term */
648 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
649 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
651 * Set if any blend factor uses SRC1. Computed at the time blend factors
654 GLboolean _UsesDualSrc
;
655 } Blend
[MAX_DRAW_BUFFERS
];
656 /** Are the blend func terms currently different for each buffer/target? */
657 GLboolean _BlendFuncPerBuffer
;
658 /** Are the blend equations currently different for each buffer/target? */
659 GLboolean _BlendEquationPerBuffer
;
666 GLenum LogicOp
; /**< Logic operator */
667 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
668 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
671 GLboolean DitherFlag
; /**< Dither enable flag */
673 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
674 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
675 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
677 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
682 * Current attribute group (GL_CURRENT_BIT).
684 struct gl_current_attrib
687 * \name Current vertex attributes.
688 * \note Values are valid only after FLUSH_VERTICES has been called.
689 * \note Index and Edgeflag current values are stored as floats in the
690 * SIX and SEVEN attribute slots.
692 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
695 * \name Current raster position attributes (always valid).
696 * \note This set of attributes is very similar to the SWvertex struct.
699 GLfloat RasterPos
[4];
700 GLfloat RasterDistance
;
701 GLfloat RasterColor
[4];
702 GLfloat RasterSecondaryColor
[4];
703 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
704 GLboolean RasterPosValid
;
710 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
712 struct gl_depthbuffer_attrib
714 GLenum Func
; /**< Function for depth buffer compare */
715 GLclampd Clear
; /**< Value to clear depth buffer to */
716 GLboolean Test
; /**< Depth buffering enabled flag */
717 GLboolean Mask
; /**< Depth buffer writable? */
718 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
719 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
724 * Evaluator attribute group (GL_EVAL_BIT).
726 struct gl_eval_attrib
732 GLboolean Map1Color4
;
734 GLboolean Map1Normal
;
735 GLboolean Map1TextureCoord1
;
736 GLboolean Map1TextureCoord2
;
737 GLboolean Map1TextureCoord3
;
738 GLboolean Map1TextureCoord4
;
739 GLboolean Map1Vertex3
;
740 GLboolean Map1Vertex4
;
741 GLboolean Map2Color4
;
743 GLboolean Map2Normal
;
744 GLboolean Map2TextureCoord1
;
745 GLboolean Map2TextureCoord2
;
746 GLboolean Map2TextureCoord3
;
747 GLboolean Map2TextureCoord4
;
748 GLboolean Map2Vertex3
;
749 GLboolean Map2Vertex4
;
750 GLboolean AutoNormal
;
754 * \name Map Grid endpoints and divisions and calculated du values
758 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
759 GLint MapGrid2un
, MapGrid2vn
;
760 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
761 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
767 * Fog attribute group (GL_FOG_BIT).
771 GLboolean Enabled
; /**< Fog enabled flag */
772 GLfloat ColorUnclamped
[4]; /**< Fog color */
773 GLfloat Color
[4]; /**< Fog color */
774 GLfloat Density
; /**< Density >= 0.0 */
775 GLfloat Start
; /**< Start distance in eye coords */
776 GLfloat End
; /**< End distance in eye coords */
777 GLfloat Index
; /**< Fog index */
778 GLenum Mode
; /**< Fog mode */
779 GLboolean ColorSumEnabled
;
780 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
781 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
782 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
787 * Hint attribute group (GL_HINT_BIT).
789 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
791 struct gl_hint_attrib
793 GLenum PerspectiveCorrection
;
796 GLenum PolygonSmooth
;
798 GLenum ClipVolumeClipping
; /**< GL_EXT_clip_volume_hint */
799 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
800 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
801 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
806 * Lighting attribute group (GL_LIGHT_BIT).
808 struct gl_light_attrib
810 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
811 struct gl_lightmodel Model
; /**< Lighting model */
814 * Front and back material values.
815 * Note: must call FLUSH_VERTICES() before using.
817 struct gl_material Material
;
819 GLboolean Enabled
; /**< Lighting enabled flag */
820 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
821 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
822 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
823 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
824 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
825 GLboolean ColorMaterialEnabled
;
826 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
827 GLboolean _ClampVertexColor
;
829 struct gl_light EnabledList
; /**< List sentinel */
832 * Derived state for optimizations:
835 GLboolean _NeedEyeCoords
;
836 GLboolean _NeedVertices
; /**< Use fast shader? */
837 GLfloat _BaseColor
[2][3];
843 * Line attribute group (GL_LINE_BIT).
845 struct gl_line_attrib
847 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
848 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
849 GLushort StipplePattern
; /**< Stipple pattern */
850 GLint StippleFactor
; /**< Stipple repeat factor */
851 GLfloat Width
; /**< Line width */
856 * Display list attribute group (GL_LIST_BIT).
858 struct gl_list_attrib
865 * Multisample attribute group (GL_MULTISAMPLE_BIT).
867 struct gl_multisample_attrib
870 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
871 GLboolean SampleAlphaToCoverage
;
872 GLboolean SampleAlphaToOne
;
873 GLboolean SampleCoverage
;
874 GLfloat SampleCoverageValue
;
875 GLboolean SampleCoverageInvert
;
877 /* ARB_texture_multisample / GL3.2 additions */
878 GLboolean SampleMask
;
879 GLbitfield SampleMaskValue
; /* GL spec defines this as an array but >32x MSAA is
886 * A pixelmap (see glPixelMap)
891 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
896 * Collection of all pixelmaps
900 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
901 struct gl_pixelmap GtoG
;
902 struct gl_pixelmap BtoB
;
903 struct gl_pixelmap AtoA
;
904 struct gl_pixelmap ItoR
;
905 struct gl_pixelmap ItoG
;
906 struct gl_pixelmap ItoB
;
907 struct gl_pixelmap ItoA
;
908 struct gl_pixelmap ItoI
;
909 struct gl_pixelmap StoS
;
914 * Pixel attribute group (GL_PIXEL_MODE_BIT).
916 struct gl_pixel_attrib
918 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
920 /*--- Begin Pixel Transfer State ---*/
921 /* Fields are in the order in which they're applied... */
923 /** Scale & Bias (index shift, offset) */
925 GLfloat RedBias
, RedScale
;
926 GLfloat GreenBias
, GreenScale
;
927 GLfloat BlueBias
, BlueScale
;
928 GLfloat AlphaBias
, AlphaScale
;
929 GLfloat DepthBias
, DepthScale
;
930 GLint IndexShift
, IndexOffset
;
934 /* Note: actual pixel maps are not part of this attrib group */
935 GLboolean MapColorFlag
;
936 GLboolean MapStencilFlag
;
938 /*--- End Pixel Transfer State ---*/
941 GLfloat ZoomX
, ZoomY
;
946 * Point attribute group (GL_POINT_BIT).
948 struct gl_point_attrib
950 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
951 GLfloat Size
; /**< User-specified point size */
952 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
953 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
954 GLfloat Threshold
; /**< GL_EXT_point_parameters */
955 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
956 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
957 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
958 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
959 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
964 * Polygon attribute group (GL_POLYGON_BIT).
966 struct gl_polygon_attrib
968 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
969 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
970 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
971 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
972 GLboolean CullFlag
; /**< Culling on/off flag */
973 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
974 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
975 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
976 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
977 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
978 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
979 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
980 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
985 * Scissor attributes (GL_SCISSOR_BIT).
987 struct gl_scissor_attrib
989 GLboolean Enabled
; /**< Scissor test enabled? */
990 GLint X
, Y
; /**< Lower left corner of box */
991 GLsizei Width
, Height
; /**< Size of box */
996 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
998 * Three sets of stencil data are tracked so that OpenGL 2.0,
999 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1000 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1001 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1002 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1003 * GL_EXT_stencil_two_side GL_BACK state.
1005 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1006 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1008 * The derived value \c _TestTwoSide is set when the front-face and back-face
1009 * stencil state are different.
1011 struct gl_stencil_attrib
1013 GLboolean Enabled
; /**< Enabled flag */
1014 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1015 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1016 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1017 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
1018 GLboolean _TestTwoSide
;
1019 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1020 GLenum Function
[3]; /**< Stencil function */
1021 GLenum FailFunc
[3]; /**< Fail function */
1022 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1023 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1024 GLint Ref
[3]; /**< Reference value */
1025 GLuint ValueMask
[3]; /**< Value mask */
1026 GLuint WriteMask
[3]; /**< Write mask */
1027 GLuint Clear
; /**< Clear value */
1032 * An index for each type of texture object. These correspond to the GL
1033 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1034 * Note: the order is from highest priority to lowest priority.
1038 TEXTURE_2D_MULTISAMPLE_INDEX
,
1039 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
1040 TEXTURE_CUBE_ARRAY_INDEX
,
1041 TEXTURE_BUFFER_INDEX
,
1042 TEXTURE_2D_ARRAY_INDEX
,
1043 TEXTURE_1D_ARRAY_INDEX
,
1044 TEXTURE_EXTERNAL_INDEX
,
1055 * Bit flags for each type of texture object
1056 * Used for Texture.Unit[]._ReallyEnabled flags.
1059 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1060 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1061 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1062 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1063 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1064 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1065 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1066 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1067 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1068 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1069 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1070 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1075 * Texture image state. Drivers will typically create a subclass of this
1076 * with extra fields for memory buffers, etc.
1078 struct gl_texture_image
1080 GLint InternalFormat
; /**< Internal format as given by the user */
1081 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1082 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1083 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1084 * GL_DEPTH_STENCIL_EXT only. Used for
1085 * choosing TexEnv arithmetic.
