mesa: Rename MESA_shader_framebuffer_fetch gl_extensions bits to EXT.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
85 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
86
87
88 /**
89 * \name Some forward type declarations
90 */
91 /*@{*/
92 struct _mesa_HashTable;
93 struct gl_attrib_node;
94 struct gl_list_extensions;
95 struct gl_meta_state;
96 struct gl_program_cache;
97 struct gl_texture_object;
98 struct gl_debug_state;
99 struct gl_context;
100 struct st_context;
101 struct gl_uniform_storage;
102 struct prog_instruction;
103 struct gl_program_parameter_list;
104 struct gl_shader_spirv_data;
105 struct set;
106 struct vbo_context;
107 /*@}*/
108
109
110 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
111 #define PRIM_MAX GL_PATCHES
112 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
113 #define PRIM_UNKNOWN (PRIM_MAX + 2)
114
115 /**
116 * Determine if the given gl_varying_slot appears in the fragment shader.
117 */
118 static inline GLboolean
119 _mesa_varying_slot_in_fs(gl_varying_slot slot)
120 {
121 switch (slot) {
122 case VARYING_SLOT_PSIZ:
123 case VARYING_SLOT_BFC0:
124 case VARYING_SLOT_BFC1:
125 case VARYING_SLOT_EDGE:
126 case VARYING_SLOT_CLIP_VERTEX:
127 case VARYING_SLOT_LAYER:
128 case VARYING_SLOT_TESS_LEVEL_OUTER:
129 case VARYING_SLOT_TESS_LEVEL_INNER:
130 case VARYING_SLOT_BOUNDING_BOX0:
131 case VARYING_SLOT_BOUNDING_BOX1:
132 return GL_FALSE;
133 default:
134 return GL_TRUE;
135 }
136 }
137
138 /**
139 * Indexes for all renderbuffers
140 */
141 typedef enum
142 {
143 /* the four standard color buffers */
144 BUFFER_FRONT_LEFT,
145 BUFFER_BACK_LEFT,
146 BUFFER_FRONT_RIGHT,
147 BUFFER_BACK_RIGHT,
148 BUFFER_DEPTH,
149 BUFFER_STENCIL,
150 BUFFER_ACCUM,
151 /* optional aux buffer */
152 BUFFER_AUX0,
153 /* generic renderbuffers */
154 BUFFER_COLOR0,
155 BUFFER_COLOR1,
156 BUFFER_COLOR2,
157 BUFFER_COLOR3,
158 BUFFER_COLOR4,
159 BUFFER_COLOR5,
160 BUFFER_COLOR6,
161 BUFFER_COLOR7,
162 BUFFER_COUNT,
163 BUFFER_NONE = -1,
164 } gl_buffer_index;
165
166 /**
167 * Bit flags for all renderbuffers
168 */
169 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
170 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
171 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
172 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
173 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
174 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
175 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
176 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
177 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
178 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
179 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
180 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
181 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
182 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
183 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
184 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
185 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
186 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
187 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
188
189 /**
190 * Mask of all the color buffer bits (but not accum).
191 */
192 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
193 BUFFER_BIT_BACK_LEFT | \
194 BUFFER_BIT_FRONT_RIGHT | \
195 BUFFER_BIT_BACK_RIGHT | \
196 BUFFER_BIT_AUX0 | \
197 BUFFER_BIT_COLOR0 | \
198 BUFFER_BIT_COLOR1 | \
199 BUFFER_BIT_COLOR2 | \
200 BUFFER_BIT_COLOR3 | \
201 BUFFER_BIT_COLOR4 | \
202 BUFFER_BIT_COLOR5 | \
203 BUFFER_BIT_COLOR6 | \
204 BUFFER_BIT_COLOR7)
205
206 /* Mask of bits for depth+stencil buffers */
207 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
208
209 /**
210 * Framebuffer configuration (aka visual / pixelformat)
211 * Note: some of these fields should be boolean, but it appears that
212 * code in drivers/dri/common/util.c requires int-sized fields.
213 */
214 struct gl_config
215 {
216 GLboolean rgbMode;
217 GLboolean floatMode;
218 GLuint doubleBufferMode;
219 GLuint stereoMode;
220
221 GLboolean haveAccumBuffer;
222 GLboolean haveDepthBuffer;
223 GLboolean haveStencilBuffer;
224
225 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
226 GLuint redMask, greenMask, blueMask, alphaMask;
227 GLint rgbBits; /* total bits for rgb */
228 GLint indexBits; /* total bits for colorindex */
229
230 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
231 GLint depthBits;
232 GLint stencilBits;
233
234 GLint numAuxBuffers;
235
236 GLint level;
237
238 /* EXT_visual_rating / GLX 1.2 */
239 GLint visualRating;
240
241 /* EXT_visual_info / GLX 1.2 */
242 GLint transparentPixel;
243 /* colors are floats scaled to ints */
244 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
245 GLint transparentIndex;
246
247 /* ARB_multisample / SGIS_multisample */
248 GLint sampleBuffers;
249 GLuint samples;
250
251 /* SGIX_pbuffer / GLX 1.3 */
252 GLint maxPbufferWidth;
253 GLint maxPbufferHeight;
254 GLint maxPbufferPixels;
255 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
256 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
257
258 /* OML_swap_method */
259 GLint swapMethod;
260
261 /* EXT_texture_from_pixmap */
262 GLint bindToTextureRgb;
263 GLint bindToTextureRgba;
264 GLint bindToMipmapTexture;
265 GLint bindToTextureTargets;
266 GLint yInverted;
267
268 /* EXT_framebuffer_sRGB */
269 GLint sRGBCapable;
270 };
271
272
273 /**
274 * \name Bit flags used for updating material values.
275 */
276 /*@{*/
277 #define MAT_ATTRIB_FRONT_AMBIENT 0
278 #define MAT_ATTRIB_BACK_AMBIENT 1
279 #define MAT_ATTRIB_FRONT_DIFFUSE 2
280 #define MAT_ATTRIB_BACK_DIFFUSE 3
281 #define MAT_ATTRIB_FRONT_SPECULAR 4
282 #define MAT_ATTRIB_BACK_SPECULAR 5
283 #define MAT_ATTRIB_FRONT_EMISSION 6
284 #define MAT_ATTRIB_BACK_EMISSION 7
285 #define MAT_ATTRIB_FRONT_SHININESS 8
286 #define MAT_ATTRIB_BACK_SHININESS 9
287 #define MAT_ATTRIB_FRONT_INDEXES 10
288 #define MAT_ATTRIB_BACK_INDEXES 11
289 #define MAT_ATTRIB_MAX 12
290
291 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
292 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
293 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
294 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
295 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
296 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
297
298 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
299 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
300 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
301 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
302 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
303 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
304 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
305 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
306 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
307 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
308 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
309 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
310
311
312 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
313 MAT_BIT_FRONT_AMBIENT | \
314 MAT_BIT_FRONT_DIFFUSE | \
315 MAT_BIT_FRONT_SPECULAR | \
316 MAT_BIT_FRONT_SHININESS | \
317 MAT_BIT_FRONT_INDEXES)
318
319 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
320 MAT_BIT_BACK_AMBIENT | \
321 MAT_BIT_BACK_DIFFUSE | \
322 MAT_BIT_BACK_SPECULAR | \
323 MAT_BIT_BACK_SHININESS | \
324 MAT_BIT_BACK_INDEXES)
325
326 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
327 /*@}*/
328
329
330 /**
331 * Material state.
332 */
333 struct gl_material
334 {
335 GLfloat Attrib[MAT_ATTRIB_MAX][4];
336 };
337
338
339 /**
340 * Light state flags.
341 */
342 /*@{*/
343 #define LIGHT_SPOT 0x1
344 #define LIGHT_LOCAL_VIEWER 0x2
345 #define LIGHT_POSITIONAL 0x4
346 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
347 /*@}*/
348
349
350 /**
351 * Light source state.
352 */
353 struct gl_light
354 {
355 GLfloat Ambient[4]; /**< ambient color */
356 GLfloat Diffuse[4]; /**< diffuse color */
357 GLfloat Specular[4]; /**< specular color */
358 GLfloat EyePosition[4]; /**< position in eye coordinates */
359 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
360 GLfloat SpotExponent;
361 GLfloat SpotCutoff; /**< in degrees */
362 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
363 GLfloat ConstantAttenuation;
364 GLfloat LinearAttenuation;
365 GLfloat QuadraticAttenuation;
366 GLboolean Enabled; /**< On/off flag */
367
368 /**
369 * \name Derived fields
370 */
371 /*@{*/
372 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
373
374 GLfloat _Position[4]; /**< position in eye/obj coordinates */
375 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
376 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
377 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
378 GLfloat _VP_inf_spot_attenuation;
379
380 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
381 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
382 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
383 /*@}*/
384 };
385
386
387 /**
388 * Light model state.
389 */
390 struct gl_lightmodel
391 {
392 GLfloat Ambient[4]; /**< ambient color */
393 GLboolean LocalViewer; /**< Local (or infinite) view point? */
394 GLboolean TwoSide; /**< Two (or one) sided lighting? */
395 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
396 or GL_SEPARATE_SPECULAR_COLOR */
397 };
398
399
400 /**
401 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
402 */
403 struct gl_accum_attrib
404 {
405 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
406 };
407
408
409 /**
410 * Used for storing clear color, texture border color, etc.
411 * The float values are typically unclamped.
412 */
413 union gl_color_union
414 {
415 GLfloat f[4];
416 GLint i[4];
417 GLuint ui[4];
418 };
419
420 /**
421 * Remapped color logical operations
422 *
423 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
424 * directly, everything wants this mapping of color logical operations.
425 *
426 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
427 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
428 * \c COLOR_LOGICOP_NOOP is `b1010`).
429 *
430 * Fun fact #2: These values are just an encoding of the operation as a table
431 * of bit values. The result of the logic op is:
432 *
433 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
434 *
435 * For the GL enums, the result is:
436 *
437 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
438 */
439 enum PACKED gl_logicop_mode {
440 COLOR_LOGICOP_CLEAR = 0,
441 COLOR_LOGICOP_NOR = 1,
442 COLOR_LOGICOP_AND_INVERTED = 2,
443 COLOR_LOGICOP_COPY_INVERTED = 3,
444 COLOR_LOGICOP_AND_REVERSE = 4,
445 COLOR_LOGICOP_INVERT = 5,
446 COLOR_LOGICOP_XOR = 6,
447 COLOR_LOGICOP_NAND = 7,
448 COLOR_LOGICOP_AND = 8,
449 COLOR_LOGICOP_EQUIV = 9,
450 COLOR_LOGICOP_NOOP = 10,
451 COLOR_LOGICOP_OR_INVERTED = 11,
452 COLOR_LOGICOP_COPY = 12,
453 COLOR_LOGICOP_OR_REVERSE = 13,
454 COLOR_LOGICOP_OR = 14,
455 COLOR_LOGICOP_SET = 15
456 };
457
458 /**
459 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
460 */
461 struct gl_colorbuffer_attrib
462 {
463 GLuint ClearIndex; /**< Index for glClear */
464 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
465 GLuint IndexMask; /**< Color index write mask */
466
467 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
468 GLbitfield ColorMask;
469
470 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
471
472 /**
473 * \name alpha testing
474 */
475 /*@{*/
476 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
477 GLenum16 AlphaFunc; /**< Alpha test function */
478 GLfloat AlphaRefUnclamped;
479 GLclampf AlphaRef; /**< Alpha reference value */
480 /*@}*/
481
482 /**
483 * \name Blending
484 */
485 /*@{*/
486 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
487
488 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
489 * control, only on the fixed-pointness of the render target.
490 * The query does however depend on fragment color clamping.
491 */
492 GLfloat BlendColorUnclamped[4]; /**< Blending color */
493 GLfloat BlendColor[4]; /**< Blending color */
494
495 struct
496 {
497 GLenum16 SrcRGB; /**< RGB blend source term */
498 GLenum16 DstRGB; /**< RGB blend dest term */
499 GLenum16 SrcA; /**< Alpha blend source term */
500 GLenum16 DstA; /**< Alpha blend dest term */
501 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
502 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
503 /**
504 * Set if any blend factor uses SRC1. Computed at the time blend factors
505 * get set.
506 */
507 GLboolean _UsesDualSrc;
508 } Blend[MAX_DRAW_BUFFERS];
509 /** Are the blend func terms currently different for each buffer/target? */
510 GLboolean _BlendFuncPerBuffer;
511 /** Are the blend equations currently different for each buffer/target? */
512 GLboolean _BlendEquationPerBuffer;
513
514 /**
515 * Which advanced blending mode is in use (or BLEND_NONE).
516 *
517 * KHR_blend_equation_advanced only allows advanced blending with a single
518 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
519 * requires all draw buffers to match, so we only need a single value.
520 */
521 enum gl_advanced_blend_mode _AdvancedBlendMode;
522
523 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
524 bool BlendCoherent;
525 /*@}*/
526
527 /**
528 * \name Logic op
529 */
530 /*@{*/
531 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
532 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
533 GLenum16 LogicOp; /**< Logic operator */
534 enum gl_logicop_mode _LogicOp;
535 /*@}*/
536
537 GLboolean DitherFlag; /**< Dither enable flag */
538
539 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
540 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
541 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
542
543 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
544 };
545
546
547 /**
548 * Current attribute group (GL_CURRENT_BIT).
549 */
550 struct gl_current_attrib
551 {
552 /**
553 * \name Current vertex attributes (color, texcoords, etc).
554 * \note Values are valid only after FLUSH_VERTICES has been called.
555 * \note Index and Edgeflag current values are stored as floats in the
556 * SIX and SEVEN attribute slots.
557 * \note We need double storage for 64-bit vertex attributes
558 */
559 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
560
561 /**
562 * \name Current raster position attributes (always up to date after a
563 * glRasterPos call).
564 */
565 GLfloat RasterPos[4];
566 GLfloat RasterDistance;
567 GLfloat RasterColor[4];
568 GLfloat RasterSecondaryColor[4];
569 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
570 GLboolean RasterPosValid;
571 };
572
573
574 /**
575 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
576 */
577 struct gl_depthbuffer_attrib
578 {
579 GLenum16 Func; /**< Function for depth buffer compare */
580 GLclampd Clear; /**< Value to clear depth buffer to */
581 GLboolean Test; /**< Depth buffering enabled flag */
582 GLboolean Mask; /**< Depth buffer writable? */
583 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
584 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
585 };
586
587
588 /**
589 * Evaluator attribute group (GL_EVAL_BIT).
590 */
591 struct gl_eval_attrib
592 {
593 /**
594 * \name Enable bits
595 */
596 /*@{*/
597 GLboolean Map1Color4;
598 GLboolean Map1Index;
599 GLboolean Map1Normal;
600 GLboolean Map1TextureCoord1;
601 GLboolean Map1TextureCoord2;
602 GLboolean Map1TextureCoord3;
603 GLboolean Map1TextureCoord4;
604 GLboolean Map1Vertex3;
605 GLboolean Map1Vertex4;
606 GLboolean Map2Color4;
607 GLboolean Map2Index;
608 GLboolean Map2Normal;
609 GLboolean Map2TextureCoord1;
610 GLboolean Map2TextureCoord2;
611 GLboolean Map2TextureCoord3;
612 GLboolean Map2TextureCoord4;
613 GLboolean Map2Vertex3;
614 GLboolean Map2Vertex4;
615 GLboolean AutoNormal;
616 /*@}*/
617
618 /**
619 * \name Map Grid endpoints and divisions and calculated du values
620 */
621 /*@{*/
622 GLint MapGrid1un;
623 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
624 GLint MapGrid2un, MapGrid2vn;
625 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
626 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
627 /*@}*/
628 };
629
630
631 /**
632 * Compressed fog mode.
633 */
634 enum gl_fog_mode
635 {
636 FOG_NONE,
637 FOG_LINEAR,
638 FOG_EXP,
639 FOG_EXP2,
640 };
641
642
643 /**
644 * Fog attribute group (GL_FOG_BIT).
645 */
646 struct gl_fog_attrib
647 {
648 GLboolean Enabled; /**< Fog enabled flag */
649 GLboolean ColorSumEnabled;
650 uint8_t _PackedMode; /**< Fog mode as 2 bits */
651 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
652 GLfloat ColorUnclamped[4]; /**< Fog color */
653 GLfloat Color[4]; /**< Fog color */
654 GLfloat Density; /**< Density >= 0.0 */
655 GLfloat Start; /**< Start distance in eye coords */
656 GLfloat End; /**< End distance in eye coords */
657 GLfloat Index; /**< Fog index */
658 GLenum16 Mode; /**< Fog mode */
659 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
660 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
661 };
662
663
664 /**
665 * Hint attribute group (GL_HINT_BIT).
666 *
667 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
668 */
669 struct gl_hint_attrib
670 {
671 GLenum16 PerspectiveCorrection;
672 GLenum16 PointSmooth;
673 GLenum16 LineSmooth;
674 GLenum16 PolygonSmooth;
675 GLenum16 Fog;
676 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
677 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
678 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
679 };
680
681
682 /**
683 * Lighting attribute group (GL_LIGHT_BIT).
684 */
685 struct gl_light_attrib
686 {
687 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
688 struct gl_lightmodel Model; /**< Lighting model */
689
690 /**
691 * Front and back material values.
692 * Note: must call FLUSH_VERTICES() before using.
693 */
694 struct gl_material Material;
695
696 GLboolean Enabled; /**< Lighting enabled flag */
697 GLboolean ColorMaterialEnabled;
698
699 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
700 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
701 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
702 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
703 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
704
705
706 GLboolean _ClampVertexColor;
707 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
708
709 /**
710 * Derived state for optimizations:
711 */
712 /*@{*/
713 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
714
715 GLboolean _NeedEyeCoords;
716 GLboolean _NeedVertices; /**< Use fast shader? */
717
718 GLfloat _BaseColor[2][3];
719 /*@}*/
720 };
721
722
723 /**
724 * Line attribute group (GL_LINE_BIT).
725 */
726 struct gl_line_attrib
727 {
728 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
729 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
730 GLushort StipplePattern; /**< Stipple pattern */
731 GLint StippleFactor; /**< Stipple repeat factor */
732 GLfloat Width; /**< Line width */
733 };
734
735
736 /**
737 * Display list attribute group (GL_LIST_BIT).
738 */
739 struct gl_list_attrib
740 {
741 GLuint ListBase;
742 };
743
744
745 /**
746 * Multisample attribute group (GL_MULTISAMPLE_BIT).
747 */
748 struct gl_multisample_attrib
749 {
750 GLboolean Enabled;
751 GLboolean SampleAlphaToCoverage;
752 GLboolean SampleAlphaToOne;
753 GLboolean SampleCoverage;
754 GLboolean SampleCoverageInvert;
755 GLboolean SampleShading;
756
757 /* ARB_texture_multisample / GL3.2 additions */
758 GLboolean SampleMask;
759
760 GLfloat SampleCoverageValue; /**< In range [0, 1] */
761 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
762
763 /** The GL spec defines this as an array but >32x MSAA is madness */
764 GLbitfield SampleMaskValue;
765 };
766
767
768 /**
769 * A pixelmap (see glPixelMap)
770 */
771 struct gl_pixelmap
772 {
773 GLint Size;
774 GLfloat Map[MAX_PIXEL_MAP_TABLE];
775 };
776
777
778 /**
779 * Collection of all pixelmaps
780 */
781 struct gl_pixelmaps
782 {
783 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
784 struct gl_pixelmap GtoG;
785 struct gl_pixelmap BtoB;
786 struct gl_pixelmap AtoA;
787 struct gl_pixelmap ItoR;
788 struct gl_pixelmap ItoG;
789 struct gl_pixelmap ItoB;
790 struct gl_pixelmap ItoA;
791 struct gl_pixelmap ItoI;
792 struct gl_pixelmap StoS;
793 };
794
795
796 /**
797 * Pixel attribute group (GL_PIXEL_MODE_BIT).
798 */
799 struct gl_pixel_attrib
800 {
801 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
802
803 /*--- Begin Pixel Transfer State ---*/
804 /* Fields are in the order in which they're applied... */
805
806 /** Scale & Bias (index shift, offset) */
807 /*@{*/
808 GLfloat RedBias, RedScale;
809 GLfloat GreenBias, GreenScale;
810 GLfloat BlueBias, BlueScale;
811 GLfloat AlphaBias, AlphaScale;
812 GLfloat DepthBias, DepthScale;
813 GLint IndexShift, IndexOffset;
814 /*@}*/
815
816 /* Pixel Maps */
817 /* Note: actual pixel maps are not part of this attrib group */
818 GLboolean MapColorFlag;
819 GLboolean MapStencilFlag;
820
821 /*--- End Pixel Transfer State ---*/
822
823 /** glPixelZoom */
824 GLfloat ZoomX, ZoomY;
825 };
826
827
828 /**
829 * Point attribute group (GL_POINT_BIT).
830 */
831 struct gl_point_attrib
832 {
833 GLfloat Size; /**< User-specified point size */
834 GLfloat Params[3]; /**< GL_EXT_point_parameters */
835 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
836 GLfloat Threshold; /**< GL_EXT_point_parameters */
837 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
838 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
839 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
840 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
841 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
842 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
843 };
844
845
846 /**
847 * Polygon attribute group (GL_POLYGON_BIT).
848 */
849 struct gl_polygon_attrib
850 {
851 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
852 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
853 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
854 GLboolean CullFlag; /**< Culling on/off flag */
855 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
856 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
857 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
858 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
859 GLfloat OffsetUnits; /**< Polygon offset units, from user */
860 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
861 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
862 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
863 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
864 };
865
866
867 /**
868 * Scissor attributes (GL_SCISSOR_BIT).
869 */
870 struct gl_scissor_rect
871 {
872 GLint X, Y; /**< Lower left corner of box */
873 GLsizei Width, Height; /**< Size of box */
874 };
875
876
877 struct gl_scissor_attrib
878 {
879 GLbitfield EnableFlags; /**< Scissor test enabled? */
880 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
881 GLint NumWindowRects; /**< Count of enabled window rectangles */
882 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
883 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
884 };
885
886
887 /**
888 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
889 *
890 * Three sets of stencil data are tracked so that OpenGL 2.0,
891 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
892 * simultaneously. In each of the stencil state arrays, element 0 corresponds
893 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
894 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
895 * GL_EXT_stencil_two_side GL_BACK state.
896 *
897 * The derived value \c _BackFace is either 1 or 2 depending on whether or
898 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
899 *
900 * The derived value \c _TestTwoSide is set when the front-face and back-face
901 * stencil state are different.
902 */
903 struct gl_stencil_attrib
904 {
905 GLboolean Enabled; /**< Enabled flag */
906 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
907 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
908 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
909 GLenum16 Function[3]; /**< Stencil function */
910 GLenum16 FailFunc[3]; /**< Fail function */
911 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
912 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
913 GLint Ref[3]; /**< Reference value */
914 GLuint ValueMask[3]; /**< Value mask */
915 GLuint WriteMask[3]; /**< Write mask */
916 GLuint Clear; /**< Clear value */
917 };
918
919
920 /**
921 * An index for each type of texture object. These correspond to the GL
922 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
923 * Note: the order is from highest priority to lowest priority.
924 */
925 typedef enum
926 {
927 TEXTURE_2D_MULTISAMPLE_INDEX,
928 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
929 TEXTURE_CUBE_ARRAY_INDEX,
930 TEXTURE_BUFFER_INDEX,
931 TEXTURE_2D_ARRAY_INDEX,
932 TEXTURE_1D_ARRAY_INDEX,
933 TEXTURE_EXTERNAL_INDEX,
934 TEXTURE_CUBE_INDEX,
935 TEXTURE_3D_INDEX,
936 TEXTURE_RECT_INDEX,
937 TEXTURE_2D_INDEX,
938 TEXTURE_1D_INDEX,
939 NUM_TEXTURE_TARGETS
940 } gl_texture_index;
941
942
943 /**
944 * Bit flags for each type of texture object
945 */
946 /*@{*/
947 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
948 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
949 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
950 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
951 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
952 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
953 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
954 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
955 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
956 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
957 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
958 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
959 /*@}*/
960
961
962 /**
963 * Texture image state. Drivers will typically create a subclass of this
964 * with extra fields for memory buffers, etc.
965 */
966 struct gl_texture_image
967 {
968 GLint InternalFormat; /**< Internal format as given by the user */
969 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
970 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
971 * GL_INTENSITY, GL_DEPTH_COMPONENT or
972 * GL_DEPTH_STENCIL_EXT only. Used for
973 * choosing TexEnv arithmetic.
974 */
975 mesa_format TexFormat; /**< The actual texture memory format */
976
977 GLuint Border; /**< 0 or 1 */
978 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
979 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
980 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
981 GLuint Width2; /**< = Width - 2*Border */
982 GLuint Height2; /**< = Height - 2*Border */
983 GLuint Depth2; /**< = Depth - 2*Border */
984 GLuint WidthLog2; /**< = log2(Width2) */
985 GLuint HeightLog2; /**< = log2(Height2) */
986 GLuint DepthLog2; /**< = log2(Depth2) */
987 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
988 levels, computed from the dimensions */
989
990 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
991 GLuint Level; /**< Which mipmap level am I? */
992 /** Cube map face: index into gl_texture_object::Image[] array */
993 GLuint Face;
994
995 /** GL_ARB_texture_multisample */
996 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
997 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
998 };
999
1000
1001 /**
1002 * Indexes for cube map faces.
1003 */
1004 typedef enum
1005 {
1006 FACE_POS_X = 0,
1007 FACE_NEG_X = 1,
1008 FACE_POS_Y = 2,
1009 FACE_NEG_Y = 3,
1010 FACE_POS_Z = 4,
1011 FACE_NEG_Z = 5,
1012 MAX_FACES = 6
1013 } gl_face_index;
1014
1015
1016 /**
1017 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1018 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1019 */
1020 struct gl_sampler_object
1021 {
1022 simple_mtx_t Mutex;
1023 GLuint Name;
1024 GLchar *Label; /**< GL_KHR_debug */
1025 GLint RefCount;
1026
1027 GLenum16 WrapS; /**< S-axis texture image wrap mode */
1028 GLenum16 WrapT; /**< T-axis texture image wrap mode */
1029 GLenum16 WrapR; /**< R-axis texture image wrap mode */
1030 GLenum16 MinFilter; /**< minification filter */
1031 GLenum16 MagFilter; /**< magnification filter */
1032 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1033 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1034 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1035 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1036 GLfloat LodBias; /**< OpenGL 1.4 */
1037 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1038 GLenum16 CompareMode; /**< GL_ARB_shadow */
1039 GLenum16 CompareFunc; /**< GL_ARB_shadow */
1040 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1041
1042 /** GL_ARB_bindless_texture */
1043 bool HandleAllocated;
1044 struct util_dynarray Handles;
1045 };
1046
1047
1048 /**
1049 * Texture object state. Contains the array of mipmap images, border color,
1050 * wrap modes, filter modes, and shadow/texcompare state.
1051 */
1052 struct gl_texture_object
1053 {
1054 simple_mtx_t Mutex; /**< for thread safety */
1055 GLint RefCount; /**< reference count */
1056 GLuint Name; /**< the user-visible texture object ID */
1057 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1058 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
1059 GLchar *Label; /**< GL_KHR_debug */
1060
1061 struct gl_sampler_object Sampler;
1062
1063 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1064 Only valid when Target is valid. */
1065 GLfloat Priority; /**< in [0,1] */
1066 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
1067 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1068 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
1069 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1070 GLint CropRect[4]; /**< GL_OES_draw_texture */
1071 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1072 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1073 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1074 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1075 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1076 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1077 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1078 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1079 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1080 pressure? */
1081 GLboolean Immutable; /**< GL_ARB_texture_storage */
1082 GLboolean _IsFloat; /**< GL_OES_float_texture */
1083 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1084 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1085 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1086
1087 /** GL_OES_EGL_image_external */
1088 GLubyte RequiredTextureImageUnits;
1089
1090 GLubyte MinLevel; /**< GL_ARB_texture_view */
1091 GLubyte NumLevels; /**< GL_ARB_texture_view */
1092 GLushort MinLayer; /**< GL_ARB_texture_view */
1093 GLushort NumLayers; /**< GL_ARB_texture_view */
1094
1095 /** GL_EXT_memory_object */
1096 GLenum16 TextureTiling;
1097
1098 /** GL_ARB_shader_image_load_store */
1099 GLenum16 ImageFormatCompatibilityType;
1100
1101 /** GL_ARB_texture_buffer_object */
1102 GLenum16 BufferObjectFormat;
1103 /** Equivalent Mesa format for BufferObjectFormat. */
1104 mesa_format _BufferObjectFormat;
1105 struct gl_buffer_object *BufferObject;
1106
1107 /** GL_ARB_texture_buffer_range */
1108 GLintptr BufferOffset;
1109 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1110
1111 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1112 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1113
1114 /** GL_ARB_bindless_texture */
1115 struct util_dynarray SamplerHandles;
1116 struct util_dynarray ImageHandles;
1117 };
1118
1119
1120 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1121 #define MAX_COMBINER_TERMS 4
1122
1123
1124 /**
1125 * Texture combine environment state.
1126 */
1127 struct gl_tex_env_combine_state
1128 {
1129 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1130 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1131 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1132 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1133 GLenum16 SourceA[MAX_COMBINER_TERMS];
1134 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1135 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1136 GLenum16 OperandA[MAX_COMBINER_TERMS];
1137 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1138 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1139 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1140 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1141 };
1142
1143
1144 /** Compressed TexEnv effective Combine mode */
1145 enum gl_tex_env_mode
1146 {
1147 TEXENV_MODE_REPLACE, /* r = a0 */
1148 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1149 TEXENV_MODE_ADD, /* r = a0 + a1 */
1150 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1151 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1152 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1153 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1154 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1155 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1156 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1157 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1158 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1159 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1160 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1161 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1162 };
1163
1164
1165 /** Compressed TexEnv Combine source */
1166 enum gl_tex_env_source
1167 {
1168 TEXENV_SRC_TEXTURE0,
1169 TEXENV_SRC_TEXTURE1,
1170 TEXENV_SRC_TEXTURE2,
1171 TEXENV_SRC_TEXTURE3,
1172 TEXENV_SRC_TEXTURE4,
1173 TEXENV_SRC_TEXTURE5,
1174 TEXENV_SRC_TEXTURE6,
1175 TEXENV_SRC_TEXTURE7,
1176 TEXENV_SRC_TEXTURE,
1177 TEXENV_SRC_PREVIOUS,
1178 TEXENV_SRC_PRIMARY_COLOR,
1179 TEXENV_SRC_CONSTANT,
1180 TEXENV_SRC_ZERO,
1181 TEXENV_SRC_ONE,
1182 };
1183
1184
1185 /** Compressed TexEnv Combine operand */
1186 enum gl_tex_env_operand
1187 {
1188 TEXENV_OPR_COLOR,
1189 TEXENV_OPR_ONE_MINUS_COLOR,
1190 TEXENV_OPR_ALPHA,
1191 TEXENV_OPR_ONE_MINUS_ALPHA,
1192 };
1193
1194
1195 /** Compressed TexEnv Combine argument */
1196 struct gl_tex_env_argument
1197 {
1198 #ifdef __GNUC__
1199 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1200 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1201 #else
1202 uint8_t Source; /**< SRC_x */
1203 uint8_t Operand; /**< OPR_x */
1204 #endif
1205 };
1206
1207
1208 /***
1209 * Compressed TexEnv Combine state.
1210 */
1211 struct gl_tex_env_combine_packed
1212 {
1213 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1214 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1215 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1216 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1217 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1218 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1219 /** Source arguments in a packed manner */
1220 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1221 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1222 };
1223
1224
1225 /**
1226 * TexGenEnabled flags.
1227 */
1228 /*@{*/
1229 #define S_BIT 1
1230 #define T_BIT 2
1231 #define R_BIT 4
1232 #define Q_BIT 8
1233 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 /*@}*/
1235
1236
1237 /**
1238 * Bit flag versions of the corresponding GL_ constants.
1239 */
1240 /*@{*/
1241 #define TEXGEN_SPHERE_MAP 0x1
1242 #define TEXGEN_OBJ_LINEAR 0x2
1243 #define TEXGEN_EYE_LINEAR 0x4
1244 #define TEXGEN_REFLECTION_MAP_NV 0x8
1245 #define TEXGEN_NORMAL_MAP_NV 0x10
1246
1247 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1248 TEXGEN_REFLECTION_MAP_NV | \
1249 TEXGEN_NORMAL_MAP_NV)
1250 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV | \
1253 TEXGEN_EYE_LINEAR)
1254 /*@}*/
1255
1256
1257
1258 /** Tex-gen enabled for texture unit? */
1259 #define ENABLE_TEXGEN(unit) (1 << (unit))
1260
1261 /** Non-identity texture matrix for texture unit? */
1262 #define ENABLE_TEXMAT(unit) (1 << (unit))
1263
1264
1265 /**
1266 * Texture coord generation state.