1087 gl_format TexFormat
; /**< The actual texture memory format */
1089 GLuint Border
; /**< 0 or 1 */
1090 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1091 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1092 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1093 GLuint Width2
; /**< = Width - 2*Border */
1094 GLuint Height2
; /**< = Height - 2*Border */
1095 GLuint Depth2
; /**< = Depth - 2*Border */
1096 GLuint WidthLog2
; /**< = log2(Width2) */
1097 GLuint HeightLog2
; /**< = log2(Height2) */
1098 GLuint DepthLog2
; /**< = log2(Depth2) */
1099 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
1100 levels, computed from the dimensions */
1102 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1103 GLuint Level
; /**< Which mipmap level am I? */
1104 /** Cube map face: index into gl_texture_object::Image[] array */
1107 /** GL_ARB_texture_multisample */
1108 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1109 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1114 * Indexes for cube map faces.
1129 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1130 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1132 struct gl_sampler_object
1137 GLenum WrapS
; /**< S-axis texture image wrap mode */
1138 GLenum WrapT
; /**< T-axis texture image wrap mode */
1139 GLenum WrapR
; /**< R-axis texture image wrap mode */
1140 GLenum MinFilter
; /**< minification filter */
1141 GLenum MagFilter
; /**< magnification filter */
1142 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1143 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1144 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1145 GLfloat LodBias
; /**< OpenGL 1.4 */
1146 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1147 GLenum CompareMode
; /**< GL_ARB_shadow */
1148 GLenum CompareFunc
; /**< GL_ARB_shadow */
1149 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1150 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1155 * Texture object state. Contains the array of mipmap images, border color,
1156 * wrap modes, filter modes, and shadow/texcompare state.
1158 struct gl_texture_object
1160 _glthread_Mutex Mutex
; /**< for thread safety */
1161 GLint RefCount
; /**< reference count */
1162 GLuint Name
; /**< the user-visible texture object ID */
1163 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1165 struct gl_sampler_object Sampler
;
1167 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1169 GLfloat Priority
; /**< in [0,1] */
1170 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1171 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1172 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
1173 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1174 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1175 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1176 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1177 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1178 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1179 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1180 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1181 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1182 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1183 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1184 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1186 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1187 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1189 /** GL_ARB_texture_buffer_object */
1190 struct gl_buffer_object
*BufferObject
;
1191 GLenum BufferObjectFormat
;
1192 /** Equivalent Mesa format for BufferObjectFormat. */
1193 gl_format _BufferObjectFormat
;
1194 /** GL_ARB_texture_buffer_range */
1195 GLintptr BufferOffset
;
1196 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1198 /** GL_OES_EGL_image_external */
1199 GLint RequiredTextureImageUnits
;
1203 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1204 #define MAX_COMBINER_TERMS 4
1208 * Texture combine environment state.
1210 struct gl_tex_env_combine_state
1212 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1213 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1214 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1215 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1216 GLenum SourceA
[MAX_COMBINER_TERMS
];
1217 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1218 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1219 GLenum OperandA
[MAX_COMBINER_TERMS
];
1220 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1221 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1222 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1223 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1228 * TexGenEnabled flags.
1235 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1240 * Bit flag versions of the corresponding GL_ constants.
1243 #define TEXGEN_SPHERE_MAP 0x1
1244 #define TEXGEN_OBJ_LINEAR 0x2
1245 #define TEXGEN_EYE_LINEAR 0x4
1246 #define TEXGEN_REFLECTION_MAP_NV 0x8
1247 #define TEXGEN_NORMAL_MAP_NV 0x10
1249 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1250 TEXGEN_REFLECTION_MAP_NV | \
1251 TEXGEN_NORMAL_MAP_NV)
1252 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1253 TEXGEN_REFLECTION_MAP_NV | \
1254 TEXGEN_NORMAL_MAP_NV | \
1260 /** Tex-gen enabled for texture unit? */
1261 #define ENABLE_TEXGEN(unit) (1 << (unit))
1263 /** Non-identity texture matrix for texture unit? */
1264 #define ENABLE_TEXMAT(unit) (1 << (unit))
1268 * Texture coord generation state.
1272 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1273 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1274 GLfloat ObjectPlane
[4];
1275 GLfloat EyePlane
[4];
1280 * Texture unit state. Contains enable flags, texture environment/function/
1281 * combiners, texgen state, and pointers to current texture objects.
1283 struct gl_texture_unit
1285 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1286 GLbitfield _ReallyEnabled
; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1288 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1289 GLclampf EnvColor
[4];
1290 GLfloat EnvColorUnclamped
[4];
1292 struct gl_texgen GenS
;
1293 struct gl_texgen GenT
;
1294 struct gl_texgen GenR
;
1295 struct gl_texgen GenQ
;
1296 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1297 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1299 GLfloat LodBias
; /**< for biasing mipmap levels */
1301 GLfloat RotMatrix
[4]; /* 2x2 matrix */
1303 /** Current sampler object (GL_ARB_sampler_objects) */
1304 struct gl_sampler_object
*Sampler
;
1307 * \name GL_EXT_texture_env_combine
1309 struct gl_tex_env_combine_state Combine
;
1312 * Derived state based on \c EnvMode and the \c BaseFormat of the
1313 * currently enabled texture.
1315 struct gl_tex_env_combine_state _EnvMode
;
1318 * Currently enabled combiner state. This will point to either
1319 * \c Combine or \c _EnvMode.
1321 struct gl_tex_env_combine_state
*_CurrentCombine
;
1323 /** Current texture object pointers */
1324 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1326 /** Points to highest priority, complete and enabled texture object */
1327 struct gl_texture_object
*_Current
;
1332 * Texture attribute group (GL_TEXTURE_BIT).
1334 struct gl_texture_attrib
1336 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1337 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1339 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1341 /** GL_ARB_texture_buffer_object */
1342 struct gl_buffer_object
*BufferObject
;
1344 /** GL_ARB_seamless_cubemap */
1345 GLboolean CubeMapSeamless
;
1347 /** Texture units/samplers used by vertex or fragment texturing */
1348 GLbitfield _EnabledUnits
;
1350 /** Texture coord units/sets used for fragment texturing */
1351 GLbitfield _EnabledCoordUnits
;
1353 /** Texture coord units that have texgen enabled */
1354 GLbitfield _TexGenEnabled
;
1356 /** Texture coord units that have non-identity matrices */
1357 GLbitfield _TexMatEnabled
;
1359 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1360 GLbitfield _GenFlags
;
1365 * Data structure representing a single clip plane (e.g. one of the elements
1366 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1368 typedef GLfloat gl_clip_plane
[4];
1372 * Transformation attribute group (GL_TRANSFORM_BIT).
1374 struct gl_transform_attrib
1376 GLenum MatrixMode
; /**< Matrix mode */
1377 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1378 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1379 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1380 GLboolean Normalize
; /**< Normalize all normals? */
1381 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1382 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1383 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1385 GLfloat CullEyePos
[4];
1386 GLfloat CullObjPos
[4];
1391 * Viewport attribute group (GL_VIEWPORT_BIT).
1393 struct gl_viewport_attrib
1395 GLint X
, Y
; /**< position */
1396 GLsizei Width
, Height
; /**< size */
1397 GLfloat Near
, Far
; /**< Depth buffer range */
1398 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1403 * GL_ARB_vertex/pixel_buffer_object buffer object
1405 struct gl_buffer_object
1407 _glthread_Mutex Mutex
;
1410 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1411 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1412 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1413 /** Fields describing a mapped buffer */
1415 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1416 GLvoid
*Pointer
; /**< User-space address of mapping */
1417 GLintptr Offset
; /**< Mapped offset */
1418 GLsizeiptr Length
; /**< Mapped length */
1420 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1421 GLboolean Written
; /**< Ever written to? (for debugging) */
1422 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1427 * Client pixel packing/unpacking attributes
1429 struct gl_pixelstore_attrib
1437 GLboolean SwapBytes
;
1439 GLboolean Invert
; /**< GL_MESA_pack_invert */
1440 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1445 * Client vertex array attributes
1447 struct gl_client_array
1449 GLint Size
; /**< components per element (1,2,3,4) */
1450 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1451 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1452 GLsizei Stride
; /**< user-specified stride */
1453 GLsizei StrideB
; /**< actual stride in bytes */
1454 const GLubyte
*Ptr
; /**< Points to array data */
1455 GLboolean Enabled
; /**< Enabled flag is a boolean */
1456 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1457 GLboolean Integer
; /**< Integer-valued? */
1458 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1459 GLuint _ElementSize
; /**< size of each element in bytes */
1461 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1462 GLuint _MaxElement
; /**< max element index into array buffer + 1 */
1467 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1468 * extension, but a nice encapsulation in any case.
1470 struct gl_array_object
1472 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1476 _glthread_Mutex Mutex
;
1479 * Does the VAO use ARB semantics or Apple semantics?
1481 * There are several ways in which ARB_vertex_array_object and
1482 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1485 * - ARB VAOs require that all array data be sourced from vertex buffer
1486 * objects, but Apple VAOs do not.
1488 * - ARB VAOs require that names come from GenVertexArrays.
1490 * This flag notes which behavior governs this VAO.
1492 GLboolean ARBsemantics
;
1495 * Has this array object been bound?
1497 GLboolean EverBound
;
1499 /** Vertex attribute arrays */
1500 struct gl_client_array VertexAttrib
[VERT_ATTRIB_MAX
];
1502 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1503 GLbitfield64 _Enabled
;
1505 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1506 GLbitfield64 NewArrays
;
1509 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1510 * we can determine the max legal (in bounds) glDrawElements array index.