1267 */
1268 struct gl_texgen
1269 {
1270 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1271 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1272 GLfloat ObjectPlane[4];
1273 GLfloat EyePlane[4];
1274 };
1275
1276
1277 /**
1278 * Sampler-related subset of a texture unit, like current texture objects.
1279 */
1280 struct gl_texture_unit
1281 {
1282 GLfloat LodBias; /**< for biasing mipmap levels */
1283
1284 /** Texture targets that have a non-default texture bound */
1285 GLbitfield _BoundTextures;
1286
1287 /** Current sampler object (GL_ARB_sampler_objects) */
1288 struct gl_sampler_object *Sampler;
1289
1290 /** Current texture object pointers */
1291 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1292
1293 /** Points to highest priority, complete and enabled texture object */
1294 struct gl_texture_object *_Current;
1295 };
1296
1297
1298 /**
1299 * Fixed-function-related subset of a texture unit, like enable flags,
1300 * texture environment/function/combiners, and texgen state.
1301 */
1302 struct gl_fixedfunc_texture_unit
1303 {
1304 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1305
1306 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1307 GLclampf EnvColor[4];
1308 GLfloat EnvColorUnclamped[4];
1309
1310 struct gl_texgen GenS;
1311 struct gl_texgen GenT;
1312 struct gl_texgen GenR;
1313 struct gl_texgen GenQ;
1314 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1315 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1316
1317 /**
1318 * \name GL_EXT_texture_env_combine
1319 */
1320 struct gl_tex_env_combine_state Combine;
1321
1322 /**
1323 * Derived state based on \c EnvMode and the \c BaseFormat of the
1324 * currently enabled texture.
1325 */
1326 struct gl_tex_env_combine_state _EnvMode;
1327
1328 /** Current compressed TexEnv & Combine state */
1329 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1330
1331 /**
1332 * Currently enabled combiner state. This will point to either
1333 * \c Combine or \c _EnvMode.
1334 */
1335 struct gl_tex_env_combine_state *_CurrentCombine;
1336 };
1337
1338
1339 /**
1340 * Texture attribute group (GL_TEXTURE_BIT).
1341 */
1342 struct gl_texture_attrib
1343 {
1344 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1345
1346 /** GL_ARB_texture_buffer_object */
1347 struct gl_buffer_object *BufferObject;
1348
1349 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1350
1351 /** Texture coord units/sets used for fragment texturing */
1352 GLbitfield8 _EnabledCoordUnits;
1353
1354 /** Texture coord units that have texgen enabled */
1355 GLbitfield8 _TexGenEnabled;
1356
1357 /** Texture coord units that have non-identity matrices */
1358 GLbitfield8 _TexMatEnabled;
1359
1360 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1361 GLbitfield8 _GenFlags;
1362
1363 /** Largest index of a texture unit with _Current != NULL. */
1364 GLshort _MaxEnabledTexImageUnit;
1365
1366 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1367 GLubyte NumCurrentTexUsed;
1368
1369 /** GL_ARB_seamless_cubemap */
1370 GLboolean CubeMapSeamless;
1371
1372 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1373 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1374 };
1375
1376
1377 /**
1378 * Data structure representing a single clip plane (e.g. one of the elements
1379 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1380 */
1381 typedef GLfloat gl_clip_plane[4];
1382
1383
1384 /**
1385 * Transformation attribute group (GL_TRANSFORM_BIT).
1386 */
1387 struct gl_transform_attrib
1388 {
1389 GLenum16 MatrixMode; /**< Matrix mode */
1390 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1391 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1392 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1393 GLboolean Normalize; /**< Normalize all normals? */
1394 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1395 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1396 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1397 /** GL_ARB_clip_control */
1398 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1399 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1400 };
1401
1402
1403 /**
1404 * Viewport attribute group (GL_VIEWPORT_BIT).
1405 */
1406 struct gl_viewport_attrib
1407 {
1408 GLfloat X, Y; /**< position */
1409 GLfloat Width, Height; /**< size */
1410 GLfloat Near, Far; /**< Depth buffer range */
1411 };
1412
1413
1414 typedef enum
1415 {
1416 MAP_USER,
1417 MAP_INTERNAL,
1418 MAP_COUNT
1419 } gl_map_buffer_index;
1420
1421
1422 /**
1423 * Fields describing a mapped buffer range.
1424 */
1425 struct gl_buffer_mapping
1426 {
1427 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1428 GLvoid *Pointer; /**< User-space address of mapping */
1429 GLintptr Offset; /**< Mapped offset */
1430 GLsizeiptr Length; /**< Mapped length */
1431 };
1432
1433
1434 /**
1435 * Usages we've seen for a buffer object.
1436 */
1437 typedef enum
1438 {
1439 USAGE_UNIFORM_BUFFER = 0x1,
1440 USAGE_TEXTURE_BUFFER = 0x2,
1441 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1442 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1443 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1444 USAGE_PIXEL_PACK_BUFFER = 0x20,
1445 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1446 } gl_buffer_usage;
1447
1448
1449 /**
1450 * GL_ARB_vertex/pixel_buffer_object buffer object
1451 */
1452 struct gl_buffer_object
1453 {
1454 GLint RefCount;
1455 GLuint Name;
1456 GLchar *Label; /**< GL_KHR_debug */
1457 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1458 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1459 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1460 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1461 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1462 GLboolean Written; /**< Ever written to? (for debugging) */
1463 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1464 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1465 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1466
1467 /** Counters used for buffer usage warnings */
1468 GLuint NumSubDataCalls;
1469 GLuint NumMapBufferWriteCalls;
1470
1471 struct gl_buffer_mapping Mappings[MAP_COUNT];
1472
1473 /** Memoization of min/max index computations for static index buffers */
1474 simple_mtx_t MinMaxCacheMutex;
1475 struct hash_table *MinMaxCache;
1476 unsigned MinMaxCacheHitIndices;
1477 unsigned MinMaxCacheMissIndices;
1478 bool MinMaxCacheDirty;
1479
1480 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1481 };
1482
1483
1484 /**
1485 * Client pixel packing/unpacking attributes
1486 */
1487 struct gl_pixelstore_attrib
1488 {
1489 GLint Alignment;
1490 GLint RowLength;
1491 GLint SkipPixels;
1492 GLint SkipRows;
1493 GLint ImageHeight;
1494 GLint SkipImages;
1495 GLboolean SwapBytes;
1496 GLboolean LsbFirst;
1497 GLboolean Invert; /**< GL_MESA_pack_invert */
1498 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1499 GLint CompressedBlockHeight;
1500 GLint CompressedBlockDepth;
1501 GLint CompressedBlockSize;
1502 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1503 };
1504
1505
1506 /**
1507 * Vertex array information which is derived from gl_array_attributes
1508 * and gl_vertex_buffer_binding information. Used by the VBO module and
1509 * device drivers.
1510 */
1511 struct gl_vertex_array
1512 {
1513 /** if NULL, vertex data are in user memory */
1514 struct gl_buffer_object *BufferObj;
1515 /** Pointer into user memory, or offset into the BufferObj */
1516 const GLubyte *Ptr;
1517 GLsizei StrideB; /**< actual stride in bytes */
1518 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1519 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1520 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
1521 unsigned Size:4; /**< components per element (1,2,3,4) */
1522 unsigned _ElementSize:8; /**< in bytes, up to 4*sizeof(GLdouble) */
1523 unsigned Normalized:1; /**< GL_ARB_vertex_program */
1524 unsigned Integer:1; /**< Integer-valued? */
1525 unsigned Doubles:1; /**< doubles not converted to floats */
1526 };
1527
1528
1529 /**
1530 * Enum for defining the mapping for the position/generic0 attribute.
1531 *
1532 * Do not change the order of the values as these are used as
1533 * array indices.
1534 */
1535 typedef enum
1536 {
1537 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1538 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1539 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1540 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1541 } gl_attribute_map_mode;
1542
1543
1544 /**
1545 * Attributes to describe a vertex array.
1546 *
1547 * Contains the size, type, format and normalization flag,
1548 * along with the index of a vertex buffer binding point.
1549 *
1550 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1551 * and is only present for backwards compatibility reasons.
1552 * Rendering always uses VERTEX_BINDING_STRIDE.
1553 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1554 * and VERTEX_BINDING_STRIDE to the same value, while
1555 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1556 */
1557 struct gl_array_attributes
1558 {
1559 /** Points to client array data. Not used when a VBO is bound */
1560 const GLubyte *Ptr;
1561 /** Offset of the first element relative to the binding offset */
1562 GLuint RelativeOffset;
1563 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1564 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1565 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1566 GLboolean Enabled; /**< Whether the array is enabled */
1567 GLubyte Size; /**< Components per element (1,2,3,4) */
1568 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1569 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1570 unsigned Doubles:1; /**< double precision values are not converted to floats */
1571 unsigned _ElementSize:8; /**< Size of each element in bytes */
1572 /** Index into gl_vertex_array_object::BufferBinding[] array */
1573 unsigned BufferBindingIndex:6;
1574 };
1575
1576
1577 /**
1578 * This describes the buffer object used for a vertex array (or
1579 * multiple vertex arrays). If BufferObj points to the default/null
1580 * buffer object, then the vertex array lives in user memory and not a VBO.
1581 */
1582 struct gl_vertex_buffer_binding
1583 {
1584 GLintptr Offset; /**< User-specified offset */
1585 GLsizei Stride; /**< User-specified stride */
1586 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1587 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1588 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1589 };
1590
1591
1592 /**
1593 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1594 * the GL_ARB_vertex_array_object extension.
1595 */
1596 struct gl_vertex_array_object
1597 {
1598 /** Name of the VAO as received from glGenVertexArray. */
1599 GLuint Name;
1600
1601 GLint RefCount;
1602
1603 GLchar *Label; /**< GL_KHR_debug */
1604
1605 /**
1606 * Has this array object been bound?
1607 */
1608 GLboolean EverBound;
1609
1610 /**
1611 * Marked to true if the object is shared between contexts and immutable.
1612 * Then reference counting is done using atomics and thread safe.
1613 * Is used for dlist VAOs.
1614 */
1615 bool SharedAndImmutable;
1616
1617 /**
1618 * Derived vertex attribute arrays
1619 *
1620 * This is a legacy data structure created from gl_array_attributes and
1621 * gl_vertex_buffer_binding, only used by the VBO module at this time.
1622 */
1623 struct gl_vertex_array _VertexArray[VERT_ATTRIB_MAX];
1624
1625 /** Vertex attribute arrays */
1626 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1627
1628 /** Vertex buffer bindings */
1629 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1630
1631 /** Mask indicating which vertex arrays have vertex buffer associated. */
1632 GLbitfield VertexAttribBufferMask;
1633
1634 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1635 GLbitfield _Enabled;
1636
1637 /** Denotes the way the position/generic0 attribute is mapped */
1638 gl_attribute_map_mode _AttributeMapMode;
1639
1640 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1641 GLbitfield NewArrays;
1642
1643 /** The index buffer (also known as the element array buffer in OpenGL). */
1644 struct gl_buffer_object *IndexBufferObj;
1645 };
1646
1647
1648 /**
1649 * Enum for the OpenGL APIs we know about and may support.
1650 *
1651 * NOTE: This must match the api_enum table in
1652 * src/mesa/main/get_hash_generator.py
1653 */
1654 typedef enum
1655 {
1656 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1657 API_OPENGLES,
1658 API_OPENGLES2,
1659 API_OPENGL_CORE,
1660 API_OPENGL_LAST = API_OPENGL_CORE
1661 } gl_api;
1662
1663
1664 /**
1665 * Vertex array state
1666 */
1667 struct gl_array_attrib
1668 {
1669 /** Currently bound array object. */
1670 struct gl_vertex_array_object *VAO;
1671
1672 /** The default vertex array object */
1673 struct gl_vertex_array_object *DefaultVAO;
1674
1675 /** The last VAO accessed by a DSA function */
1676 struct gl_vertex_array_object *LastLookedUpVAO;
1677
1678 /** Array objects (GL_ARB_vertex_array_object) */
1679 struct _mesa_HashTable *Objects;
1680
1681 GLint ActiveTexture; /**< Client Active Texture */
1682 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1683 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1684
1685 /**
1686 * \name Primitive restart controls
1687 *
1688 * Primitive restart is enabled if either \c PrimitiveRestart or
1689 * \c PrimitiveRestartFixedIndex is set.
1690 */
1691 /*@{*/
1692 GLboolean PrimitiveRestart;
1693 GLboolean PrimitiveRestartFixedIndex;
1694 GLboolean _PrimitiveRestart;
1695 GLuint RestartIndex;
1696 /*@}*/
1697
1698 /* GL_ARB_vertex_buffer_object */
1699 struct gl_buffer_object *ArrayBufferObj;
1700
1701 /**
1702 * Vertex array object that is used with the currently active draw command.
1703 * The _DrawVAO is either set to the currently bound VAO for array type
1704 * draws or to internal VAO's set up by the vbo module to execute immediate
1705 * mode or display list draws.
1706 */
1707 struct gl_vertex_array_object *_DrawVAO;
1708 /**
1709 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1710 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1711 * but may omit those arrays that shall not be referenced by the current
1712 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1713 * maked out form the _DrawVAO's enabled arrays when a fixed function
1714 * array draw is executed.
1715 */
1716 GLbitfield _DrawVAOEnabledAttribs;
1717 /**
1718 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1719 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1720 */
1721 struct gl_vertex_array_object *_EmptyVAO;
1722
1723 /**
1724 * Vertex arrays as consumed by a driver.
1725 * The array pointer is set up only by the VBO module.
1726 */
1727 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1728
1729 /** Legal array datatypes and the API for which they have been computed */
1730 GLbitfield LegalTypesMask;
1731 gl_api LegalTypesMaskAPI;
1732 };
1733
1734
1735 /**
1736 * Feedback buffer state
1737 */
1738 struct gl_feedback
1739 {
1740 GLenum16 Type;
1741 GLbitfield _Mask; /**< FB_* bits */
1742 GLfloat *Buffer;
1743 GLuint BufferSize;
1744 GLuint Count;
1745 };
1746
1747
1748 /**
1749 * Selection buffer state
1750 */
1751 struct gl_selection
1752 {
1753 GLuint *Buffer; /**< selection buffer */
1754 GLuint BufferSize; /**< size of the selection buffer */
1755 GLuint BufferCount; /**< number of values in the selection buffer */
1756 GLuint Hits; /**< number of records in the selection buffer */
1757 GLuint NameStackDepth; /**< name stack depth */
1758 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1759 GLboolean HitFlag; /**< hit flag */
1760 GLfloat HitMinZ; /**< minimum hit depth */
1761 GLfloat HitMaxZ; /**< maximum hit depth */
1762 };
1763
1764
1765 /**
1766 * 1-D Evaluator control points
1767 */
1768 struct gl_1d_map
1769 {
1770 GLuint Order; /**< Number of control points */
1771 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1772 GLfloat *Points; /**< Points to contiguous control points */
1773 };
1774
1775
1776 /**
1777 * 2-D Evaluator control points
1778 */
1779 struct gl_2d_map
1780 {
1781 GLuint Uorder; /**< Number of control points in U dimension */
1782 GLuint Vorder; /**< Number of control points in V dimension */
1783 GLfloat u1, u2, du;
1784 GLfloat v1, v2, dv;
1785 GLfloat *Points; /**< Points to contiguous control points */
1786 };
1787
1788
1789 /**
1790 * All evaluator control point state
1791 */
1792 struct gl_evaluators
1793 {
1794 /**
1795 * \name 1-D maps
1796 */
1797 /*@{*/
1798 struct gl_1d_map Map1Vertex3;
1799 struct gl_1d_map Map1Vertex4;
1800 struct gl_1d_map Map1Index;
1801 struct gl_1d_map Map1Color4;
1802 struct gl_1d_map Map1Normal;
1803 struct gl_1d_map Map1Texture1;
1804 struct gl_1d_map Map1Texture2;
1805 struct gl_1d_map Map1Texture3;
1806 struct gl_1d_map Map1Texture4;
1807 /*@}*/
1808
1809 /**
1810 * \name 2-D maps
1811 */
1812 /*@{*/
1813 struct gl_2d_map Map2Vertex3;
1814 struct gl_2d_map Map2Vertex4;
1815 struct gl_2d_map Map2Index;
1816 struct gl_2d_map Map2Color4;
1817 struct gl_2d_map Map2Normal;
1818 struct gl_2d_map Map2Texture1;
1819 struct gl_2d_map Map2Texture2;
1820 struct gl_2d_map Map2Texture3;
1821 struct gl_2d_map Map2Texture4;
1822 /*@}*/
1823 };
1824
1825
1826 struct gl_transform_feedback_varying_info
1827 {
1828 char *Name;
1829 GLenum16 Type;
1830 GLint BufferIndex;
1831 GLint Size;
1832 GLint Offset;
1833 };
1834
1835
1836 /**
1837 * Per-output info vertex shaders for transform feedback.
1838 */
1839 struct gl_transform_feedback_output
1840 {
1841 uint32_t OutputRegister;
1842 uint32_t OutputBuffer;
1843 uint32_t NumComponents;
1844 uint32_t StreamId;
1845
1846 /** offset (in DWORDs) of this output within the interleaved structure */
1847 uint32_t DstOffset;
1848
1849 /**
1850 * Offset into the output register of the data to output. For example,
1851 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1852 * offset is in the y and z components of the output register.
1853 */
1854 uint32_t ComponentOffset;
1855 };
1856
1857
1858 struct gl_transform_feedback_buffer
1859 {
1860 uint32_t Binding;
1861
1862 uint32_t NumVaryings;
1863
1864 /**
1865 * Total number of components stored in each buffer. This may be used by
1866 * hardware back-ends to determine the correct stride when interleaving
1867 * multiple transform feedback outputs in the same buffer.
1868 */
1869 uint32_t Stride;
1870
1871 /**
1872 * Which transform feedback stream this buffer binding is associated with.
1873 */
1874 uint32_t Stream;
1875 };
1876
1877
1878 /** Post-link transform feedback info. */
1879 struct gl_transform_feedback_info
1880 {
1881 /* Was xfb enabled via the api or in shader layout qualifiers */
1882 bool api_enabled;
1883
1884 unsigned NumOutputs;
1885
1886 /* Bitmask of active buffer indices. */
1887 unsigned ActiveBuffers;
1888
1889 struct gl_transform_feedback_output *Outputs;
1890
1891 /** Transform feedback varyings used for the linking of this shader program.
1892 *
1893 * Use for glGetTransformFeedbackVarying().
1894 */
1895 struct gl_transform_feedback_varying_info *Varyings;
1896 GLint NumVarying;
1897
1898 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1899 };
1900
1901
1902 /**
1903 * Transform feedback object state
1904 */
1905 struct gl_transform_feedback_object
1906 {
1907 GLuint Name; /**< AKA the object ID */
1908 GLint RefCount;
1909 GLchar *Label; /**< GL_KHR_debug */
1910 GLboolean Active; /**< Is transform feedback enabled? */
1911 GLboolean Paused; /**< Is transform feedback paused? */
1912 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1913 at least once? */
1914 GLboolean EverBound; /**< Has this object been bound? */
1915
1916 /**
1917 * GLES: if Active is true, remaining number of primitives which can be
1918 * rendered without overflow. This is necessary to track because GLES
1919 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1920 * glDrawArraysInstanced would overflow transform feedback buffers.
1921 * Undefined if Active is false.
1922 *
1923 * Not tracked for desktop GL since it's unnecessary.
1924 */
1925 unsigned GlesRemainingPrims;
1926
1927 /**
1928 * The program active when BeginTransformFeedback() was called.
1929 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1930 * where stage is the pipeline stage that is the source of data for
1931 * transform feedback.
1932 */
1933 struct gl_program *program;
1934
1935 /** The feedback buffers */
1936 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1937 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1938
1939 /** Start of feedback data in dest buffer */
1940 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1941
1942 /**
1943 * Max data to put into dest buffer (in bytes). Computed based on
1944 * RequestedSize and the actual size of the buffer.
1945 */
1946 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1947
1948 /**
1949 * Size that was specified when the buffer was bound. If the buffer was
1950 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1951 * zero.
1952 */
1953 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1954 };
1955
1956
1957 /**
1958 * Context state for transform feedback.
1959 */
1960 struct gl_transform_feedback_state
1961 {
1962 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1963
1964 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1965 struct gl_buffer_object *CurrentBuffer;
1966
1967 /** The table of all transform feedback objects */
1968 struct _mesa_HashTable *Objects;
1969
1970 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1971 struct gl_transform_feedback_object *CurrentObject;
1972
1973 /** The default xform-fb object (Name==0) */
1974 struct gl_transform_feedback_object *DefaultObject;
1975 };
1976
1977
1978 /**
1979 * A "performance monitor" as described in AMD_performance_monitor.
1980 */
1981 struct gl_perf_monitor_object
1982 {
1983 GLuint Name;
1984
1985 /** True if the monitor is currently active (Begin called but not End). */
1986 GLboolean Active;
1987
1988 /**
1989 * True if the monitor has ended.
1990 *
1991 * This is distinct from !Active because it may never have began.
1992 */
1993 GLboolean Ended;
1994
1995 /**
1996 * A list of groups with currently active counters.
1997 *
1998 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1999 */
2000 unsigned *ActiveGroups;
2001
2002 /**
2003 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
2004 *
2005 * Checking whether counter 'c' in group 'g' is active can be done via:
2006 *
2007 * BITSET_TEST(ActiveCounters[g], c)
2008 */
2009 GLuint **ActiveCounters;
2010 };
2011
2012
2013 union gl_perf_monitor_counter_value
2014 {
2015 float f;
2016 uint64_t u64;
2017 uint32_t u32;
2018 };
2019
2020
2021 struct gl_perf_monitor_counter
2022 {
2023 /** Human readable name for the counter. */
2024 const char *Name;
2025
2026 /**
2027 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2028 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2029 */
2030 GLenum16 Type;
2031
2032 /** Minimum counter value. */
2033 union gl_perf_monitor_counter_value Minimum;
2034
2035 /** Maximum counter value. */
2036 union gl_perf_monitor_counter_value Maximum;
2037 };
2038
2039
2040 struct gl_perf_monitor_group
2041 {
2042 /** Human readable name for the group. */
2043 const char *Name;
2044
2045 /**
2046 * Maximum number of counters in this group which can be active at the
2047 * same time.
2048 */
2049 GLuint MaxActiveCounters;
2050
2051 /** Array of counters within this group. */
2052 const struct gl_perf_monitor_counter *Counters;
2053 GLuint NumCounters;
2054 };
2055
2056
2057 /**
2058 * A query object instance as described in INTEL_performance_query.
2059 *
2060 * NB: We want to keep this and the corresponding backend structure
2061 * relatively lean considering that applications may expect to
2062 * allocate enough objects to be able to query around all draw calls
2063 * in a frame.
2064 */
2065 struct gl_perf_query_object
2066 {
2067 GLuint Id; /**< hash table ID/name */
2068 unsigned Used:1; /**< has been used for 1 or more queries */
2069 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2070 unsigned Ready:1; /**< result is ready? */
2071 };
2072
2073
2074 /**
2075 * Context state for AMD_performance_monitor.
2076 */
2077 struct gl_perf_monitor_state
2078 {
2079 /** Array of performance monitor groups (indexed by group ID) */
2080 const struct gl_perf_monitor_group *Groups;
2081 GLuint NumGroups;
2082
2083 /** The table of all performance monitors. */
2084 struct _mesa_HashTable *Monitors;
2085 };
2086
2087
2088 /**
2089 * Context state for INTEL_performance_query.
2090 */
2091 struct gl_perf_query_state
2092 {
2093 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2094 };
2095
2096
2097 /**
2098 * A bindless sampler object.
2099 */
2100 struct gl_bindless_sampler
2101 {
2102 /** Texture unit (set by glUniform1()). */
2103 GLubyte unit;
2104
2105 /** Whether this bindless sampler is bound to a unit. */
2106 GLboolean bound;
2107
2108 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2109 gl_texture_index target;
2110
2111 /** Pointer to the base of the data. */
2112 GLvoid *data;
2113 };
2114
2115
2116 /**
2117 * A bindless image object.
2118 */
2119 struct gl_bindless_image
2120 {
2121 /** Image unit (set by glUniform1()). */
2122 GLubyte unit;
2123
2124 /** Whether this bindless image is bound to a unit. */
2125 GLboolean bound;
2126
2127 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2128 GLenum16 access;
2129
2130 /** Pointer to the base of the data. */
2131 GLvoid *data;
2132 };
2133
2134
2135 /**
2136 * Names of the various vertex/fragment program register files, etc.
2137 *
2138 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2139 * All values should fit in a 4-bit field.
2140 *
2141 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2142 * considered to be "uniform" variables since they can only be set outside
2143 * glBegin/End. They're also all stored in the same Parameters array.
2144 */
2145 typedef enum
2146 {
2147 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2148 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2149 PROGRAM_INPUT, /**< machine->Inputs[] */
2150 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2151 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2152 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2153 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2154 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2155 PROGRAM_ADDRESS, /**< machine->AddressReg */
2156 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2157 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2158 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2159 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2160 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2161 PROGRAM_MEMORY, /**< for shared, global and local memory */
2162 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2163 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2164 PROGRAM_FILE_MAX
2165 } gl_register_file;
2166
2167
2168 /**
2169 * Current vertex processing mode: fixed function vs. shader.
2170 * In reality, fixed function is probably implemented by a shader but that's
2171 * not what we care about here.
2172 */
2173 typedef enum
2174 {
2175 VP_MODE_FF, /**< legacy / fixed function */
2176 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2177 VP_MODE_MAX /**< for sizing arrays */
2178 } gl_vertex_processing_mode;
2179
2180
2181 /**
2182 * Base class for any kind of program object
2183 */
2184 struct gl_program
2185 {
2186 /** FIXME: This must be first until we split shader_info from nir_shader */
2187 struct shader_info info;
2188
2189 GLuint Id;
2190 GLint RefCount;
2191 GLubyte *String; /**< Null-terminated program text */
2192
2193 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2194 GLenum16 Target;
2195 GLenum16 Format; /**< String encoding format */
2196
2197 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2198
2199 struct nir_shader *nir;
2200
2201 /* Saved and restored with metadata. Freed with ralloc. */
2202 void *driver_cache_blob;
2203 size_t driver_cache_blob_size;
2204
2205 bool is_arb_asm; /** Is this an ARB assembly-style program */
2206
2207 /** Is this program written to on disk shader cache */
2208 bool program_written_to_cache;
2209
2210 /** Subset of OutputsWritten outputs written with non-zero index. */
2211 GLbitfield64 SecondaryOutputsWritten;
2212 /** TEXTURE_x_BIT bitmask */
2213 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2214 /** Bitfield of which samplers are used */
2215 GLbitfield SamplersUsed;
2216 /** Texture units used for shadow sampling. */
2217 GLbitfield ShadowSamplers;
2218 /** Texture units used for samplerExternalOES */
2219 GLbitfield ExternalSamplersUsed;
2220
2221 /* Fragement shader only fields */
2222 GLboolean OriginUpperLeft;
2223 GLboolean PixelCenterInteger;
2224
2225 /** Named parameters, constants, etc. from program text */
2226 struct gl_program_parameter_list *Parameters;
2227
2228 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2229 GLubyte SamplerUnits[MAX_SAMPLERS];
2230
2231 /* FIXME: We should be able to make this struct a union. However some
2232 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2233 * these fields, we should fix this.
2234 */
2235 struct {
2236 /** Fields used by GLSL programs */
2237 struct {
2238 /** Data shared by gl_program and gl_shader_program */
2239 struct gl_shader_program_data *data;
2240
2241 struct gl_active_atomic_buffer **AtomicBuffers;
2242
2243 /** Post-link transform feedback info. */
2244 struct gl_transform_feedback_info *LinkedTransformFeedback;
2245
2246 /**
2247 * Number of types for subroutine uniforms.
2248 */
2249 GLuint NumSubroutineUniformTypes;
2250
2251 /**
2252 * Subroutine uniform remap table
2253 * based on the program level uniform remap table.
2254 */
2255 GLuint NumSubroutineUniforms; /* non-sparse total */
2256 GLuint NumSubroutineUniformRemapTable;
2257 struct gl_uniform_storage **SubroutineUniformRemapTable;
2258
2259 /**
2260 * Num of subroutine functions for this stage and storage for them.
2261 */
2262 GLuint NumSubroutineFunctions;
2263 GLuint MaxSubroutineFunctionIndex;
2264 struct gl_subroutine_function *SubroutineFunctions;
2265
2266 /**
2267 * Map from image uniform index to image unit (set by glUniform1i())
2268 *
2269 * An image uniform index is associated with each image uniform by
2270 * the linker. The image index associated with each uniform is
2271 * stored in the \c gl_uniform_storage::image field.
2272 */
2273 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2274
2275 /**
2276 * Access qualifier specified in the shader for each image uniform
2277 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2278 * GL_READ_WRITE.
2279 *
2280 * It may be different, though only more strict than the value of
2281 * \c gl_image_unit::Access for the corresponding image unit.
2282 */
2283 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2284
2285 struct gl_uniform_block **UniformBlocks;
2286 struct gl_uniform_block **ShaderStorageBlocks;
2287
2288 /** Which texture target is being sampled
2289 * (TEXTURE_1D/2D/3D/etc_INDEX)
2290 */
2291 GLubyte SamplerTargets[MAX_SAMPLERS];
2292
2293 /**
2294 * Number of samplers declared with the bindless_sampler layout
2295 * qualifier as specified by ARB_bindless_texture.
2296 */
2297 GLuint NumBindlessSamplers;
2298 GLboolean HasBoundBindlessSampler;
2299 struct gl_bindless_sampler *BindlessSamplers;
2300
2301 /**
2302 * Number of images declared with the bindless_image layout qualifier
2303 * as specified by ARB_bindless_texture.
2304 */
2305 GLuint NumBindlessImages;
2306 GLboolean HasBoundBindlessImage;
2307 struct gl_bindless_image *BindlessImages;
2308
2309 union {
2310 struct {
2311 /**
2312 * A bitmask of gl_advanced_blend_mode values
2313 */
2314 GLbitfield BlendSupport;
2315 } fs;
2316 };
2317 } sh;
2318
2319 /** ARB assembly-style program fields */
2320 struct {
2321 struct prog_instruction *Instructions;
2322
2323 /**
2324 * Local parameters used by the program.
2325 *
2326 * It's dynamically allocated because it is rarely used (just
2327 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2328 * once it's allocated.
2329 */
2330 GLfloat (*LocalParams)[4];
2331
2332 /** Bitmask of which register files are read/written with indirect
2333 * addressing. Mask of (1 << PROGRAM_x) bits.
2334 */
2335 GLbitfield IndirectRegisterFiles;
2336
2337 /** Logical counts */
2338 /*@{*/
2339 GLuint NumInstructions;
2340 GLuint NumTemporaries;
2341 GLuint NumParameters;
2342 GLuint NumAttributes;
2343 GLuint NumAddressRegs;
2344 GLuint NumAluInstructions;
2345 GLuint NumTexInstructions;
2346 GLuint NumTexIndirections;
2347 /*@}*/
2348 /** Native, actual h/w counts */
2349 /*@{*/
2350 GLuint NumNativeInstructions;
2351 GLuint NumNativeTemporaries;
2352 GLuint NumNativeParameters;
2353 GLuint NumNativeAttributes;
2354 GLuint NumNativeAddressRegs;
2355 GLuint NumNativeAluInstructions;
2356 GLuint NumNativeTexInstructions;
2357 GLuint NumNativeTexIndirections;
2358 /*@}*/
2359
2360 /** Used by ARB assembly-style programs. Can only be true for vertex
2361 * programs.
2362 */
2363 GLboolean IsPositionInvariant;
2364 } arb;
2365 };
2366 };
2367
2368
2369 /**
2370 * State common to vertex and fragment programs.
2371 */
2372 struct gl_program_state
2373 {
2374 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2375 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2376 };
2377
2378
2379 /**
2380 * Context state for vertex programs.
2381 */
2382 struct gl_vertex_program_state
2383 {
2384 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2385 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2386 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2387 /** Should fixed-function T&L be implemented with a vertex prog? */
2388 GLboolean _MaintainTnlProgram;
2389
2390 struct gl_program *Current; /**< User-bound vertex program */
2391
2392 /** Currently enabled and valid vertex program (including internal
2393 * programs, user-defined vertex programs and GLSL vertex shaders).
2394 * This is the program we must use when rendering.