1514 struct gl_buffer_object
*ElementArrayBufferObj
;
1519 * Vertex array state
1521 struct gl_array_attrib
1523 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1524 struct gl_array_object
*ArrayObj
;
1526 /** The default vertex array object */
1527 struct gl_array_object
*DefaultArrayObj
;
1529 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1530 struct _mesa_HashTable
*Objects
;
1532 GLint ActiveTexture
; /**< Client Active Texture */
1533 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1534 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1537 * \name Primitive restart controls
1539 * Primitive restart is enabled if either \c PrimitiveRestart or
1540 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1541 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1544 GLboolean PrimitiveRestart
;
1545 GLboolean PrimitiveRestartFixedIndex
;
1546 GLboolean _PrimitiveRestart
;
1547 GLuint RestartIndex
;
1548 GLuint _RestartIndex
;
1551 /* GL_ARB_vertex_buffer_object */
1552 struct gl_buffer_object
*ArrayBufferObj
;
1555 * Vertex arrays as consumed by a driver.
1556 * The array pointer is set up only by the VBO module. */
1557 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1562 * Feedback buffer state
1567 GLbitfield _Mask
; /**< FB_* bits */
1575 * Selection buffer state
1579 GLuint
*Buffer
; /**< selection buffer */
1580 GLuint BufferSize
; /**< size of the selection buffer */
1581 GLuint BufferCount
; /**< number of values in the selection buffer */
1582 GLuint Hits
; /**< number of records in the selection buffer */
1583 GLuint NameStackDepth
; /**< name stack depth */
1584 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1585 GLboolean HitFlag
; /**< hit flag */
1586 GLfloat HitMinZ
; /**< minimum hit depth */
1587 GLfloat HitMaxZ
; /**< maximum hit depth */
1592 * 1-D Evaluator control points
1596 GLuint Order
; /**< Number of control points */
1597 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1598 GLfloat
*Points
; /**< Points to contiguous control points */
1603 * 2-D Evaluator control points
1607 GLuint Uorder
; /**< Number of control points in U dimension */
1608 GLuint Vorder
; /**< Number of control points in V dimension */
1611 GLfloat
*Points
; /**< Points to contiguous control points */
1616 * All evaluator control point state
1618 struct gl_evaluators
1624 struct gl_1d_map Map1Vertex3
;
1625 struct gl_1d_map Map1Vertex4
;
1626 struct gl_1d_map Map1Index
;
1627 struct gl_1d_map Map1Color4
;
1628 struct gl_1d_map Map1Normal
;
1629 struct gl_1d_map Map1Texture1
;
1630 struct gl_1d_map Map1Texture2
;
1631 struct gl_1d_map Map1Texture3
;
1632 struct gl_1d_map Map1Texture4
;
1639 struct gl_2d_map Map2Vertex3
;
1640 struct gl_2d_map Map2Vertex4
;
1641 struct gl_2d_map Map2Index
;
1642 struct gl_2d_map Map2Color4
;
1643 struct gl_2d_map Map2Normal
;
1644 struct gl_2d_map Map2Texture1
;
1645 struct gl_2d_map Map2Texture2
;
1646 struct gl_2d_map Map2Texture3
;
1647 struct gl_2d_map Map2Texture4
;
1652 struct gl_transform_feedback_varying_info
1661 * Per-output info vertex shaders for transform feedback.
1663 struct gl_transform_feedback_output
1665 unsigned OutputRegister
;
1666 unsigned OutputBuffer
;
1667 unsigned NumComponents
;
1669 /** offset (in DWORDs) of this output within the interleaved structure */
1673 * Offset into the output register of the data to output. For example,
1674 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1675 * offset is in the y and z components of the output register.
1677 unsigned ComponentOffset
;
1681 /** Post-link transform feedback info. */
1682 struct gl_transform_feedback_info
1684 unsigned NumOutputs
;
1687 * Number of transform feedback buffers in use by this program.
1689 unsigned NumBuffers
;
1691 struct gl_transform_feedback_output
*Outputs
;
1693 /** Transform feedback varyings used for the linking of this shader program.
1695 * Use for glGetTransformFeedbackVarying().
1697 struct gl_transform_feedback_varying_info
*Varyings
;
1701 * Total number of components stored in each buffer. This may be used by
1702 * hardware back-ends to determine the correct stride when interleaving
1703 * multiple transform feedback outputs in the same buffer.
1705 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1710 * Transform feedback object state
1712 struct gl_transform_feedback_object
1714 GLuint Name
; /**< AKA the object ID */
1716 GLboolean Active
; /**< Is transform feedback enabled? */
1717 GLboolean Paused
; /**< Is transform feedback paused? */
1718 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1720 GLboolean EverBound
; /**< Has this object been bound? */
1723 * GLES: if Active is true, remaining number of primitives which can be
1724 * rendered without overflow. This is necessary to track because GLES
1725 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1726 * glDrawArraysInstanced would overflow transform feedback buffers.
1727 * Undefined if Active is false.
1729 * Not tracked for desktop GL since it's unnecessary.
1731 unsigned GlesRemainingPrims
;
1733 /** The feedback buffers */
1734 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1735 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1737 /** Start of feedback data in dest buffer */
1738 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1741 * Max data to put into dest buffer (in bytes). Computed based on
1742 * RequestedSize and the actual size of the buffer.
1744 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1747 * Size that was specified when the buffer was bound. If the buffer was
1748 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1751 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1756 * Context state for transform feedback.
1758 struct gl_transform_feedback_state
1760 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1762 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1763 struct gl_buffer_object
*CurrentBuffer
;
1765 /** The table of all transform feedback objects */
1766 struct _mesa_HashTable
*Objects
;
1768 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1769 struct gl_transform_feedback_object
*CurrentObject
;
1771 /** The default xform-fb object (Name==0) */
1772 struct gl_transform_feedback_object
*DefaultObject
;
1777 * Names of the various vertex/fragment program register files, etc.
1779 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1780 * All values should fit in a 4-bit field.
1782 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1783 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1784 * be "uniform" variables since they can only be set outside glBegin/End.
1785 * They're also all stored in the same Parameters array.
1789 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1790 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
1791 PROGRAM_INPUT
, /**< machine->Inputs[] */
1792 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1793 PROGRAM_LOCAL_PARAM
, /**< gl_program->LocalParams[] */
1794 PROGRAM_ENV_PARAM
, /**< gl_program->Parameters[] */
1795 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1796 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1797 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1798 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1799 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1800 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1801 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1802 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1808 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1809 * one of these values.
1813 SYSTEM_VALUE_FRONT_FACE
, /**< Fragment shader only (not done yet) */
1814 SYSTEM_VALUE_VERTEX_ID
, /**< Vertex shader only */
1815 SYSTEM_VALUE_INSTANCE_ID
, /**< Vertex shader only */
1816 SYSTEM_VALUE_MAX
/**< Number of values */
1821 * The possible interpolation qualifiers that can be applied to a fragment
1822 * shader input in GLSL.
1824 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1825 * gl_fragment_program data structure to 0 causes the default behavior.
1827 enum glsl_interp_qualifier
1829 INTERP_QUALIFIER_NONE
= 0,
1830 INTERP_QUALIFIER_SMOOTH
,
1831 INTERP_QUALIFIER_FLAT
,
1832 INTERP_QUALIFIER_NOPERSPECTIVE
,
1833 INTERP_QUALIFIER_COUNT
/**< Number of interpolation qualifiers */
1838 * \brief Layout qualifiers for gl_FragDepth.
1840 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1841 * a layout qualifier.
1843 * \see enum ir_depth_layout
1845 enum gl_frag_depth_layout
1847 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
1848 FRAG_DEPTH_LAYOUT_ANY
,
1849 FRAG_DEPTH_LAYOUT_GREATER
,
1850 FRAG_DEPTH_LAYOUT_LESS
,
1851 FRAG_DEPTH_LAYOUT_UNCHANGED
1856 * Base class for any kind of program object
1861 GLubyte
*String
; /**< Null-terminated program text */
1863 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1864 GLenum Format
; /**< String encoding format */
1866 struct prog_instruction
*Instructions
;
1868 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1869 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1870 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1871 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
1872 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
1873 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1874 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1875 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1878 /** Named parameters, constants, etc. from program text */
1879 struct gl_program_parameter_list
*Parameters
;
1880 /** Numbered local parameters */
1881 GLfloat LocalParams
[MAX_PROGRAM_LOCAL_PARAMS
][4];
1883 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1884 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1886 /** Bitmask of which register files are read/written with indirect
1887 * addressing. Mask of (1 << PROGRAM_x) bits.
1889 GLbitfield IndirectRegisterFiles
;
1891 /** Logical counts */
1893 GLuint NumInstructions
;
1894 GLuint NumTemporaries
;
1895 GLuint NumParameters
;
1896 GLuint NumAttributes
;
1897 GLuint NumAddressRegs
;
1898 GLuint NumAluInstructions
;
1899 GLuint NumTexInstructions
;
1900 GLuint NumTexIndirections
;
1902 /** Native, actual h/w counts */
1904 GLuint NumNativeInstructions
;
1905 GLuint NumNativeTemporaries
;
1906 GLuint NumNativeParameters
;
1907 GLuint NumNativeAttributes
;
1908 GLuint NumNativeAddressRegs
;
1909 GLuint NumNativeAluInstructions
;
1910 GLuint NumNativeTexInstructions
;
1911 GLuint NumNativeTexIndirections
;
1916 /** Vertex program object */
1917 struct gl_vertex_program
1919 struct gl_program Base
; /**< base class */
1920 GLboolean IsPositionInvariant
;
1921 GLboolean UsesClipDistance
;
1925 /** Geometry program object */
1926 struct gl_geometry_program
1928 struct gl_program Base
; /**< base class */
1931 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1932 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1933 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1937 /** Fragment program object */
1938 struct gl_fragment_program
1940 struct gl_program Base
; /**< base class */
1941 GLboolean UsesKill
; /**< shader uses KIL instruction */
1942 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
1943 GLboolean OriginUpperLeft
;
1944 GLboolean PixelCenterInteger
;
1945 enum gl_frag_depth_layout FragDepthLayout
;
1948 * GLSL interpolation qualifier associated with each fragment shader input.