2395 */
2396 struct gl_program *_Current;
2397
2398 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2399
2400 /** Program to emulate fixed-function T&L (see above) */
2401 struct gl_program *_TnlProgram;
2402
2403 /** Cache of fixed-function programs */
2404 struct gl_program_cache *Cache;
2405
2406 GLboolean _Overriden;
2407
2408 /**
2409 * If we have a vertex program, a TNL program or no program at all.
2410 * Note that this value should be kept up to date all the time,
2411 * nevertheless its correctness is asserted in _mesa_update_state.
2412 * The reason is to avoid calling _mesa_update_state twice we need
2413 * this value on draw *before* actually calling _mesa_update_state.
2414 * Also it should need to get recomputed only on changes to the
2415 * vertex program which are heavyweight already.
2416 */
2417 gl_vertex_processing_mode _VPMode;
2418 };
2419
2420 /**
2421 * Context state for tessellation control programs.
2422 */
2423 struct gl_tess_ctrl_program_state
2424 {
2425 /** Currently bound and valid shader. */
2426 struct gl_program *_Current;
2427
2428 GLint patch_vertices;
2429 GLfloat patch_default_outer_level[4];
2430 GLfloat patch_default_inner_level[2];
2431 };
2432
2433 /**
2434 * Context state for tessellation evaluation programs.
2435 */
2436 struct gl_tess_eval_program_state
2437 {
2438 /** Currently bound and valid shader. */
2439 struct gl_program *_Current;
2440 };
2441
2442 /**
2443 * Context state for geometry programs.
2444 */
2445 struct gl_geometry_program_state
2446 {
2447 /**
2448 * Currently enabled and valid program (including internal programs
2449 * and compiled shader programs).
2450 */
2451 struct gl_program *_Current;
2452 };
2453
2454 /**
2455 * Context state for fragment programs.
2456 */
2457 struct gl_fragment_program_state
2458 {
2459 GLboolean Enabled; /**< User-set fragment program enable flag */
2460 /** Should fixed-function texturing be implemented with a fragment prog? */
2461 GLboolean _MaintainTexEnvProgram;
2462
2463 struct gl_program *Current; /**< User-bound fragment program */
2464
2465 /**
2466 * Currently enabled and valid fragment program (including internal
2467 * programs, user-defined fragment programs and GLSL fragment shaders).
2468 * This is the program we must use when rendering.
2469 */
2470 struct gl_program *_Current;
2471
2472 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2473
2474 /** Program to emulate fixed-function texture env/combine (see above) */
2475 struct gl_program *_TexEnvProgram;
2476
2477 /** Cache of fixed-function programs */
2478 struct gl_program_cache *Cache;
2479 };
2480
2481
2482 /**
2483 * Context state for compute programs.
2484 */
2485 struct gl_compute_program_state
2486 {
2487 /** Currently enabled and valid program (including internal programs
2488 * and compiled shader programs).
2489 */
2490 struct gl_program *_Current;
2491 };
2492
2493
2494 /**
2495 * ATI_fragment_shader runtime state
2496 */
2497
2498 struct atifs_instruction;
2499 struct atifs_setupinst;
2500
2501 /**
2502 * ATI fragment shader
2503 */
2504 struct ati_fragment_shader
2505 {
2506 GLuint Id;
2507 GLint RefCount;
2508 struct atifs_instruction *Instructions[2];
2509 struct atifs_setupinst *SetupInst[2];
2510 GLfloat Constants[8][4];
2511 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2512 GLubyte numArithInstr[2];
2513 GLubyte regsAssigned[2];
2514 GLubyte NumPasses; /**< 1 or 2 */
2515 /**
2516 * Current compile stage: 0 setup pass1, 1 arith pass1,
2517 * 2 setup pass2, 3 arith pass2.
2518 */
2519 GLubyte cur_pass;
2520 GLubyte last_optype;
2521 GLboolean interpinp1;
2522 GLboolean isValid;
2523 /**
2524 * Array of 2 bit values for each tex unit to remember whether
2525 * STR or STQ swizzle was used
2526 */
2527 GLuint swizzlerq;
2528 struct gl_program *Program;
2529 };
2530
2531 /**
2532 * Context state for GL_ATI_fragment_shader
2533 */
2534 struct gl_ati_fragment_shader_state
2535 {
2536 GLboolean Enabled;
2537 GLboolean Compiling;
2538 GLfloat GlobalConstants[8][4];
2539 struct ati_fragment_shader *Current;
2540 };
2541
2542 /**
2543 * Shader subroutine function definition
2544 */
2545 struct gl_subroutine_function
2546 {
2547 char *name;
2548 int index;
2549 int num_compat_types;
2550 const struct glsl_type **types;
2551 };
2552
2553 /**
2554 * Shader information needed by both gl_shader and gl_linked shader.
2555 */
2556 struct gl_shader_info
2557 {
2558 /**
2559 * Tessellation Control shader state from layout qualifiers.
2560 */
2561 struct {
2562 /**
2563 * 0 - vertices not declared in shader, or
2564 * 1 .. GL_MAX_PATCH_VERTICES
2565 */
2566 GLint VerticesOut;
2567 } TessCtrl;
2568
2569 /**
2570 * Tessellation Evaluation shader state from layout qualifiers.
2571 */
2572 struct {
2573 /**
2574 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2575 * in this shader.
2576 */
2577 GLenum16 PrimitiveMode;
2578
2579 enum gl_tess_spacing Spacing;
2580
2581 /**
2582 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2583 */
2584 GLenum16 VertexOrder;
2585 /**
2586 * 1, 0, or -1 if it's not set in this shader.
2587 */
2588 int PointMode;
2589 } TessEval;
2590
2591 /**
2592 * Geometry shader state from GLSL 1.50 layout qualifiers.
2593 */
2594 struct {
2595 GLint VerticesOut;
2596 /**
2597 * 0 - Invocations count not declared in shader, or
2598 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2599 */
2600 GLint Invocations;
2601 /**
2602 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2603 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2604 * shader.
2605 */
2606 GLenum16 InputType;
2607 /**
2608 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2609 * it's not set in this shader.
2610 */
2611 GLenum16 OutputType;
2612 } Geom;
2613
2614 /**
2615 * Compute shader state from ARB_compute_shader and
2616 * ARB_compute_variable_group_size layout qualifiers.
2617 */
2618 struct {
2619 /**
2620 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2621 * it's not set in this shader.
2622 */
2623 unsigned LocalSize[3];
2624
2625 /**
2626 * Whether a variable work group size has been specified as defined by
2627 * ARB_compute_variable_group_size.
2628 */
2629 bool LocalSizeVariable;
2630 } Comp;
2631 };
2632
2633 /**
2634 * A linked GLSL shader object.
2635 */
2636 struct gl_linked_shader
2637 {
2638 gl_shader_stage Stage;
2639
2640 #ifdef DEBUG
2641 unsigned SourceChecksum;
2642 #endif
2643
2644 struct gl_program *Program; /**< Post-compile assembly code */
2645
2646 /**
2647 * \name Sampler tracking
2648 *
2649 * \note Each of these fields is only set post-linking.
2650 */
2651 /*@{*/
2652 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2653 /*@}*/
2654
2655 /**
2656 * Number of default uniform block components used by this shader.
2657 *
2658 * This field is only set post-linking.
2659 */
2660 unsigned num_uniform_components;
2661
2662 /**
2663 * Number of combined uniform components used by this shader.
2664 *
2665 * This field is only set post-linking. It is the sum of the uniform block
2666 * sizes divided by sizeof(float), and num_uniform_compoennts.
2667 */
2668 unsigned num_combined_uniform_components;
2669
2670 struct exec_list *ir;
2671 struct exec_list *packed_varyings;
2672 struct exec_list *fragdata_arrays;
2673 struct glsl_symbol_table *symbols;
2674 };
2675
2676
2677 /**
2678 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2679 * was skipped due to the shader matching one that's been seen before by
2680 * the on-disk cache.
2681 */
2682 enum gl_compile_status
2683 {
2684 COMPILE_FAILURE = 0,
2685 COMPILE_SUCCESS,
2686 COMPILE_SKIPPED,
2687 COMPILED_NO_OPTS
2688 };
2689
2690 /**
2691 * A GLSL shader object.
2692 */
2693 struct gl_shader
2694 {
2695 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2696 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2697 * Must be the first field.
2698 */
2699 GLenum16 Type;
2700 gl_shader_stage Stage;
2701 GLuint Name; /**< AKA the handle */
2702 GLint RefCount; /**< Reference count */
2703 GLchar *Label; /**< GL_KHR_debug */
2704 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2705 GLboolean DeletePending;
2706 bool IsES; /**< True if this shader uses GLSL ES */
2707
2708 enum gl_compile_status CompileStatus;
2709
2710 #ifdef DEBUG
2711 unsigned SourceChecksum; /**< for debug/logging purposes */
2712 #endif
2713 const GLchar *Source; /**< Source code string */
2714
2715 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2716
2717 GLchar *InfoLog;
2718
2719 unsigned Version; /**< GLSL version used for linking */
2720
2721 /**
2722 * A bitmask of gl_advanced_blend_mode values
2723 */
2724 GLbitfield BlendSupport;
2725
2726 struct exec_list *ir;
2727 struct glsl_symbol_table *symbols;
2728
2729 /**
2730 * Whether early fragment tests are enabled as defined by
2731 * ARB_shader_image_load_store.
2732 */
2733 bool EarlyFragmentTests;
2734
2735 bool ARB_fragment_coord_conventions_enable;
2736
2737 bool redeclares_gl_fragcoord;
2738 bool uses_gl_fragcoord;
2739
2740 bool PostDepthCoverage;
2741 bool InnerCoverage;
2742
2743 /**
2744 * Fragment shader state from GLSL 1.50 layout qualifiers.
2745 */
2746 bool origin_upper_left;
2747 bool pixel_center_integer;
2748
2749 /**
2750 * Whether bindless_sampler/bindless_image, and respectively
2751 * bound_sampler/bound_image are declared at global scope as defined by
2752 * ARB_bindless_texture.
2753 */
2754 bool bindless_sampler;
2755 bool bindless_image;
2756 bool bound_sampler;
2757 bool bound_image;
2758
2759 /** Global xfb_stride out qualifier if any */
2760 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2761
2762 struct gl_shader_info info;
2763
2764 /* ARB_gl_spirv related data */
2765 struct gl_shader_spirv_data *spirv_data;
2766 };
2767
2768
2769 struct gl_uniform_buffer_variable
2770 {
2771 char *Name;
2772
2773 /**
2774 * Name of the uniform as seen by glGetUniformIndices.
2775 *
2776 * glGetUniformIndices requires that the block instance index \b not be
2777 * present in the name of queried uniforms.
2778 *
2779 * \note
2780 * \c gl_uniform_buffer_variable::IndexName and
2781 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2782 */
2783 char *IndexName;
2784
2785 const struct glsl_type *Type;
2786 unsigned int Offset;
2787 GLboolean RowMajor;
2788 };
2789
2790
2791 struct gl_uniform_block
2792 {
2793 /** Declared name of the uniform block */
2794 char *Name;
2795
2796 /** Array of supplemental information about UBO ir_variables. */
2797 struct gl_uniform_buffer_variable *Uniforms;
2798 GLuint NumUniforms;
2799
2800 /**
2801 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2802 * with glBindBufferBase to bind a buffer object to this uniform block.
2803 */
2804 GLuint Binding;
2805
2806 /**
2807 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2808 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2809 */
2810 GLuint UniformBufferSize;
2811
2812 /** Stages that reference this block */
2813 uint8_t stageref;
2814
2815 /**
2816 * Linearized array index for uniform block instance arrays
2817 *
2818 * Given a uniform block instance array declared with size
2819 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2820 * have the linearized array index
2821 *
2822 * m-1 m
2823 * i_m + ∑ i_j * ∏ s_k
2824 * j=0 k=j+1
2825 *
2826 * For a uniform block instance that is not an array, this is always 0.
2827 */
2828 uint8_t linearized_array_index;
2829
2830 /**
2831 * Layout specified in the shader
2832 *
2833 * This isn't accessible through the API, but it is used while
2834 * cross-validating uniform blocks.
2835 */
2836 enum glsl_interface_packing _Packing;
2837 GLboolean _RowMajor;
2838 };
2839
2840 /**
2841 * Structure that represents a reference to an atomic buffer from some
2842 * shader program.
2843 */
2844 struct gl_active_atomic_buffer
2845 {
2846 /** Uniform indices of the atomic counters declared within it. */
2847 GLuint *Uniforms;
2848 GLuint NumUniforms;
2849
2850 /** Binding point index associated with it. */
2851 GLuint Binding;
2852
2853 /** Minimum reasonable size it is expected to have. */
2854 GLuint MinimumSize;
2855
2856 /** Shader stages making use of it. */
2857 GLboolean StageReferences[MESA_SHADER_STAGES];
2858 };
2859
2860 /**
2861 * Data container for shader queries. This holds only the minimal
2862 * amount of required information for resource queries to work.
2863 */
2864 struct gl_shader_variable
2865 {
2866 /**
2867 * Declared type of the variable
2868 */
2869 const struct glsl_type *type;
2870
2871 /**
2872 * If the variable is in an interface block, this is the type of the block.
2873 */
2874 const struct glsl_type *interface_type;
2875
2876 /**
2877 * For variables inside structs (possibly recursively), this is the
2878 * outermost struct type.
2879 */
2880 const struct glsl_type *outermost_struct_type;
2881
2882 /**
2883 * Declared name of the variable
2884 */
2885 char *name;
2886
2887 /**
2888 * Storage location of the base of this variable
2889 *
2890 * The precise meaning of this field depends on the nature of the variable.
2891 *
2892 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2893 * - Vertex shader output: one of the values from \c gl_varying_slot.
2894 * - Geometry shader input: one of the values from \c gl_varying_slot.
2895 * - Geometry shader output: one of the values from \c gl_varying_slot.
2896 * - Fragment shader input: one of the values from \c gl_varying_slot.
2897 * - Fragment shader output: one of the values from \c gl_frag_result.
2898 * - Uniforms: Per-stage uniform slot number for default uniform block.
2899 * - Uniforms: Index within the uniform block definition for UBO members.
2900 * - Non-UBO Uniforms: explicit location until linking then reused to
2901 * store uniform slot number.
2902 * - Other: This field is not currently used.
2903 *
2904 * If the variable is a uniform, shader input, or shader output, and the
2905 * slot has not been assigned, the value will be -1.
2906 */
2907 int location;
2908
2909 /**
2910 * Specifies the first component the variable is stored in as per
2911 * ARB_enhanced_layouts.
2912 */
2913 unsigned component:2;
2914
2915 /**
2916 * Output index for dual source blending.
2917 *
2918 * \note
2919 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2920 * source blending.
2921 */
2922 unsigned index:1;
2923
2924 /**
2925 * Specifies whether a shader input/output is per-patch in tessellation
2926 * shader stages.
2927 */
2928 unsigned patch:1;
2929
2930 /**
2931 * Storage class of the variable.
2932 *
2933 * \sa (n)ir_variable_mode
2934 */
2935 unsigned mode:4;
2936
2937 /**
2938 * Interpolation mode for shader inputs / outputs
2939 *
2940 * \sa glsl_interp_mode
2941 */
2942 unsigned interpolation:2;
2943
2944 /**
2945 * Was the location explicitly set in the shader?
2946 *
2947 * If the location is explicitly set in the shader, it \b cannot be changed
2948 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2949 * no effect).
2950 */
2951 unsigned explicit_location:1;
2952
2953 /**
2954 * Precision qualifier.
2955 */
2956 unsigned precision:2;
2957 };
2958
2959 /**
2960 * Active resource in a gl_shader_program
2961 */
2962 struct gl_program_resource
2963 {
2964 GLenum16 Type; /** Program interface type. */
2965 const void *Data; /** Pointer to resource associated data structure. */
2966 uint8_t StageReferences; /** Bitmask of shader stage references. */
2967 };
2968
2969 /**
2970 * Link status enum. LINKING_SKIPPED is used to indicate linking
2971 * was skipped due to the shader being loaded from the on-disk cache.
2972 */
2973 enum gl_link_status
2974 {
2975 LINKING_FAILURE = 0,
2976 LINKING_SUCCESS,
2977 LINKING_SKIPPED
2978 };
2979
2980 /**
2981 * A data structure to be shared by gl_shader_program and gl_program.