1949 * For inputs that do not have an interpolation qualifier specified in
1950 * GLSL, the value is INTERP_QUALIFIER_NONE.
1952 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
1955 * Bitfield indicating, for each fragment shader input, 1 if that input
1956 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1958 GLbitfield64 IsCentroid
;
1963 * State common to vertex and fragment programs.
1965 struct gl_program_state
1967 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1968 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1973 * Context state for vertex programs.
1975 struct gl_vertex_program_state
1977 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1978 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
1979 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1980 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1981 /** Computed two sided lighting for fixed function/programs. */
1982 GLboolean _TwoSideEnabled
;
1983 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
1985 /** Currently enabled and valid vertex program (including internal
1986 * programs, user-defined vertex programs and GLSL vertex shaders).
1987 * This is the program we must use when rendering.
1989 struct gl_vertex_program
*_Current
;
1991 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
1993 /** Should fixed-function T&L be implemented with a vertex prog? */
1994 GLboolean _MaintainTnlProgram
;
1996 /** Program to emulate fixed-function T&L (see above) */
1997 struct gl_vertex_program
*_TnlProgram
;
1999 /** Cache of fixed-function programs */
2000 struct gl_program_cache
*Cache
;
2002 GLboolean _Overriden
;
2007 * Context state for geometry programs.
2009 struct gl_geometry_program_state
2011 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2012 GLboolean _Enabled
; /**< Enabled and valid program? */
2013 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2015 /** Currently enabled and valid program (including internal programs
2016 * and compiled shader programs).
2018 struct gl_geometry_program
*_Current
;
2020 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2022 /** Cache of fixed-function programs */
2023 struct gl_program_cache
*Cache
;
2027 * Context state for fragment programs.
2029 struct gl_fragment_program_state
2031 GLboolean Enabled
; /**< User-set fragment program enable flag */
2032 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2033 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2035 /** Currently enabled and valid fragment program (including internal
2036 * programs, user-defined fragment programs and GLSL fragment shaders).
2037 * This is the program we must use when rendering.
2039 struct gl_fragment_program
*_Current
;
2041 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2043 /** Should fixed-function texturing be implemented with a fragment prog? */
2044 GLboolean _MaintainTexEnvProgram
;
2046 /** Program to emulate fixed-function texture env/combine (see above) */
2047 struct gl_fragment_program
*_TexEnvProgram
;
2049 /** Cache of fixed-function programs */
2050 struct gl_program_cache
*Cache
;
2055 * ATI_fragment_shader runtime state
2057 #define ATI_FS_INPUT_PRIMARY 0
2058 #define ATI_FS_INPUT_SECONDARY 1
2060 struct atifs_instruction
;
2061 struct atifs_setupinst
;
2064 * ATI fragment shader
2066 struct ati_fragment_shader
2070 struct atifs_instruction
*Instructions
[2];
2071 struct atifs_setupinst
*SetupInst
[2];
2072 GLfloat Constants
[8][4];
2073 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2074 GLubyte numArithInstr
[2];
2075 GLubyte regsAssigned
[2];
2076 GLubyte NumPasses
; /**< 1 or 2 */
2078 GLubyte last_optype
;
2079 GLboolean interpinp1
;
2085 * Context state for GL_ATI_fragment_shader
2087 struct gl_ati_fragment_shader_state
2090 GLboolean _Enabled
; /**< enabled and valid shader? */
2091 GLboolean Compiling
;
2092 GLfloat GlobalConstants
[8][4];
2093 struct ati_fragment_shader
*Current
;
2097 /** Set by #pragma directives */
2098 struct gl_sl_pragmas
2100 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2101 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2102 GLboolean Optimize
; /**< defaults on */
2103 GLboolean Debug
; /**< defaults off */
2108 * A GLSL vertex or fragment shader object.
2112 GLenum Type
; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2113 GLuint Name
; /**< AKA the handle */
2114 GLint RefCount
; /**< Reference count */
2115 GLboolean DeletePending
;
2116 GLboolean CompileStatus
;
2117 const GLchar
*Source
; /**< Source code string */
2118 GLuint SourceChecksum
; /**< for debug/logging purposes */
2119 struct gl_program
*Program
; /**< Post-compile assembly code */
2121 struct gl_sl_pragmas Pragmas
;
2123 unsigned Version
; /**< GLSL version used for linking */
2124 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2127 * \name Sampler tracking
2129 * \note Each of these fields is only set post-linking.
2132 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2133 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2134 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2138 * Number of uniform components used by this shader.
2140 * This field is only set post-linking.
2142 unsigned num_uniform_components
;
2145 * This shader's uniform block information.
2147 * The offsets of the variables are assigned only for shaders in a program's
2150 struct gl_uniform_block
*UniformBlocks
;
2151 unsigned NumUniformBlocks
;
2153 struct exec_list
*ir
;
2154 struct glsl_symbol_table
*symbols
;
2156 /** Shaders containing built-in functions that are used for linking. */
2157 struct gl_shader
*builtins_to_link
[16];
2158 unsigned num_builtins_to_link
;
2163 * Shader stages. Note that these will become 5 with tessellation.
2164 * These MUST have the same values as gallium's PIPE_SHADER_*
2168 MESA_SHADER_VERTEX
= 0,
2169 MESA_SHADER_FRAGMENT
= 1,
2170 MESA_SHADER_GEOMETRY
= 2,
2171 MESA_SHADER_TYPES
= 3
2174 struct gl_uniform_buffer_variable
2179 * Name of the uniform as seen by glGetUniformIndices.
2181 * glGetUniformIndices requires that the block instance index \b not be
2182 * present in the name of queried uniforms.
2185 * \c gl_uniform_buffer_variable::IndexName and
2186 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2190 const struct glsl_type
*Type
;
2191 unsigned int Offset
;
2195 enum gl_uniform_block_packing
{
2201 struct gl_uniform_block
2203 /** Declared name of the uniform block */
2206 /** Array of supplemental information about UBO ir_variables. */
2207 struct gl_uniform_buffer_variable
*Uniforms
;
2211 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2212 * with glBindBufferBase to bind a buffer object to this uniform block. When
2213 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2218 * Minimum size of a buffer object to back this uniform buffer
2219 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2221 GLuint UniformBufferSize
;
2224 * Layout specified in the shader
2226 * This isn't accessible through the API, but it is used while
2227 * cross-validating uniform blocks.
2229 enum gl_uniform_block_packing _Packing
;
2233 * A GLSL program object.
2234 * Basically a linked collection of vertex and fragment shaders.
2236 struct gl_shader_program
2238 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2239 GLuint Name
; /**< aka handle or ID */
2240 GLint RefCount
; /**< Reference count */
2241 GLboolean DeletePending
;
2244 * Is the application intending to glGetProgramBinary this program?
2246 GLboolean BinaryRetreivableHint
;
2249 * Flags that the linker should not reject the program if it lacks
2250 * a vertex or fragment shader. GLES2 doesn't allow separate
2251 * shader objects, and would reject them. However, we internally
2252 * build separate shader objects for fixed function programs, which
2253 * we use for drivers/common/meta.c and for handling
2254 * _mesa_update_state with no program bound (for example in
2257 GLboolean InternalSeparateShader
;
2259 GLuint NumShaders
; /**< number of attached shaders */
2260 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2263 * User-defined attribute bindings
2265 * These are set via \c glBindAttribLocation and are used to direct the
2266 * GLSL linker. These are \b not the values used in the compiled shader,
2267 * and they are \b not the values returned by \c glGetAttribLocation.
2269 struct string_to_uint_map
*AttributeBindings
;
2272 * User-defined fragment data bindings
2274 * These are set via \c glBindFragDataLocation and are used to direct the
2275 * GLSL linker. These are \b not the values used in the compiled shader,
2276 * and they are \b not the values returned by \c glGetFragDataLocation.
2278 struct string_to_uint_map
*FragDataBindings
;
2279 struct string_to_uint_map
*FragDataIndexBindings
;
2282 * Transform feedback varyings last specified by
2283 * glTransformFeedbackVaryings().
2285 * For the current set of transform feeedback varyings used for transform
2286 * feedback output, see LinkedTransformFeedback.
2291 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2292 } TransformFeedback
;
2294 /** Post-link transform feedback info. */
2295 struct gl_transform_feedback_info LinkedTransformFeedback
;
2297 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2298 enum gl_frag_depth_layout FragDepthLayout
;
2300 /** Geometry shader state - copied into gl_geometry_program at link time */
2303 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2304 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2305 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2308 /** Vertex shader state - copied into gl_vertex_program at link time */
2310 GLboolean UsesClipDistance
; /**< True if gl_ClipDistance is written to. */
2311 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2312 0 if not present. */
2315 /* post-link info: */
2316 unsigned NumUserUniformStorage
;
2317 struct gl_uniform_storage
*UniformStorage
;
2319 struct gl_uniform_block
*UniformBlocks
;
2320 unsigned NumUniformBlocks
;
2323 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2324 * they're used in, or -1.