2982 */
2983 struct gl_shader_program_data
2984 {
2985 GLint RefCount; /**< Reference count */
2986
2987 /** SHA1 hash of linked shader program */
2988 unsigned char sha1[20];
2989
2990 unsigned NumUniformStorage;
2991 unsigned NumHiddenUniforms;
2992 struct gl_uniform_storage *UniformStorage;
2993
2994 unsigned NumUniformBlocks;
2995 unsigned NumShaderStorageBlocks;
2996
2997 struct gl_uniform_block *UniformBlocks;
2998 struct gl_uniform_block *ShaderStorageBlocks;
2999
3000 struct gl_active_atomic_buffer *AtomicBuffers;
3001 unsigned NumAtomicBuffers;
3002
3003 /* Shader cache variables used during restore */
3004 unsigned NumUniformDataSlots;
3005 union gl_constant_value *UniformDataSlots;
3006
3007 /* Used to hold initial uniform values for program binary restores.
3008 *
3009 * From the ARB_get_program_binary spec:
3010 *
3011 * "A successful call to ProgramBinary will reset all uniform
3012 * variables to their initial values. The initial value is either
3013 * the value of the variable's initializer as specified in the
3014 * original shader source, or 0 if no initializer was present.
3015 */
3016 union gl_constant_value *UniformDataDefaults;
3017
3018 GLboolean Validated;
3019
3020 /** List of all active resources after linking. */
3021 struct gl_program_resource *ProgramResourceList;
3022 unsigned NumProgramResourceList;
3023
3024 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
3025 GLchar *InfoLog;
3026
3027 unsigned Version; /**< GLSL version used for linking */
3028
3029 /* Mask of stages this program was linked against */
3030 unsigned linked_stages;
3031 };
3032
3033 /**
3034 * A GLSL program object.
3035 * Basically a linked collection of vertex and fragment shaders.
3036 */
3037 struct gl_shader_program
3038 {
3039 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
3040 GLuint Name; /**< aka handle or ID */
3041 GLchar *Label; /**< GL_KHR_debug */
3042 GLint RefCount; /**< Reference count */
3043 GLboolean DeletePending;
3044
3045 /**
3046 * Is the application intending to glGetProgramBinary this program?
3047 */
3048 GLboolean BinaryRetreivableHint;
3049
3050 /**
3051 * Indicates whether program can be bound for individual pipeline stages
3052 * using UseProgramStages after it is next linked.
3053 */
3054 GLboolean SeparateShader;
3055
3056 GLuint NumShaders; /**< number of attached shaders */
3057 struct gl_shader **Shaders; /**< List of attached the shaders */
3058
3059 /**
3060 * User-defined attribute bindings
3061 *
3062 * These are set via \c glBindAttribLocation and are used to direct the
3063 * GLSL linker. These are \b not the values used in the compiled shader,
3064 * and they are \b not the values returned by \c glGetAttribLocation.
3065 */
3066 struct string_to_uint_map *AttributeBindings;
3067
3068 /**
3069 * User-defined fragment data bindings
3070 *
3071 * These are set via \c glBindFragDataLocation and are used to direct the
3072 * GLSL linker. These are \b not the values used in the compiled shader,
3073 * and they are \b not the values returned by \c glGetFragDataLocation.
3074 */
3075 struct string_to_uint_map *FragDataBindings;
3076 struct string_to_uint_map *FragDataIndexBindings;
3077
3078 /**
3079 * Transform feedback varyings last specified by
3080 * glTransformFeedbackVaryings().
3081 *
3082 * For the current set of transform feedback varyings used for transform
3083 * feedback output, see LinkedTransformFeedback.
3084 */
3085 struct {
3086 GLenum16 BufferMode;
3087 /** Global xfb_stride out qualifier if any */
3088 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3089 GLuint NumVarying;
3090 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3091 } TransformFeedback;
3092
3093 struct gl_program *last_vert_prog;
3094
3095 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3096 enum gl_frag_depth_layout FragDepthLayout;
3097
3098 /**
3099 * Geometry shader state - copied into gl_program by
3100 * _mesa_copy_linked_program_data().
3101 */
3102 struct {
3103 GLint VerticesIn;
3104
3105 bool UsesEndPrimitive;
3106 bool UsesStreams;
3107 } Geom;
3108
3109 /**
3110 * Compute shader state - copied into gl_program by
3111 * _mesa_copy_linked_program_data().
3112 */
3113 struct {
3114 /**
3115 * Size of shared variables accessed by the compute shader.
3116 */
3117 unsigned SharedSize;
3118 } Comp;
3119
3120 /** Data shared by gl_program and gl_shader_program */
3121 struct gl_shader_program_data *data;
3122
3123 /**
3124 * Mapping from GL uniform locations returned by \c glUniformLocation to
3125 * UniformStorage entries. Arrays will have multiple contiguous slots
3126 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3127 */
3128 unsigned NumUniformRemapTable;
3129 struct gl_uniform_storage **UniformRemapTable;
3130
3131 /**
3132 * Sometimes there are empty slots left over in UniformRemapTable after we
3133 * allocate slots to explicit locations. This list stores the blocks of
3134 * continuous empty slots inside UniformRemapTable.
3135 */
3136 struct exec_list EmptyUniformLocations;
3137
3138 /**
3139 * Total number of explicit uniform location including inactive uniforms.
3140 */
3141 unsigned NumExplicitUniformLocations;
3142
3143 /**
3144 * Map of active uniform names to locations
3145 *
3146 * Maps any active uniform that is not an array element to a location.
3147 * Each active uniform, including individual structure members will appear
3148 * in this map. This roughly corresponds to the set of names that would be
3149 * enumerated by \c glGetActiveUniform.
3150 */
3151 struct string_to_uint_map *UniformHash;
3152
3153 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3154
3155 bool IsES; /**< True if this program uses GLSL ES */
3156
3157 /**
3158 * Per-stage shaders resulting from the first stage of linking.
3159 *
3160 * Set of linked shaders for this program. The array is accessed using the
3161 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3162 * \c NULL.
3163 */
3164 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3165
3166 /**
3167 * True if any of the fragment shaders attached to this program use:
3168 * #extension ARB_fragment_coord_conventions: enable
3169 */
3170 GLboolean ARB_fragment_coord_conventions_enable;
3171 };
3172
3173
3174 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3175 #define GLSL_LOG 0x2 /**< Write shaders to files */
3176 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3177 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3178 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3179 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3180 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3181 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3182 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3183 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3184
3185
3186 /**
3187 * Context state for GLSL vertex/fragment shaders.
3188 * Extended to support pipeline object
3189 */
3190 struct gl_pipeline_object
3191 {
3192 /** Name of the pipeline object as received from glGenProgramPipelines.
3193 * It would be 0 for shaders without separate shader objects.
3194 */
3195 GLuint Name;
3196
3197 GLint RefCount;
3198
3199 GLchar *Label; /**< GL_KHR_debug */
3200
3201 /**
3202 * Programs used for rendering
3203 *
3204 * There is a separate program set for each shader stage.
3205 */
3206 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3207
3208 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3209
3210 /**
3211 * Program used by glUniform calls.
3212 *
3213 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3214 */
3215 struct gl_shader_program *ActiveProgram;
3216
3217 GLbitfield Flags; /**< Mask of GLSL_x flags */
3218 GLboolean EverBound; /**< Has the pipeline object been created */
3219 GLboolean Validated; /**< Pipeline Validation status */
3220
3221 GLchar *InfoLog;
3222 };
3223
3224 /**
3225 * Context state for GLSL pipeline shaders.
3226 */
3227 struct gl_pipeline_shader_state
3228 {
3229 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3230 struct gl_pipeline_object *Current;
3231
3232 /** Default Object to ensure that _Shader is never NULL */
3233 struct gl_pipeline_object *Default;
3234
3235 /** Pipeline objects */
3236 struct _mesa_HashTable *Objects;
3237 };
3238
3239 /**
3240 * Compiler options for a single GLSL shaders type
3241 */
3242 struct gl_shader_compiler_options
3243 {
3244 /** Driver-selectable options: */
3245 GLboolean EmitNoLoops;
3246 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3247 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3248 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3249 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3250 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3251 * gl_CullDistance together from
3252 * float[8] to vec4[2]
3253 **/
3254
3255 /**
3256 * \name Forms of indirect addressing the driver cannot do.
3257 */
3258 /*@{*/
3259 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3260 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3261 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3262 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3263 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3264 /*@}*/
3265
3266 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3267 GLuint MaxUnrollIterations;
3268
3269 /**
3270 * Optimize code for array of structures backends.
3271 *
3272 * This is a proxy for:
3273 * - preferring DP4 instructions (rather than MUL/MAD) for
3274 * matrix * vector operations, such as position transformation.
3275 */
3276 GLboolean OptimizeForAOS;
3277
3278 /** Lower UBO and SSBO access to intrinsics. */
3279 GLboolean LowerBufferInterfaceBlocks;
3280
3281 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3282 GLboolean ClampBlockIndicesToArrayBounds;
3283
3284 const struct nir_shader_compiler_options *NirOptions;
3285 };
3286
3287
3288 /**
3289 * Occlusion/timer query object.
3290 */
3291 struct gl_query_object
3292 {
3293 GLenum16 Target; /**< The query target, when active */
3294 GLuint Id; /**< hash table ID/name */
3295 GLchar *Label; /**< GL_KHR_debug */
3296 GLuint64EXT Result; /**< the counter */
3297 GLboolean Active; /**< inside Begin/EndQuery */
3298 GLboolean Ready; /**< result is ready? */
3299 GLboolean EverBound;/**< has query object ever been bound */
3300 GLuint Stream; /**< The stream */
3301 };
3302
3303
3304 /**
3305 * Context state for query objects.
3306 */
3307 struct gl_query_state
3308 {
3309 struct _mesa_HashTable *QueryObjects;
3310 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3311 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3312
3313 /** GL_NV_conditional_render */
3314 struct gl_query_object *CondRenderQuery;
3315
3316 /** GL_EXT_transform_feedback */
3317 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3318 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3319
3320 /** GL_ARB_transform_feedback_overflow_query */
3321 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3322 struct gl_query_object *TransformFeedbackOverflowAny;
3323
3324 /** GL_ARB_timer_query */
3325 struct gl_query_object *TimeElapsed;
3326
3327 /** GL_ARB_pipeline_statistics_query */
3328 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3329
3330 GLenum16 CondRenderMode;
3331 };
3332
3333
3334 /** Sync object state */
3335 struct gl_sync_object
3336 {
3337 GLuint Name; /**< Fence name */
3338 GLint RefCount; /**< Reference count */
3339 GLchar *Label; /**< GL_KHR_debug */
3340 GLboolean DeletePending; /**< Object was deleted while there were still
3341 * live references (e.g., sync not yet finished)
3342 */
3343 GLenum16 SyncCondition;
3344 GLbitfield Flags; /**< Flags passed to glFenceSync */
3345 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3346 };
3347
3348
3349 /**
3350 * State which can be shared by multiple contexts:
3351 */
3352 struct gl_shared_state
3353 {
3354 simple_mtx_t Mutex; /**< for thread safety */
3355 GLint RefCount; /**< Reference count */
3356 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3357 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3358 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3359
3360 /** Default texture objects (shared by all texture units) */
3361 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3362
3363 /** Fallback texture used when a bound texture is incomplete */
3364 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3365
3366 /**
3367 * \name Thread safety and statechange notification for texture
3368 * objects.
3369 *
3370 * \todo Improve the granularity of locking.
3371 */
3372 /*@{*/
3373 mtx_t TexMutex; /**< texobj thread safety */
3374 GLuint TextureStateStamp; /**< state notification for shared tex */
3375 /*@}*/
3376
3377 /** Default buffer object for vertex arrays that aren't in VBOs */
3378 struct gl_buffer_object *NullBufferObj;
3379
3380 /**
3381 * \name Vertex/geometry/fragment programs
3382 */
3383 /*@{*/
3384 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3385 struct gl_program *DefaultVertexProgram;
3386 struct gl_program *DefaultFragmentProgram;
3387 /*@}*/
3388
3389 /* GL_ATI_fragment_shader */
3390 struct _mesa_HashTable *ATIShaders;
3391 struct ati_fragment_shader *DefaultFragmentShader;
3392
3393 struct _mesa_HashTable *BufferObjects;
3394
3395 /** Table of both gl_shader and gl_shader_program objects */
3396 struct _mesa_HashTable *ShaderObjects;
3397
3398 /* GL_EXT_framebuffer_object */
3399 struct _mesa_HashTable *RenderBuffers;
3400 struct _mesa_HashTable *FrameBuffers;
3401
3402 /* GL_ARB_sync */
3403 struct set *SyncObjects;
3404
3405 /** GL_ARB_sampler_objects */
3406 struct _mesa_HashTable *SamplerObjects;
3407
3408 /* GL_ARB_bindless_texture */
3409 struct hash_table_u64 *TextureHandles;
3410 struct hash_table_u64 *ImageHandles;
3411 mtx_t HandlesMutex; /**< For texture/image handles safety */
3412
3413 /**
3414 * Some context in this share group was affected by a GPU reset
3415 *
3416 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3417 * been affected by a GPU reset must also return
3418 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3419 *
3420 * Once this field becomes true, it is never reset to false.
3421 */
3422 bool ShareGroupReset;
3423
3424 /** EXT_external_objects */
3425 struct _mesa_HashTable *MemoryObjects;
3426
3427 /** EXT_semaphore */
3428 struct _mesa_HashTable *SemaphoreObjects;
3429
3430 /**
3431 * Some context in this share group was affected by a disjoint
3432 * operation. This operation can be anything that has effects on
3433 * values of timer queries in such manner that they become invalid for
3434 * performance metrics. As example gpu reset, counter overflow or gpu
3435 * frequency changes.
3436 */
3437 bool DisjointOperation;
3438 };
3439
3440
3441
3442 /**
3443 * Renderbuffers represent drawing surfaces such as color, depth and/or
3444 * stencil. A framebuffer object has a set of renderbuffers.
3445 * Drivers will typically derive subclasses of this type.
3446 */
3447 struct gl_renderbuffer
3448 {
3449 simple_mtx_t Mutex; /**< for thread safety */
3450 GLuint ClassID; /**< Useful for drivers */
3451 GLuint Name;
3452 GLchar *Label; /**< GL_KHR_debug */
3453 GLint RefCount;
3454 GLuint Width, Height;
3455 GLuint Depth;
3456 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3457 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3458 /**
3459 * True for renderbuffers that wrap textures, giving the driver a chance to
3460 * flush render caches through the FinishRenderTexture hook.
3461 *
3462 * Drivers may also set this on renderbuffers other than those generated by
3463 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3464 * called without a rb->TexImage.
3465 */
3466 GLboolean NeedsFinishRenderTexture;
3467 GLubyte NumSamples; /**< zero means not multisampled */
3468 GLenum16 InternalFormat; /**< The user-specified format */
3469 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3470 GL_STENCIL_INDEX. */
3471 mesa_format Format; /**< The actual renderbuffer memory format */
3472 /**
3473 * Pointer to the texture image if this renderbuffer wraps a texture,
3474 * otherwise NULL.
3475 *
3476 * Note that the reference on the gl_texture_object containing this
3477 * TexImage is held by the gl_renderbuffer_attachment.
3478 */
3479 struct gl_texture_image *TexImage;
3480
3481 /** Delete this renderbuffer */
3482 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3483
3484 /** Allocate new storage for this renderbuffer */
3485 GLboolean (*AllocStorage)(struct gl_context *ctx,
3486 struct gl_renderbuffer *rb,
3487 GLenum internalFormat,
3488 GLuint width, GLuint height);
3489 };
3490
3491
3492 /**
3493 * A renderbuffer attachment points to either a texture object (and specifies
3494 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3495 */
3496 struct gl_renderbuffer_attachment
3497 {
3498 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3499 GLboolean Complete;
3500
3501 /**
3502 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3503 * application supplied renderbuffer object.
3504 */
3505 struct gl_renderbuffer *Renderbuffer;
3506
3507 /**
3508 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3509 * supplied texture object.
3510 */
3511 struct gl_texture_object *Texture;
3512 GLuint TextureLevel; /**< Attached mipmap level. */
3513 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3514 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3515 * and 2D array textures */
3516 GLboolean Layered;
3517 };
3518
3519
3520 /**
3521 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3522 * In C++ terms, think of this as a base class from which device drivers
3523 * will make derived classes.
3524 */
3525 struct gl_framebuffer
3526 {
3527 simple_mtx_t Mutex; /**< for thread safety */
3528 /**
3529 * If zero, this is a window system framebuffer. If non-zero, this
3530 * is a FBO framebuffer; note that for some devices (i.e. those with
3531 * a natural pixel coordinate system for FBOs that differs from the
3532 * OpenGL/Mesa coordinate system), this means that the viewport,
3533 * polygon face orientation, and polygon stipple will have to be inverted.
3534 */
3535 GLuint Name;
3536 GLint RefCount;
3537
3538 GLchar *Label; /**< GL_KHR_debug */
3539
3540 GLboolean DeletePending;
3541
3542 /**
3543 * The framebuffer's visual. Immutable if this is a window system buffer.
3544 * Computed from attachments if user-made FBO.
3545 */
3546 struct gl_config Visual;
3547
3548 /**
3549 * Size of frame buffer in pixels. If there are no attachments, then both
3550 * of these are 0.
3551 */
3552 GLuint Width, Height;
3553
3554 /**
3555 * In the case that the framebuffer has no attachment (i.e.
3556 * GL_ARB_framebuffer_no_attachments) then the geometry of
3557 * the framebuffer is specified by the default values.
3558 */
3559 struct {
3560 GLuint Width, Height, Layers, NumSamples;
3561 GLboolean FixedSampleLocations;
3562 /* Derived from NumSamples by the driver so that it can choose a valid
3563 * value for the hardware.
3564 */
3565 GLuint _NumSamples;
3566 } DefaultGeometry;
3567
3568 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3569 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3570 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3571 */
3572 /*@{*/
3573 GLint _Xmin, _Xmax;
3574 GLint _Ymin, _Ymax;
3575 /*@}*/
3576
3577 /** \name Derived Z buffer stuff */
3578 /*@{*/
3579 GLuint _DepthMax; /**< Max depth buffer value */
3580 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3581 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3582 /*@}*/
3583
3584 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3585 GLenum16 _Status;
3586
3587 /** Whether one of Attachment has Type != GL_NONE
3588 * NOTE: the values for Width and Height are set to 0 in case of having
3589 * no attachments, a backend driver supporting the extension
3590 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3591 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3592 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3593 * _Ymax do NOT take into account _HasAttachments being false). To get the
3594 * geometry of the framebuffer, the helper functions
3595 * _mesa_geometric_width(),
3596 * _mesa_geometric_height(),
3597 * _mesa_geometric_samples() and
3598 * _mesa_geometric_layers()
3599 * are available that check _HasAttachments.
3600 */
3601 bool _HasAttachments;
3602
3603 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3604
3605 /* ARB_color_buffer_float */
3606 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3607 GLboolean _HasSNormOrFloatColorBuffer;
3608
3609 /**
3610 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3611 * is not layered. For cube maps and cube map arrays, each cube face
3612 * counts as a layer. As the case for Width, Height a backend driver
3613 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3614 * in the case that _HasAttachments is false
3615 */
3616 GLuint MaxNumLayers;
3617
3618 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3619 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3620
3621 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3622 * attribute group and GL_PIXEL attribute group, respectively.
3623 */
3624 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3625 GLenum16 ColorReadBuffer;
3626
3627 /** Computed from ColorDraw/ReadBuffer above */
3628 GLuint _NumColorDrawBuffers;
3629 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3630 gl_buffer_index _ColorReadBufferIndex;
3631 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3632 struct gl_renderbuffer *_ColorReadBuffer;
3633
3634 /** Delete this framebuffer */
3635 void (*Delete)(struct gl_framebuffer *fb);
3636 };
3637
3638
3639 /**
3640 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3641 */
3642 struct gl_precision
3643 {
3644 GLushort RangeMin; /**< min value exponent */
3645 GLushort RangeMax; /**< max value exponent */
3646 GLushort Precision; /**< number of mantissa bits */
3647 };
3648
3649
3650 /**
3651 * Limits for vertex, geometry and fragment programs/shaders.
3652 */
3653 struct gl_program_constants
3654 {
3655 /* logical limits */
3656 GLuint MaxInstructions;
3657 GLuint MaxAluInstructions;
3658 GLuint MaxTexInstructions;
3659 GLuint MaxTexIndirections;
3660 GLuint MaxAttribs;
3661 GLuint MaxTemps;
3662 GLuint MaxAddressRegs;
3663 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3664 GLuint MaxParameters;
3665 GLuint MaxLocalParams;
3666 GLuint MaxEnvParams;
3667 /* native/hardware limits */
3668 GLuint MaxNativeInstructions;
3669 GLuint MaxNativeAluInstructions;
3670 GLuint MaxNativeTexInstructions;
3671 GLuint MaxNativeTexIndirections;
3672 GLuint MaxNativeAttribs;
3673 GLuint MaxNativeTemps;
3674 GLuint MaxNativeAddressRegs;
3675 GLuint MaxNativeParameters;
3676 /* For shaders */
3677 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3678
3679 /**
3680 * \name Per-stage input / output limits
3681 *
3682 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3683 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3684 * ES). This is stored as \c gl_constants::MaxVarying.
3685 *
3686 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3687 * variables. Each stage as a certain number of outputs that it can feed
3688 * to the next stage and a certain number inputs that it can consume from
3689 * the previous stage.
3690 *
3691 * Vertex shader inputs do not participate this in this accounting.
3692 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3693 *
3694 * Fragment shader outputs do not participate this in this accounting.
3695 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3696 */
3697 /*@{*/
3698 GLuint MaxInputComponents;
3699 GLuint MaxOutputComponents;
3700 /*@}*/
3701
3702 /* ES 2.0 and GL_ARB_ES2_compatibility */
3703 struct gl_precision LowFloat, MediumFloat, HighFloat;
3704 struct gl_precision LowInt, MediumInt, HighInt;
3705 /* GL_ARB_uniform_buffer_object */
3706 GLuint MaxUniformBlocks;
3707 GLuint MaxCombinedUniformComponents;
3708 GLuint MaxTextureImageUnits;
3709
3710 /* GL_ARB_shader_atomic_counters */
3711 GLuint MaxAtomicBuffers;
3712 GLuint MaxAtomicCounters;
3713
3714 /* GL_ARB_shader_image_load_store */
3715 GLuint MaxImageUniforms;
3716
3717 /* GL_ARB_shader_storage_buffer_object */
3718 GLuint MaxShaderStorageBlocks;
3719 };
3720
3721 /**
3722 * Constants which may be overridden by device driver during context creation
3723 * but are never changed after that.
3724 */
3725 struct gl_constants
3726 {
3727 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3728 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3729 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3730 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3731 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3732 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3733 GLuint MaxTextureCoordUnits;
3734 GLuint MaxCombinedTextureImageUnits;
3735 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3736 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3737 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3738 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3739
3740 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3741
3742 GLuint MaxArrayLockSize;
3743
3744 GLint SubPixelBits;
3745
3746 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3747 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3748 GLfloat PointSizeGranularity;
3749 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3750 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3751 GLfloat LineWidthGranularity;
3752
3753 GLuint MaxClipPlanes;
3754 GLuint MaxLights;
3755 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3756 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3757
3758 GLuint MaxViewportWidth, MaxViewportHeight;
3759 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3760 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3761 struct {
3762 GLfloat Min;
3763 GLfloat Max;
3764 } ViewportBounds; /**< GL_ARB_viewport_array */
3765 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3766
3767 struct gl_program_constants Program[MESA_SHADER_STAGES];
3768 GLuint MaxProgramMatrices;
3769 GLuint MaxProgramMatrixStackDepth;
3770
3771 struct {
3772 GLuint SamplesPassed;
3773 GLuint TimeElapsed;
3774 GLuint Timestamp;
3775 GLuint PrimitivesGenerated;
3776 GLuint PrimitivesWritten;
3777 GLuint VerticesSubmitted;
3778 GLuint PrimitivesSubmitted;
3779 GLuint VsInvocations;
3780 GLuint TessPatches;
3781 GLuint TessInvocations;
3782 GLuint GsInvocations;
3783 GLuint GsPrimitives;
3784 GLuint FsInvocations;
3785 GLuint ComputeInvocations;
3786 GLuint ClInPrimitives;
3787 GLuint ClOutPrimitives;
3788 } QueryCounterBits;
3789
3790 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3791
3792 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3793 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3794 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3795
3796 /**
3797 * GL_ARB_framebuffer_no_attachments
3798 */
3799 GLuint MaxFramebufferWidth;
3800 GLuint MaxFramebufferHeight;
3801 GLuint MaxFramebufferLayers;
3802 GLuint MaxFramebufferSamples;
3803
3804 /** Number of varying vectors between any two shader stages. */
3805 GLuint MaxVarying;
3806
3807 /** @{
3808 * GL_ARB_uniform_buffer_object
3809 */
3810 GLuint MaxCombinedUniformBlocks;
3811 GLuint MaxUniformBufferBindings;
3812 GLuint MaxUniformBlockSize;
3813 GLuint UniformBufferOffsetAlignment;
3814 /** @} */
3815
3816 /** @{
3817 * GL_ARB_shader_storage_buffer_object
3818 */
3819 GLuint MaxCombinedShaderStorageBlocks;
3820 GLuint MaxShaderStorageBufferBindings;
3821 GLuint MaxShaderStorageBlockSize;
3822 GLuint ShaderStorageBufferOffsetAlignment;
3823 /** @} */
3824
3825 /**
3826 * GL_ARB_explicit_uniform_location
3827 */
3828 GLuint MaxUserAssignableUniformLocations;
3829
3830 /** geometry shader */
3831 GLuint MaxGeometryOutputVertices;
3832 GLuint MaxGeometryTotalOutputComponents;
3833
3834 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3835
3836 /**
3837 * Changes default GLSL extension behavior from "error" to "warn". It's out
3838 * of spec, but it can make some apps work that otherwise wouldn't.
3839 */
3840 GLboolean ForceGLSLExtensionsWarn;
3841
3842 /**
3843 * If non-zero, forces GLSL shaders to behave as if they began
3844 * with "#version ForceGLSLVersion".
3845 */
3846 GLuint ForceGLSLVersion;
3847
3848 /**
3849 * Allow GLSL #extension directives in the middle of shaders.
3850 */
3851 GLboolean AllowGLSLExtensionDirectiveMidShader;
3852
3853 /**
3854 * Allow GLSL built-in variables to be redeclared verbatim
3855 */
3856 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3857
3858 /**
3859 * Allow GLSL interpolation qualifier mismatch across shader stages.
3860 */
3861 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3862
3863 /**
3864 * Allow creating a higher compat profile (version 3.1+) for apps that
3865 * request it. Be careful when adding that driconf option because some
3866 * features are unimplemented and might not work correctly.
3867 */
3868 GLboolean AllowHigherCompatVersion;
3869
3870 /**
3871 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3872 * D3D9 when apps rely on this behaviour.
3873 */
3874 GLboolean ForceGLSLAbsSqrt;
3875
3876 /**
3877 * Force uninitialized variables to default to zero.
3878 */
3879 GLboolean GLSLZeroInit;
3880
3881 /**
3882 * Does the driver support real 32-bit integers? (Otherwise, integers are
3883 * simulated via floats.)
3884 */
3885 GLboolean NativeIntegers;
3886
3887 /**
3888 * Does VertexID count from zero or from base vertex?
3889 *
3890 * \note
3891 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3892 * ignored and need not be set.
3893 */
3894 bool VertexID_is_zero_based;
3895
3896 /**
3897 * If the driver supports real 32-bit integers, what integer value should be
3898 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3899 */
3900 GLuint UniformBooleanTrue;
3901
3902 /**
3903 * Maximum amount of time, measured in nanseconds, that the server can wait.
3904 */
3905 GLuint64 MaxServerWaitTimeout;
3906
3907 /** GL_EXT_provoking_vertex */
3908 GLboolean QuadsFollowProvokingVertexConvention;
3909
3910 /** GL_ARB_viewport_array */
3911 GLenum16 LayerAndVPIndexProvokingVertex;
3912
3913 /** OpenGL version 3.0 */
3914 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3915
3916 /** OpenGL version 3.2 */
3917 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3918
3919 /** OpenGL version 4.4 */
3920 GLuint MaxVertexAttribStride;
3921
3922 /** GL_EXT_transform_feedback */
3923 GLuint MaxTransformFeedbackBuffers;
3924 GLuint MaxTransformFeedbackSeparateComponents;
3925 GLuint MaxTransformFeedbackInterleavedComponents;
3926 GLuint MaxVertexStreams;
3927
3928 /** GL_EXT_gpu_shader4 */
3929 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3930
3931 /** GL_ARB_texture_gather */
3932 GLuint MinProgramTextureGatherOffset;
3933 GLuint MaxProgramTextureGatherOffset;
3934 GLuint MaxProgramTextureGatherComponents;
3935
3936 /* GL_ARB_robustness */
3937 GLenum16 ResetStrategy;
3938
3939 /* GL_KHR_robustness */
3940 GLboolean RobustAccess;
3941
3942 /* GL_ARB_blend_func_extended */
3943 GLuint MaxDualSourceDrawBuffers;
3944
3945 /**
3946 * Whether the implementation strips out and ignores texture borders.
3947 *
3948 * Many GPU hardware implementations don't support rendering with texture
3949 * borders and mipmapped textures. (Note: not static border color, but the
3950 * old 1-pixel border around each edge). Implementations then have to do
3951 * slow fallbacks to be correct, or just ignore the border and be fast but
3952 * wrong. Setting the flag strips the border off of TexImage calls,
3953 * providing "fast but wrong" at significantly reduced driver complexity.
3954 *
3955 * Texture borders are deprecated in GL 3.0.
3956 **/
3957 GLboolean StripTextureBorder;
3958
3959 /**
3960 * For drivers which can do a better job at eliminating unused uniforms
3961 * than the GLSL compiler.
3962 *
3963 * XXX Remove these as soon as a better solution is available.
3964 */
3965 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3966
3967 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3968 bool GLSLFragCoordIsSysVal;
3969 bool GLSLFrontFacingIsSysVal;
3970
3971 /**
3972 * Run the minimum amount of GLSL optimizations to be able to link
3973 * shaders optimally (eliminate dead varyings and uniforms) and just do
3974 * all the necessary lowering.
3975 */
3976 bool GLSLOptimizeConservatively;
3977
3978 /**
3979 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3980 * (otherwise, they're system values).
3981 */
3982 bool GLSLTessLevelsAsInputs;
3983
3984 /**
3985 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3986 * than passing the transform feedback object to the drawing function.
3987 */
3988 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3989
3990 /** GL_ARB_map_buffer_alignment */
3991 GLuint MinMapBufferAlignment;
3992
3993 /**
3994 * Disable varying packing. This is out of spec, but potentially useful
3995 * for older platforms that supports a limited number of texture
3996 * indirections--on these platforms, unpacking the varyings in the fragment
3997 * shader increases the number of texture indirections by 1, which might
3998 * make some shaders not executable at all.
3999 *
4000 * Drivers that support transform feedback must set this value to GL_FALSE.
4001 */
4002 GLboolean DisableVaryingPacking;
4003
4004 /**
4005 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
4006 * layout is set as shared (the default) or packed. However most Mesa drivers
4007 * just use STD140 for these layouts. This flag allows drivers to use STD430
4008 * for packed and shared layouts which allows arrays to be packed more
4009 * tightly.
4010 */
4011 bool UseSTD430AsDefaultPacking;
4012
4013 /**
4014 * Should meaningful names be generated for compiler temporary variables?
4015 *
4016 * Generally, it is not useful to have the compiler generate "meaningful"
4017 * names for temporary variables that it creates. This can, however, be a
4018 * useful debugging aid. In Mesa debug builds or release builds when
4019 * MESA_GLSL is set at run-time, meaningful names will be generated.
4020 * Drivers can also force names to be generated by setting this field.
4021 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
4022 * vertex shader assembly) is set at run-time.
4023 */
4024 bool GenerateTemporaryNames;
4025
4026 /*
4027 * Maximum value supported for an index in DrawElements and friends.
4028 *
4029 * This must be at least (1ull<<24)-1. The default value is
4030 * (1ull<<32)-1.
4031 *
4032 * \since ES 3.0 or GL_ARB_ES3_compatibility
4033 * \sa _mesa_init_constants
4034 */
4035 GLuint64 MaxElementIndex;
4036
4037 /**
4038 * Disable interpretation of line continuations (lines ending with a
4039 * backslash character ('\') in GLSL source.