2326 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2327 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2329 int *UniformBlockStageIndex
[MESA_SHADER_TYPES
];
2332 * Map of active uniform names to locations
2334 * Maps any active uniform that is not an array element to a location.
2335 * Each active uniform, including individual structure members will appear
2336 * in this map. This roughly corresponds to the set of names that would be
2337 * enumerated by \c glGetActiveUniform.
2339 struct string_to_uint_map
*UniformHash
;
2342 * Map from sampler unit to texture unit (set by glUniform1i())
2344 * A sampler unit is associated with each sampler uniform by the linker.
2345 * The sampler unit associated with each uniform is stored in the
2346 * \c gl_uniform_storage::sampler field.
2348 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2349 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2350 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2352 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2353 GLboolean Validated
;
2354 GLboolean _Used
; /**< Ever used for drawing? */
2357 unsigned Version
; /**< GLSL version used for linking */
2358 GLboolean IsES
; /**< True if this program uses GLSL ES */
2361 * Per-stage shaders resulting from the first stage of linking.
2363 * Set of linked shaders for this program. The array is accessed using the
2364 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2367 struct gl_shader
*_LinkedShaders
[MESA_SHADER_TYPES
];
2371 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2372 #define GLSL_LOG 0x2 /**< Write shaders to files */
2373 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2374 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2375 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2376 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2377 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2378 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2379 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2383 * Context state for GLSL vertex/fragment shaders.
2385 struct gl_shader_state
2388 * Programs used for rendering
2390 * There is a separate program set for each shader stage. If
2391 * GL_EXT_separate_shader_objects is not supported, each of these must point
2392 * to \c NULL or to the same program.
2394 struct gl_shader_program
*CurrentVertexProgram
;
2395 struct gl_shader_program
*CurrentGeometryProgram
;
2396 struct gl_shader_program
*CurrentFragmentProgram
;
2398 struct gl_shader_program
*_CurrentFragmentProgram
;
2401 * Program used by glUniform calls.
2403 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2405 struct gl_shader_program
*ActiveProgram
;
2407 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2412 * Compiler options for a single GLSL shaders type
2414 struct gl_shader_compiler_options
2416 /** Driver-selectable options: */
2417 GLboolean EmitCondCodes
; /**< Use condition codes? */
2418 GLboolean EmitNoLoops
;
2419 GLboolean EmitNoFunctions
;
2420 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2421 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2422 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2423 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2424 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2427 * \name Forms of indirect addressing the driver cannot do.
2430 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2431 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2432 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2433 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2436 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2437 GLuint MaxUnrollIterations
;
2439 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
2444 * Occlusion/timer query object.
2446 struct gl_query_object
2448 GLenum Target
; /**< The query target, when active */
2449 GLuint Id
; /**< hash table ID/name */
2450 GLuint64EXT Result
; /**< the counter */
2451 GLboolean Active
; /**< inside Begin/EndQuery */
2452 GLboolean Ready
; /**< result is ready? */
2453 GLboolean EverBound
;/**< has query object ever been bound */
2458 * Context state for query objects.
2460 struct gl_query_state
2462 struct _mesa_HashTable
*QueryObjects
;
2463 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2464 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2466 /** GL_NV_conditional_render */
2467 struct gl_query_object
*CondRenderQuery
;
2469 /** GL_EXT_transform_feedback */
2470 struct gl_query_object
*PrimitivesGenerated
;
2471 struct gl_query_object
*PrimitivesWritten
;
2473 /** GL_ARB_timer_query */
2474 struct gl_query_object
*TimeElapsed
;
2476 GLenum CondRenderMode
;
2480 /** Sync object state */
2481 struct gl_sync_object
2483 GLenum Type
; /**< GL_SYNC_FENCE */
2484 GLuint Name
; /**< Fence name */
2485 GLint RefCount
; /**< Reference count */
2486 GLboolean DeletePending
; /**< Object was deleted while there were still
2487 * live references (e.g., sync not yet finished)
2489 GLenum SyncCondition
;
2490 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2491 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2496 * State which can be shared by multiple contexts:
2498 struct gl_shared_state
2500 _glthread_Mutex Mutex
; /**< for thread safety */
2501 GLint RefCount
; /**< Reference count */
2502 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2503 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2505 /** Default texture objects (shared by all texture units) */
2506 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2508 /** Fallback texture used when a bound texture is incomplete */
2509 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2512 * \name Thread safety and statechange notification for texture
2515 * \todo Improve the granularity of locking.
2518 _glthread_Mutex TexMutex
; /**< texobj thread safety */
2519 GLuint TextureStateStamp
; /**< state notification for shared tex */
2522 /** Default buffer object for vertex arrays that aren't in VBOs */
2523 struct gl_buffer_object
*NullBufferObj
;
2526 * \name Vertex/geometry/fragment programs
2529 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2530 struct gl_vertex_program
*DefaultVertexProgram
;
2531 struct gl_fragment_program
*DefaultFragmentProgram
;
2532 struct gl_geometry_program
*DefaultGeometryProgram
;
2535 /* GL_ATI_fragment_shader */
2536 struct _mesa_HashTable
*ATIShaders
;
2537 struct ati_fragment_shader
*DefaultFragmentShader
;
2539 struct _mesa_HashTable
*BufferObjects
;
2541 /** Table of both gl_shader and gl_shader_program objects */
2542 struct _mesa_HashTable
*ShaderObjects
;
2544 /* GL_EXT_framebuffer_object */
2545 struct _mesa_HashTable
*RenderBuffers
;
2546 struct _mesa_HashTable
*FrameBuffers
;
2549 struct set
*SyncObjects
;
2551 /** GL_ARB_sampler_objects */
2552 struct _mesa_HashTable
*SamplerObjects
;
2558 * Renderbuffers represent drawing surfaces such as color, depth and/or
2559 * stencil. A framebuffer object has a set of renderbuffers.
2560 * Drivers will typically derive subclasses of this type.
2562 struct gl_renderbuffer
2564 _glthread_Mutex Mutex
; /**< for thread safety */
2565 GLuint ClassID
; /**< Useful for drivers */
2568 GLuint Width
, Height
;
2569 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
2570 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
2572 GLenum InternalFormat
; /**< The user-specified format */
2573 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2574 GL_STENCIL_INDEX. */
2575 gl_format Format
; /**< The actual renderbuffer memory format */
2577 /** Delete this renderbuffer */
2578 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
2580 /** Allocate new storage for this renderbuffer */
2581 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
2582 struct gl_renderbuffer
*rb
,
2583 GLenum internalFormat
,
2584 GLuint width
, GLuint height
);
2589 * A renderbuffer attachment points to either a texture object (and specifies
2590 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2592 struct gl_renderbuffer_attachment
2594 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2598 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2599 * application supplied renderbuffer object.
2601 struct gl_renderbuffer
*Renderbuffer
;
2604 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2605 * supplied texture object.
2607 struct gl_texture_object
*Texture
;
2608 GLuint TextureLevel
; /**< Attached mipmap level. */
2609 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
2610 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
2611 * and 2D array textures */
2616 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2617 * In C++ terms, think of this as a base class from which device drivers
2618 * will make derived classes.
2620 struct gl_framebuffer
2622 _glthread_Mutex Mutex
; /**< for thread safety */
2624 * If zero, this is a window system framebuffer. If non-zero, this
2625 * is a FBO framebuffer; note that for some devices (i.e. those with
2626 * a natural pixel coordinate system for FBOs that differs from the
2627 * OpenGL/Mesa coordinate system), this means that the viewport,
2628 * polygon face orientation, and polygon stipple will have to be inverted.
2633 GLboolean DeletePending
;
2636 * The framebuffer's visual. Immutable if this is a window system buffer.
2637 * Computed from attachments if user-made FBO.
2639 struct gl_config Visual
;
2641 GLboolean Initialized
;
2643 GLuint Width
, Height
; /**< size of frame buffer in pixels */
2645 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2647 GLint _Xmin
, _Xmax
; /**< inclusive */
2648 GLint _Ymin
, _Ymax
; /**< exclusive */
2651 /** \name Derived Z buffer stuff */
2653 GLuint _DepthMax
; /**< Max depth buffer value */
2654 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
2655 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
2658 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2661 /** Integer color values */
2662 GLboolean _IntegerColor
;
2664 /* ARB_color_buffer_float */
2665 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
2666 GLboolean _HasSNormOrFloatColorBuffer
;
2668 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2669 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
2671 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2672 * attribute group and GL_PIXEL attribute group, respectively.
2674 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
2675 GLenum ColorReadBuffer
;
2677 /** Computed from ColorDraw/ReadBuffer above */
2678 GLuint _NumColorDrawBuffers
;
2679 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
2680 GLint _ColorReadBufferIndex
; /* -1 = None */
2681 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
2682 struct gl_renderbuffer
*_ColorReadBuffer
;
2684 /** Delete this framebuffer */
2685 void (*Delete
)(struct gl_framebuffer
*fb
);
2690 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2694 GLushort RangeMin
; /**< min value exponent */
2695 GLushort RangeMax
; /**< max value exponent */
2696 GLushort Precision
; /**< number of mantissa bits */
2701 * Limits for vertex, geometry and fragment programs/shaders.
2703 struct gl_program_constants
2705 /* logical limits */
2706 GLuint MaxInstructions
;
2707 GLuint MaxAluInstructions
;
2708 GLuint MaxTexInstructions
;
2709 GLuint MaxTexIndirections
;
2712 GLuint MaxAddressRegs
;
2713 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2714 GLuint MaxParameters
;
2715 GLuint MaxLocalParams
;
2716 GLuint MaxEnvParams
;
2717 /* native/hardware limits */
2718 GLuint MaxNativeInstructions
;
2719 GLuint MaxNativeAluInstructions
;
2720 GLuint MaxNativeTexInstructions
;
2721 GLuint MaxNativeTexIndirections
;
2722 GLuint MaxNativeAttribs
;
2723 GLuint MaxNativeTemps
;
2724 GLuint MaxNativeAddressRegs
;
2725 GLuint MaxNativeParameters
;
2727 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
2728 /* ES 2.0 and GL_ARB_ES2_compatibility */
2729 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
2730 struct gl_precision LowInt
, MediumInt
, HighInt
;
2731 /* GL_ARB_uniform_buffer_object */
2732 GLuint MaxUniformBlocks
;
2733 GLuint MaxCombinedUniformComponents
;
2738 * Constants which may be overridden by device driver during context creation
2739 * but are never changed after that.
2743 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
2744 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
2745 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
2746 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
2747 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
2748 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
2749 GLuint MaxTextureCoordUnits
;
2750 GLuint MaxTextureImageUnits
;
2751 GLuint MaxVertexTextureImageUnits
;
2752 GLuint MaxCombinedTextureImageUnits
;
2753 GLuint MaxGeometryTextureImageUnits
;
2754 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, ImageUnits) */
2755 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
2756 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
2757 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
2759 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
2761 GLuint MaxArrayLockSize
;
2765 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
2766 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
2767 GLfloat PointSizeGranularity
;
2768 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
2769 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
2770 GLfloat LineWidthGranularity
;
2772 GLuint MaxColorTableSize
;
2774 GLuint MaxClipPlanes
;
2776 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
2777 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
2779 GLuint MaxViewportWidth
, MaxViewportHeight
;
2781 struct gl_program_constants VertexProgram
; /**< GL_ARB_vertex_program */
2782 struct gl_program_constants FragmentProgram
; /**< GL_ARB_fragment_program */
2783 struct gl_program_constants GeometryProgram
; /**< GL_ARB_geometry_shader4 */
2784 GLuint MaxProgramMatrices
;
2785 GLuint MaxProgramMatrixStackDepth
;
2788 GLuint SamplesPassed
;
2791 GLuint PrimitivesGenerated
;
2792 GLuint PrimitivesWritten
;
2795 /** vertex array / buffer object bounds checking */
2796 GLboolean CheckArrayBounds
;
2798 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
2800 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
2801 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
2802 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
2804 /** Number of varying vectors between vertex and fragment shaders */
2806 GLuint MaxVertexVaryingComponents
; /**< Between vert and geom shader */
2807 GLuint MaxGeometryVaryingComponents
; /**< Between geom and frag shader */
2810 * GL_ARB_uniform_buffer_object
2812 GLuint MaxCombinedUniformBlocks
;
2813 GLuint MaxUniformBufferBindings
;
2814 GLuint MaxUniformBlockSize
;
2815 GLuint UniformBufferOffsetAlignment
;
2818 /** GL_ARB_geometry_shader4 */
2819 GLuint MaxGeometryOutputVertices
;
2820 GLuint MaxGeometryTotalOutputComponents
;
2822 GLuint GLSLVersion
; /**< GLSL version supported (ex: 120 = 1.20) */
2825 * Changes default GLSL extension behavior from "error" to "warn". It's out
2826 * of spec, but it can make some apps work that otherwise wouldn't.
2828 GLboolean ForceGLSLExtensionsWarn
;
2831 * Does the driver support real 32-bit integers? (Otherwise, integers are
2832 * simulated via floats.)
2834 GLboolean NativeIntegers
;
2837 * If the driver supports real 32-bit integers, what integer value should be
2838 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2840 GLuint UniformBooleanTrue
;
2842 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2843 GLbitfield SupportedBumpUnits
;
2846 * Maximum amount of time, measured in nanseconds, that the server can wait.
2848 GLuint64 MaxServerWaitTimeout
;
2850 /** GL_EXT_provoking_vertex */
2851 GLboolean QuadsFollowProvokingVertexConvention
;
2853 /** OpenGL version 3.0 */
2854 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2856 /** OpenGL version 3.2 */
2857 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
2859 /** GL_EXT_transform_feedback */
2860 GLuint MaxTransformFeedbackBuffers
;
2861 GLuint MaxTransformFeedbackSeparateComponents
;
2862 GLuint MaxTransformFeedbackInterleavedComponents
;
2863 GLuint MaxVertexStreams
;
2865 /** GL_EXT_gpu_shader4 */
2866 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
2868 /* GL_ARB_robustness */
2869 GLenum ResetStrategy
;
2871 /* GL_ARB_blend_func_extended */
2872 GLuint MaxDualSourceDrawBuffers
;
2875 * Whether the implementation strips out and ignores texture borders.
2877 * Many GPU hardware implementations don't support rendering with texture
2878 * borders and mipmapped textures. (Note: not static border color, but the
2879 * old 1-pixel border around each edge). Implementations then have to do
2880 * slow fallbacks to be correct, or just ignore the border and be fast but
2881 * wrong. Setting the flag strips the border off of TexImage calls,
2882 * providing "fast but wrong" at significantly reduced driver complexity.
2884 * Texture borders are deprecated in GL 3.0.
2886 GLboolean StripTextureBorder
;
2889 * For drivers which can do a better job at eliminating unused varyings
2890 * and uniforms than the GLSL compiler.
2892 * XXX Remove these as soon as a better solution is available.
2894 GLboolean GLSLSkipStrictMaxVaryingLimitCheck
;
2895 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
2898 * Force software support for primitive restart in the VBO module.
2900 GLboolean PrimitiveRestartInSoftware
;
2902 /** GL_ARB_map_buffer_alignment */
2903 GLuint MinMapBufferAlignment
;
2906 * Disable varying packing. This is out of spec, but potentially useful
2907 * for older platforms that supports a limited number of texture
2908 * indirections--on these platforms, unpacking the varyings in the fragment
2909 * shader increases the number of texture indirections by 1, which might
2910 * make some shaders not executable at all.
2912 * Drivers that support transform feedback must set this value to GL_FALSE.
2914 GLboolean DisableVaryingPacking
;
2917 * Maximum value supported for an index in DrawElements and friends.
2919 * This must be at least (1ull<<24)-1. The default value is
2922 * \since ES 3.0 or GL_ARB_ES3_compatibility
2923 * \sa _mesa_init_constants
2925 GLuint64 MaxElementIndex
;
2928 * Disable interpretation of line continuations (lines ending with a
2929 * backslash character ('\') in GLSL source.
2931 GLboolean DisableGLSLLineContinuations
;
2933 /** GL_ARB_texture_multisample */
2934 GLint MaxColorTextureSamples
;
2935 GLint MaxDepthTextureSamples
;
2936 GLint MaxIntegerSamples
;
2941 * Enable flag for each OpenGL extension. Different device drivers will
2942 * enable different extensions at runtime.
2944 struct gl_extensions
2946 GLboolean dummy
; /* don't remove this! */
2947 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
2948 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
2949 GLboolean ANGLE_texture_compression_dxt
;
2950 GLboolean ARB_ES2_compatibility
;
2951 GLboolean ARB_ES3_compatibility
;
2952 GLboolean ARB_base_instance
;
2953 GLboolean ARB_blend_func_extended
;
2954 GLboolean ARB_color_buffer_float
;
2955 GLboolean ARB_conservative_depth
;
2956 GLboolean ARB_depth_buffer_float
;
2957 GLboolean ARB_depth_clamp
;
2958 GLboolean ARB_depth_texture
;
2959 GLboolean ARB_draw_buffers_blend
;
2960 GLboolean ARB_draw_elements_base_vertex
;
2961 GLboolean ARB_draw_instanced
;
2962 GLboolean ARB_fragment_coord_conventions
;
2963 GLboolean ARB_fragment_program
;
2964 GLboolean ARB_fragment_program_shadow
;
2965 GLboolean ARB_fragment_shader
;
2966 GLboolean ARB_framebuffer_object
;
2967 GLboolean ARB_explicit_attrib_location
;
2968 GLboolean ARB_geometry_shader4
;
2969 GLboolean ARB_half_float_pixel
;
2970 GLboolean ARB_half_float_vertex
;
2971 GLboolean ARB_instanced_arrays
;
2972 GLboolean ARB_internalformat_query
;
2973 GLboolean ARB_map_buffer_alignment
;
2974 GLboolean ARB_map_buffer_range
;
2975 GLboolean ARB_occlusion_query
;
2976 GLboolean ARB_occlusion_query2
;
2977 GLboolean ARB_point_sprite
;
2978 GLboolean ARB_seamless_cube_map
;
2979 GLboolean ARB_shader_bit_encoding
;
2980 GLboolean ARB_shader_objects
;
2981 GLboolean ARB_shader_stencil_export
;
2982 GLboolean ARB_shader_texture_lod
;
2983 GLboolean ARB_shading_language_100
;
2984 GLboolean ARB_shading_language_packing
;
2985 GLboolean ARB_shadow
;
2987 GLboolean ARB_texture_border_clamp
;
2988 GLboolean ARB_texture_buffer_object
;
2989 GLboolean ARB_texture_buffer_object_rgb32
;
2990 GLboolean ARB_texture_buffer_range
;
2991 GLboolean ARB_texture_compression_rgtc
;
2992 GLboolean ARB_texture_cube_map
;
2993 GLboolean ARB_texture_cube_map_array
;
2994 GLboolean ARB_texture_env_combine
;
2995 GLboolean ARB_texture_env_crossbar
;
2996 GLboolean ARB_texture_env_dot3
;
2997 GLboolean ARB_texture_float
;
2998 GLboolean ARB_texture_multisample
;
2999 GLboolean ARB_texture_non_power_of_two
;
3000 GLboolean ARB_texture_query_lod
;
3001 GLboolean ARB_texture_rg
;
3002 GLboolean ARB_texture_rgb10_a2ui
;
3003 GLboolean ARB_texture_storage
;
3004 GLboolean ARB_texture_storage_multisample
;
3005 GLboolean ARB_timer_query
;
3006 GLboolean ARB_transform_feedback2
;
3007 GLboolean ARB_transform_feedback3
;
3008 GLboolean ARB_transform_feedback_instanced
;
3009 GLboolean ARB_uniform_buffer_object
;
3010 GLboolean ARB_vertex_program
;
3011 GLboolean ARB_vertex_shader
;
3012 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3013 GLboolean EXT_blend_color
;
3014 GLboolean EXT_blend_equation_separate
;
3015 GLboolean EXT_blend_func_separate
;
3016 GLboolean EXT_blend_minmax
;
3017 GLboolean EXT_clip_volume_hint
;
3018 GLboolean EXT_depth_bounds_test
;
3019 GLboolean EXT_draw_buffers2
;
3020 GLboolean EXT_fog_coord
;
3021 GLboolean EXT_framebuffer_blit
;
3022 GLboolean EXT_framebuffer_multisample
;
3023 GLboolean EXT_framebuffer_object
;
3024 GLboolean EXT_framebuffer_sRGB
;
3025 GLboolean EXT_gpu_program_parameters
;
3026 GLboolean EXT_gpu_shader4
;
3027 GLboolean EXT_packed_depth_stencil
;
3028 GLboolean EXT_packed_float
;
3029 GLboolean EXT_pixel_buffer_object
;
3030 GLboolean EXT_point_parameters
;
3031 GLboolean EXT_provoking_vertex
;
3032 GLboolean EXT_shadow_funcs
;
3033 GLboolean EXT_secondary_color
;
3034 GLboolean EXT_separate_shader_objects
;
3035 GLboolean EXT_stencil_two_side
;
3036 GLboolean EXT_texture3D
;
3037 GLboolean EXT_texture_array
;
3038 GLboolean EXT_texture_compression_latc
;
3039 GLboolean EXT_texture_compression_s3tc
;
3040 GLboolean EXT_texture_env_dot3
;
3041 GLboolean EXT_texture_filter_anisotropic
;
3042 GLboolean EXT_texture_integer
;
3043 GLboolean EXT_texture_mirror_clamp
;
3044 GLboolean EXT_texture_shared_exponent
;
3045 GLboolean EXT_texture_snorm
;
3046 GLboolean EXT_texture_sRGB
;
3047 GLboolean EXT_texture_sRGB_decode
;
3048 GLboolean EXT_texture_swizzle
;
3049 GLboolean EXT_transform_feedback
;
3050 GLboolean EXT_timer_query
;
3051 GLboolean EXT_vertex_array_bgra
;
3052 GLboolean OES_standard_derivatives
;
3053 /* vendor extensions */
3054 GLboolean AMD_seamless_cubemap_per_texture
;
3055 GLboolean APPLE_object_purgeable
;
3056 GLboolean ATI_envmap_bumpmap
;
3057 GLboolean ATI_texture_compression_3dc
;
3058 GLboolean ATI_texture_mirror_once
;
3059 GLboolean ATI_texture_env_combine3
;
3060 GLboolean ATI_fragment_shader
;
3061 GLboolean ATI_separate_stencil
;
3062 GLboolean MESA_pack_invert
;
3063 GLboolean MESA_resize_buffers
;
3064 GLboolean MESA_ycbcr_texture
;
3065 GLboolean MESA_texture_array
;
3066 GLboolean NV_blend_square
;
3067 GLboolean NV_conditional_render
;
3068 GLboolean NV_fog_distance
;
3069 GLboolean NV_fragment_program_option
;
3070 GLboolean NV_point_sprite
;
3071 GLboolean NV_primitive_restart
;
3072 GLboolean NV_texture_barrier
;
3073 GLboolean NV_texture_env_combine4
;
3074 GLboolean NV_texture_rectangle
;
3075 GLboolean TDFX_texture_compression_FXT1
;
3076 GLboolean OES_EGL_image
;
3077 GLboolean OES_draw_texture
;
3078 GLboolean OES_depth_texture_cube_map
;
3079 GLboolean OES_EGL_image_external
;
3080 GLboolean OES_compressed_ETC1_RGB8_texture
;
3081 GLboolean extension_sentinel
;
3082 /** The extension string */
3083 const GLubyte
*String
;
3084 /** Number of supported extensions */
3090 * A stack of matrices (projection, modelview, color, texture, etc).
3092 struct gl_matrix_stack
3094 GLmatrix
*Top
; /**< points into Stack */
3095 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3096 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3097 GLuint MaxDepth
; /**< size of Stack[] array */
3098 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3103 * \name Bits for image transfer operations
3104 * \sa __struct gl_contextRec::ImageTransferState.
3107 #define IMAGE_SCALE_BIAS_BIT 0x1
3108 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3109 #define IMAGE_MAP_COLOR_BIT 0x4
3110 #define IMAGE_CLAMP_BIT 0x800
3113 /** Pixel Transfer ops */
3114 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3115 IMAGE_SHIFT_OFFSET_BIT | \
3116 IMAGE_MAP_COLOR_BIT)
3119 * \name Bits to indicate what state has changed.
3122 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3123 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3124 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3125 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3126 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3127 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3128 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3129 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3130 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3131 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3132 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3133 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3134 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3135 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3136 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3137 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3138 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3139 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3140 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3141 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3142 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3143 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3144 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3145 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3146 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3147 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3148 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3149 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3150 #define _NEW_BUFFER_OBJECT (1 << 28)
3151 #define _NEW_FRAG_CLAMP (1 << 29)
3152 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3153 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3157 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3160 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3165 * \name A bunch of flags that we think might be useful to drivers.
3167 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3170 #define DD_SEPARATE_SPECULAR (1 << 0)
3171 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3172 #define DD_TRI_UNFILLED (1 << 2)
3173 #define DD_TRI_SMOOTH (1 << 3)
3174 #define DD_TRI_STIPPLE (1 << 4)
3175 #define DD_TRI_OFFSET (1 << 5)
3176 #define DD_LINE_SMOOTH (1 << 6)
3177 #define DD_LINE_STIPPLE (1 << 7)
3178 #define DD_POINT_SMOOTH (1 << 8)
3179 #define DD_POINT_ATTEN (1 << 9)
3184 * Composite state flags
3187 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3193 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3203 /* This has to be included here. */
3208 * Display list flags.
3209 * Strictly this is a tnl-private concept, but it doesn't seem
3210 * worthwhile adding a tnl private structure just to hold this one bit
3213 #define DLIST_DANGLING_REFS 0x1
3216 /** Opaque declaration of display list payload data type */
3217 union gl_dlist_node
;
3221 * Provide a location where information about a display list can be
3222 * collected. Could be extended with driverPrivate structures,
3223 * etc. in the future.
3225 struct gl_display_list
3228 GLbitfield Flags
; /**< DLIST_x flags */
3229 /** The dlist commands are in a linked list of nodes */
3230 union gl_dlist_node
*Head
;
3235 * State used during display list compilation and execution.
3237 struct gl_dlist_state
3239 GLuint CallDepth
; /**< Current recursion calling depth */
3241 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3242 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3243 GLuint CurrentPos
; /**< Index into current block of nodes */
3245 GLvertexformat ListVtxfmt
;
3247 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3248 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3250 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3251 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3254 /* State known to have been set by the currently-compiling display
3255 * list. Used to eliminate some redundant state changes.
3263 * These are a mapping of the GL_ARB_debug_output enums to small enums
3264 * suitable for use as an array index.
3267 enum mesa_debug_source
{
3268 MESA_DEBUG_SOURCE_API
,
3269 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
3270 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
3271 MESA_DEBUG_SOURCE_THIRD_PARTY
,
3272 MESA_DEBUG_SOURCE_APPLICATION
,
3273 MESA_DEBUG_SOURCE_OTHER
,
3274 MESA_DEBUG_SOURCE_COUNT
,
3277 enum mesa_debug_type
{
3278 MESA_DEBUG_TYPE_ERROR
,
3279 MESA_DEBUG_TYPE_DEPRECATED
,
3280 MESA_DEBUG_TYPE_UNDEFINED
,
3281 MESA_DEBUG_TYPE_PORTABILITY
,
3282 MESA_DEBUG_TYPE_PERFORMANCE
,
3283 MESA_DEBUG_TYPE_OTHER
,
3284 MESA_DEBUG_TYPE_COUNT
,
3287 enum mesa_debug_severity
{
3288 MESA_DEBUG_SEVERITY_LOW
,
3289 MESA_DEBUG_SEVERITY_MEDIUM
,
3290 MESA_DEBUG_SEVERITY_HIGH
,
3291 MESA_DEBUG_SEVERITY_COUNT
,
3297 * An error, warning, or other piece of debug information for an application
3298 * to consume via GL_ARB_debug_output.
3302 enum mesa_debug_source source
;
3303 enum mesa_debug_type type
;
3305 enum mesa_debug_severity severity
;
3310 struct gl_debug_namespace
3312 struct _mesa_HashTable
*IDs
;
3313 unsigned ZeroID
; /* a HashTable won't take zero, so store its state here */
3314 /** lists of IDs in the hash table at each severity */
3315 struct simple_node Severity
[MESA_DEBUG_SEVERITY_COUNT
];
3318 struct gl_debug_state
3320 GLDEBUGPROCARB Callback
;
3321 GLvoid
*CallbackData
;
3322 GLboolean SyncOutput
;
3323 GLboolean Defaults
[MESA_DEBUG_SEVERITY_COUNT
][MESA_DEBUG_SOURCE_COUNT
][MESA_DEBUG_TYPE_COUNT
];
3324 struct gl_debug_namespace Namespaces
[MESA_DEBUG_SOURCE_COUNT
][MESA_DEBUG_TYPE_COUNT
];
3325 struct gl_debug_msg Log
[MAX_DEBUG_LOGGED_MESSAGES
];
3328 GLint NextMsgLength
; /* redundant, but copied here from Log[NextMsg].length
3329 for the sake of the offsetof() code in get.c */
3333 * Enum for the OpenGL APIs we know about and may support.
3335 * NOTE: This must match the api_enum table in
3336 * src/mesa/main/get_hash_generator.py
3340 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
3344 API_OPENGL_LAST
= API_OPENGL_CORE
,
3348 * Driver-specific state flags.
3350 * These are or'd with gl_context::NewDriverState to notify a driver about
3351 * a state change. The driver sets the flags at context creation and
3352 * the meaning of the bits set is opaque to core Mesa.
3354 struct gl_driver_flags
3356 GLbitfield NewArray
; /**< Vertex array state */
3359 struct gl_uniform_buffer_binding
3361 struct gl_buffer_object
*BufferObject
;
3362 /** Start of uniform block data in the buffer */
3364 /** Size of data allowed to be referenced from the buffer (in bytes) */
3367 * glBindBufferBase() indicates that the Size should be ignored and only
3368 * limited by the current size of the BufferObject.
3370 GLboolean AutomaticSize
;
3374 * Mesa rendering context.
3376 * This is the central context data structure for Mesa. Almost all
3377 * OpenGL state is contained in this structure.
3378 * Think of this as a base class from which device drivers will derive
3381 * The struct gl_context typedef names this structure.
3385 /** State possibly shared with other contexts in the address space */
3386 struct gl_shared_state
*Shared
;
3388 /** \name API function pointer tables */
3392 * The current dispatch table for non-displaylist-saving execution, either
3393 * BeginEnd or OutsideBeginEnd
3395 struct _glapi_table
*Exec
;
3397 * The normal dispatch table for non-displaylist-saving, non-begin/end
3399 struct _glapi_table
*OutsideBeginEnd
;
3400 /** The dispatch table used between glNewList() and glEndList() */
3401 struct _glapi_table
*Save
;
3403 * The dispatch table used between glBegin() and glEnd() (outside of a
3404 * display list). Only valid functions between those two are set, which is
3405 * mostly just the set in a GLvertexformat struct.
3407 struct _glapi_table
*BeginEnd
;
3409 * Tracks the current dispatch table out of the 3 above, so that it can be
3410 * re-set on glXMakeCurrent().
3412 struct _glapi_table
*CurrentDispatch
;
3415 struct gl_config Visual
;
3416 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
3417 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
3418 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
3419 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
3422 * Device driver function pointer table
3424 struct dd_function_table Driver
;
3426 /** Core/Driver constants */
3427 struct gl_constants Const
;
3429 /** \name The various 4x4 matrix stacks */
3431 struct gl_matrix_stack ModelviewMatrixStack
;
3432 struct gl_matrix_stack ProjectionMatrixStack
;
3433 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
3434 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
3435 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
3438 /** Combined modelview and projection matrix */
3439 GLmatrix _ModelProjectMatrix
;
3441 /** \name Display lists */
3442 struct gl_dlist_state ListState
;
3444 GLboolean ExecuteFlag
; /**< Execute GL commands? */
3445 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
3447 /** Extension information */
3448 struct gl_extensions Extensions
;
3450 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3452 char *VersionString
;
3454 /** \name State attribute stack (for glPush/PopAttrib) */
3456 GLuint AttribStackDepth
;
3457 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
3460 /** \name Renderer attribute groups
3462 * We define a struct for each attribute group to make pushing and popping
3463 * attributes easy. Also it's a good organization.
3466 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
3467 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
3468 struct gl_current_attrib Current
; /**< Current attributes */
3469 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
3470 struct gl_eval_attrib Eval
; /**< Eval attributes */
3471 struct gl_fog_attrib Fog
; /**< Fog attributes */
3472 struct gl_hint_attrib Hint
; /**< Hint attributes */
3473 struct gl_light_attrib Light
; /**< Light attributes */
3474 struct gl_line_attrib Line
; /**< Line attributes */
3475 struct gl_list_attrib List
; /**< List attributes */
3476 struct gl_multisample_attrib Multisample
;
3477 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
3478 struct gl_point_attrib Point
; /**< Point attributes */
3479 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
3480 GLuint PolygonStipple
[32]; /**< Polygon stipple */
3481 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
3482 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
3483 struct gl_texture_attrib Texture
; /**< Texture attributes */
3484 struct gl_transform_attrib Transform
; /**< Transformation attributes */
3485 struct gl_viewport_attrib Viewport
; /**< Viewport attributes */
3488 /** \name Client attribute stack */
3490 GLuint ClientAttribStackDepth
;
3491 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
3494 /** \name Client attribute groups */
3496 struct gl_array_attrib Array
; /**< Vertex arrays */
3497 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
3498 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
3499 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
3502 /** \name Other assorted state (not pushed/popped on attribute stack) */
3504 struct gl_pixelmaps PixelMaps
;
3506 struct gl_evaluators EvalMap
; /**< All evaluators */
3507 struct gl_feedback Feedback
; /**< Feedback */
3508 struct gl_selection Select
; /**< Selection */
3510 struct gl_program_state Program
; /**< general program state */
3511 struct gl_vertex_program_state VertexProgram
;
3512 struct gl_fragment_program_state FragmentProgram
;
3513 struct gl_geometry_program_state GeometryProgram
;
3514 struct gl_ati_fragment_shader_state ATIFragmentShader
;
3516 struct gl_shader_state Shader
; /**< GLSL shader object state */
3517 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_TYPES
];
3519 struct gl_query_state Query
; /**< occlusion, timer queries */
3521 struct gl_transform_feedback_state TransformFeedback
;
3523 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
3524 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
3527 * Current GL_ARB_uniform_buffer_object binding referenced by
3528 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3530 struct gl_buffer_object
*UniformBuffer
;
3533 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3534 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3535 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3538 struct gl_uniform_buffer_binding
*UniformBufferBindings
;
3542 struct gl_meta_state
*Meta
; /**< for "meta" operations */
3544 /* GL_EXT_framebuffer_object */
3545 struct gl_renderbuffer
*CurrentRenderbuffer
;
3547 GLenum ErrorValue
; /**< Last error code */
3549 /* GL_ARB_robustness */
3553 * Recognize and silence repeated error debug messages in buggy apps.
3555 const char *ErrorDebugFmtString
;
3556 GLuint ErrorDebugCount
;
3558 /* GL_ARB_debug_output */
3559 struct gl_debug_state Debug
;
3561 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3562 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
3563 GLbitfield NewDriverState
;/**< bitwise-or of flags from DriverFlags */
3565 struct gl_driver_flags DriverFlags
;
3567 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
3569 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
3571 /** \name Derived state */
3573 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3574 * state validation so they need to always be current.
3576 GLbitfield _TriangleCaps
;
3577 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
3578 GLfloat _EyeZDir
[3];
3579 GLfloat _ModelViewInvScale
;
3580 GLboolean _NeedEyeCoords
;
3581 GLboolean _ForceEyeCoords
;
3583 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
3585 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
3587 /** \name For debugging/development only */
3589 GLboolean FirstTimeCurrent
;
3592 /** software compression/decompression supported or not */
3593 GLboolean Mesa_DXTn
;
3595 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
3598 * Use dp4 (rather than mul/mad) instructions for position
3601 GLboolean mvp_with_dp4
;
3603 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
3606 * \name Hooks for module contexts.
3608 * These will eventually live in the driver or elsewhere.
3611 void *swrast_context
;
3612 void *swsetup_context
;
3613 void *swtnl_context
;
3615 struct st_context
*st
;
3622 extern int MESA_VERBOSE
;
3623 extern int MESA_DEBUG_FLAGS
;
3624 # define MESA_FUNCTION __FUNCTION__
3626 # define MESA_VERBOSE 0
3627 # define MESA_DEBUG_FLAGS 0
3628 # define MESA_FUNCTION "a function"
3635 /** The MESA_VERBOSE var is a bitmask of these flags */
3638 VERBOSE_VARRAY
= 0x0001,
3639 VERBOSE_TEXTURE
= 0x0002,
3640 VERBOSE_MATERIAL
= 0x0004,
3641 VERBOSE_PIPELINE
= 0x0008,
3642 VERBOSE_DRIVER
= 0x0010,
3643 VERBOSE_STATE
= 0x0020,
3644 VERBOSE_API
= 0x0040,
3645 VERBOSE_DISPLAY_LIST
= 0x0100,
3646 VERBOSE_LIGHTING
= 0x0200,
3647 VERBOSE_PRIMS
= 0x0400,
3648 VERBOSE_VERTS
= 0x0800,
3649 VERBOSE_DISASSEM
= 0x1000,
3650 VERBOSE_DRAW
= 0x2000,
3651 VERBOSE_SWAPBUFFERS
= 0x4000
3655 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3658 DEBUG_SILENT
= (1 << 0),
3659 DEBUG_ALWAYS_FLUSH
= (1 << 1),
3660 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
3661 DEBUG_INCOMPLETE_FBO
= (1 << 3)
3670 #endif /* MTYPES_H */