4040 */
4041 GLboolean DisableGLSLLineContinuations;
4042
4043 /** GL_ARB_texture_multisample */
4044 GLint MaxColorTextureSamples;
4045 GLint MaxDepthTextureSamples;
4046 GLint MaxIntegerSamples;
4047
4048 /**
4049 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4050 * samples are laid out in a rectangular grid roughly corresponding to
4051 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4052 * are used to map indices of rectangular grid to sample numbers within
4053 * a pixel. This mapping of indices to sample numbers must be initialized
4054 * by the driver for the target hardware. For example, if we have the 8X
4055 * MSAA sample number layout (sample positions) for XYZ hardware:
4056 *
4057 * sample indices layout sample number layout
4058 * --------- ---------
4059 * | 0 | 1 | | a | b |
4060 * --------- ---------
4061 * | 2 | 3 | | c | d |
4062 * --------- ---------
4063 * | 4 | 5 | | e | f |
4064 * --------- ---------
4065 * | 6 | 7 | | g | h |
4066 * --------- ---------
4067 *
4068 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4069 *
4070 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4071 * below:
4072 * SampleMap8x = {a, b, c, d, e, f, g, h};
4073 *
4074 * Follow the logic for sample counts 2-8.
4075 *
4076 * For 16x the sample indices layout as a 4x4 grid as follows:
4077 *
4078 * -----------------
4079 * | 0 | 1 | 2 | 3 |
4080 * -----------------
4081 * | 4 | 5 | 6 | 7 |
4082 * -----------------
4083 * | 8 | 9 |10 |11 |
4084 * -----------------
4085 * |12 |13 |14 |15 |
4086 * -----------------
4087 */
4088 uint8_t SampleMap2x[2];
4089 uint8_t SampleMap4x[4];
4090 uint8_t SampleMap8x[8];
4091 uint8_t SampleMap16x[16];
4092
4093 /** GL_ARB_shader_atomic_counters */
4094 GLuint MaxAtomicBufferBindings;
4095 GLuint MaxAtomicBufferSize;
4096 GLuint MaxCombinedAtomicBuffers;
4097 GLuint MaxCombinedAtomicCounters;
4098
4099 /** GL_ARB_vertex_attrib_binding */
4100 GLint MaxVertexAttribRelativeOffset;
4101 GLint MaxVertexAttribBindings;
4102
4103 /* GL_ARB_shader_image_load_store */
4104 GLuint MaxImageUnits;
4105 GLuint MaxCombinedShaderOutputResources;
4106 GLuint MaxImageSamples;
4107 GLuint MaxCombinedImageUniforms;
4108
4109 /** GL_ARB_compute_shader */
4110 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4111 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4112 GLuint MaxComputeWorkGroupInvocations;
4113 GLuint MaxComputeSharedMemorySize;
4114
4115 /** GL_ARB_compute_variable_group_size */
4116 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4117 GLuint MaxComputeVariableGroupInvocations;
4118
4119 /** GL_ARB_gpu_shader5 */
4120 GLfloat MinFragmentInterpolationOffset;
4121 GLfloat MaxFragmentInterpolationOffset;
4122
4123 GLboolean FakeSWMSAA;
4124
4125 /** GL_KHR_context_flush_control */
4126 GLenum16 ContextReleaseBehavior;
4127
4128 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4129
4130 /** GL_ARB_tessellation_shader */
4131 GLuint MaxPatchVertices;
4132 GLuint MaxTessGenLevel;
4133 GLuint MaxTessPatchComponents;
4134 GLuint MaxTessControlTotalOutputComponents;
4135 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4136 bool PrimitiveRestartForPatches;
4137 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4138 * gl_LocalInvocationIndex based on
4139 * other builtin variables. */
4140
4141 /** GL_OES_primitive_bounding_box */
4142 bool NoPrimitiveBoundingBoxOutput;
4143
4144 /** GL_ARB_sparse_buffer */
4145 GLuint SparseBufferPageSize;
4146
4147 /** Used as an input for sha1 generation in the on-disk shader cache */
4148 unsigned char *dri_config_options_sha1;
4149
4150 /** When drivers are OK with mapped buffers during draw and other calls. */
4151 bool AllowMappedBuffersDuringExecution;
4152
4153 /** GL_ARB_get_program_binary */
4154 GLuint NumProgramBinaryFormats;
4155 };
4156
4157
4158 /**
4159 * Enable flag for each OpenGL extension. Different device drivers will
4160 * enable different extensions at runtime.
4161 */
4162 struct gl_extensions
4163 {
4164 GLboolean dummy; /* don't remove this! */
4165 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4166 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4167 GLboolean ANGLE_texture_compression_dxt;
4168 GLboolean ARB_ES2_compatibility;
4169 GLboolean ARB_ES3_compatibility;
4170 GLboolean ARB_ES3_1_compatibility;
4171 GLboolean ARB_ES3_2_compatibility;
4172 GLboolean ARB_arrays_of_arrays;
4173 GLboolean ARB_base_instance;
4174 GLboolean ARB_bindless_texture;
4175 GLboolean ARB_blend_func_extended;
4176 GLboolean ARB_buffer_storage;
4177 GLboolean ARB_clear_texture;
4178 GLboolean ARB_clip_control;
4179 GLboolean ARB_color_buffer_float;
4180 GLboolean ARB_compatibility;
4181 GLboolean ARB_compute_shader;
4182 GLboolean ARB_compute_variable_group_size;
4183 GLboolean ARB_conditional_render_inverted;
4184 GLboolean ARB_conservative_depth;
4185 GLboolean ARB_copy_image;
4186 GLboolean ARB_cull_distance;
4187 GLboolean ARB_depth_buffer_float;
4188 GLboolean ARB_depth_clamp;
4189 GLboolean ARB_depth_texture;
4190 GLboolean ARB_derivative_control;
4191 GLboolean ARB_draw_buffers_blend;
4192 GLboolean ARB_draw_elements_base_vertex;
4193 GLboolean ARB_draw_indirect;
4194 GLboolean ARB_draw_instanced;
4195 GLboolean ARB_fragment_coord_conventions;
4196 GLboolean ARB_fragment_layer_viewport;
4197 GLboolean ARB_fragment_program;
4198 GLboolean ARB_fragment_program_shadow;
4199 GLboolean ARB_fragment_shader;
4200 GLboolean ARB_framebuffer_no_attachments;
4201 GLboolean ARB_framebuffer_object;
4202 GLboolean ARB_enhanced_layouts;
4203 GLboolean ARB_explicit_attrib_location;
4204 GLboolean ARB_explicit_uniform_location;
4205 GLboolean ARB_gl_spirv;
4206 GLboolean ARB_gpu_shader5;
4207 GLboolean ARB_gpu_shader_fp64;
4208 GLboolean ARB_gpu_shader_int64;
4209 GLboolean ARB_half_float_vertex;
4210 GLboolean ARB_indirect_parameters;
4211 GLboolean ARB_instanced_arrays;
4212 GLboolean ARB_internalformat_query;
4213 GLboolean ARB_internalformat_query2;
4214 GLboolean ARB_map_buffer_range;
4215 GLboolean ARB_occlusion_query;
4216 GLboolean ARB_occlusion_query2;
4217 GLboolean ARB_pipeline_statistics_query;
4218 GLboolean ARB_point_sprite;
4219 GLboolean ARB_polygon_offset_clamp;
4220 GLboolean ARB_post_depth_coverage;
4221 GLboolean ARB_query_buffer_object;
4222 GLboolean ARB_robust_buffer_access_behavior;
4223 GLboolean ARB_sample_shading;
4224 GLboolean ARB_seamless_cube_map;
4225 GLboolean ARB_shader_atomic_counter_ops;
4226 GLboolean ARB_shader_atomic_counters;
4227 GLboolean ARB_shader_ballot;
4228 GLboolean ARB_shader_bit_encoding;
4229 GLboolean ARB_shader_clock;
4230 GLboolean ARB_shader_draw_parameters;
4231 GLboolean ARB_shader_group_vote;
4232 GLboolean ARB_shader_image_load_store;
4233 GLboolean ARB_shader_image_size;
4234 GLboolean ARB_shader_precision;
4235 GLboolean ARB_shader_stencil_export;
4236 GLboolean ARB_shader_storage_buffer_object;
4237 GLboolean ARB_shader_texture_image_samples;
4238 GLboolean ARB_shader_texture_lod;
4239 GLboolean ARB_shader_viewport_layer_array;
4240 GLboolean ARB_shading_language_packing;
4241 GLboolean ARB_shading_language_420pack;
4242 GLboolean ARB_shadow;
4243 GLboolean ARB_sparse_buffer;
4244 GLboolean ARB_stencil_texturing;
4245 GLboolean ARB_sync;
4246 GLboolean ARB_tessellation_shader;
4247 GLboolean ARB_texture_border_clamp;
4248 GLboolean ARB_texture_buffer_object;
4249 GLboolean ARB_texture_buffer_object_rgb32;
4250 GLboolean ARB_texture_buffer_range;
4251 GLboolean ARB_texture_compression_bptc;
4252 GLboolean ARB_texture_compression_rgtc;
4253 GLboolean ARB_texture_cube_map;
4254 GLboolean ARB_texture_cube_map_array;
4255 GLboolean ARB_texture_env_combine;
4256 GLboolean ARB_texture_env_crossbar;
4257 GLboolean ARB_texture_env_dot3;
4258 GLboolean ARB_texture_filter_anisotropic;
4259 GLboolean ARB_texture_float;
4260 GLboolean ARB_texture_gather;
4261 GLboolean ARB_texture_mirror_clamp_to_edge;
4262 GLboolean ARB_texture_multisample;
4263 GLboolean ARB_texture_non_power_of_two;
4264 GLboolean ARB_texture_stencil8;
4265 GLboolean ARB_texture_query_levels;
4266 GLboolean ARB_texture_query_lod;
4267 GLboolean ARB_texture_rg;
4268 GLboolean ARB_texture_rgb10_a2ui;
4269 GLboolean ARB_texture_view;
4270 GLboolean ARB_timer_query;
4271 GLboolean ARB_transform_feedback2;
4272 GLboolean ARB_transform_feedback3;
4273 GLboolean ARB_transform_feedback_instanced;
4274 GLboolean ARB_transform_feedback_overflow_query;
4275 GLboolean ARB_uniform_buffer_object;
4276 GLboolean ARB_vertex_attrib_64bit;
4277 GLboolean ARB_vertex_program;
4278 GLboolean ARB_vertex_shader;
4279 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4280 GLboolean ARB_vertex_type_2_10_10_10_rev;
4281 GLboolean ARB_viewport_array;
4282 GLboolean EXT_blend_color;
4283 GLboolean EXT_blend_equation_separate;
4284 GLboolean EXT_blend_func_separate;
4285 GLboolean EXT_blend_minmax;
4286 GLboolean EXT_depth_bounds_test;
4287 GLboolean EXT_disjoint_timer_query;
4288 GLboolean EXT_draw_buffers2;
4289 GLboolean EXT_framebuffer_multisample;
4290 GLboolean EXT_framebuffer_multisample_blit_scaled;
4291 GLboolean EXT_framebuffer_sRGB;
4292 GLboolean EXT_gpu_program_parameters;
4293 GLboolean EXT_gpu_shader4;
4294 GLboolean EXT_memory_object;
4295 GLboolean EXT_memory_object_fd;
4296 GLboolean EXT_packed_float;
4297 GLboolean EXT_pixel_buffer_object;
4298 GLboolean EXT_point_parameters;
4299 GLboolean EXT_provoking_vertex;
4300 GLboolean EXT_semaphore;
4301 GLboolean EXT_semaphore_fd;
4302 GLboolean EXT_shader_integer_mix;
4303 GLboolean EXT_shader_samples_identical;
4304 GLboolean EXT_stencil_two_side;
4305 GLboolean EXT_texture_array;
4306 GLboolean EXT_texture_compression_latc;
4307 GLboolean EXT_texture_compression_s3tc;
4308 GLboolean EXT_texture_env_dot3;
4309 GLboolean EXT_texture_filter_anisotropic;
4310 GLboolean EXT_texture_integer;
4311 GLboolean EXT_texture_mirror_clamp;
4312 GLboolean EXT_texture_shared_exponent;
4313 GLboolean EXT_texture_snorm;
4314 GLboolean EXT_texture_sRGB;
4315 GLboolean EXT_texture_sRGB_decode;
4316 GLboolean EXT_texture_swizzle;
4317 GLboolean EXT_texture_type_2_10_10_10_REV;
4318 GLboolean EXT_transform_feedback;
4319 GLboolean EXT_timer_query;
4320 GLboolean EXT_vertex_array_bgra;
4321 GLboolean EXT_window_rectangles;
4322 GLboolean OES_copy_image;
4323 GLboolean OES_primitive_bounding_box;
4324 GLboolean OES_sample_variables;
4325 GLboolean OES_standard_derivatives;
4326 GLboolean OES_texture_buffer;
4327 GLboolean OES_texture_cube_map_array;
4328 GLboolean OES_viewport_array;
4329 /* vendor extensions */
4330 GLboolean AMD_performance_monitor;
4331 GLboolean AMD_pinned_memory;
4332 GLboolean AMD_seamless_cubemap_per_texture;
4333 GLboolean AMD_vertex_shader_layer;
4334 GLboolean AMD_vertex_shader_viewport_index;
4335 GLboolean ANDROID_extension_pack_es31a;
4336 GLboolean APPLE_object_purgeable;
4337 GLboolean ATI_meminfo;
4338 GLboolean ATI_texture_compression_3dc;
4339 GLboolean ATI_texture_mirror_once;
4340 GLboolean ATI_texture_env_combine3;
4341 GLboolean ATI_fragment_shader;
4342 GLboolean ATI_separate_stencil;
4343 GLboolean GREMEDY_string_marker;
4344 GLboolean INTEL_conservative_rasterization;
4345 GLboolean INTEL_performance_query;
4346 GLboolean KHR_blend_equation_advanced;
4347 GLboolean KHR_blend_equation_advanced_coherent;
4348 GLboolean KHR_robustness;
4349 GLboolean KHR_texture_compression_astc_hdr;
4350 GLboolean KHR_texture_compression_astc_ldr;
4351 GLboolean KHR_texture_compression_astc_sliced_3d;
4352 GLboolean MESA_tile_raster_order;
4353 GLboolean MESA_pack_invert;
4354 GLboolean EXT_shader_framebuffer_fetch;
4355 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4356 GLboolean MESA_shader_integer_functions;
4357 GLboolean MESA_ycbcr_texture;
4358 GLboolean NV_conditional_render;
4359 GLboolean NV_fill_rectangle;
4360 GLboolean NV_fog_distance;
4361 GLboolean NV_point_sprite;
4362 GLboolean NV_primitive_restart;
4363 GLboolean NV_texture_barrier;
4364 GLboolean NV_texture_env_combine4;
4365 GLboolean NV_texture_rectangle;
4366 GLboolean NV_vdpau_interop;
4367 GLboolean NVX_gpu_memory_info;
4368 GLboolean TDFX_texture_compression_FXT1;
4369 GLboolean OES_EGL_image;
4370 GLboolean OES_draw_texture;
4371 GLboolean OES_depth_texture_cube_map;
4372 GLboolean OES_EGL_image_external;
4373 GLboolean OES_texture_float;
4374 GLboolean OES_texture_float_linear;
4375 GLboolean OES_texture_half_float;
4376 GLboolean OES_texture_half_float_linear;
4377 GLboolean OES_compressed_ETC1_RGB8_texture;
4378 GLboolean OES_geometry_shader;
4379 GLboolean OES_texture_compression_astc;
4380 GLboolean extension_sentinel;
4381 /** The extension string */
4382 const GLubyte *String;
4383 /** Number of supported extensions */
4384 GLuint Count;
4385 /**
4386 * The context version which extension helper functions compare against.
4387 * By default, the value is equal to ctx->Version. This changes to ~0
4388 * while meta is in progress.
4389 */
4390 GLubyte Version;
4391 /**
4392 * Force-enabled, yet unrecognized, extensions.
4393 * See _mesa_one_time_init_extension_overrides()
4394 */
4395 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4396 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4397 };
4398
4399
4400 /**
4401 * A stack of matrices (projection, modelview, color, texture, etc).
4402 */
4403 struct gl_matrix_stack
4404 {
4405 GLmatrix *Top; /**< points into Stack */
4406 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4407 unsigned StackSize; /**< Number of elements in Stack */
4408 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4409 GLuint MaxDepth; /**< size of Stack[] array */
4410 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4411 };
4412
4413
4414 /**
4415 * \name Bits for image transfer operations
4416 * \sa __struct gl_contextRec::ImageTransferState.
4417 */
4418 /*@{*/
4419 #define IMAGE_SCALE_BIAS_BIT 0x1
4420 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4421 #define IMAGE_MAP_COLOR_BIT 0x4
4422 #define IMAGE_CLAMP_BIT 0x800
4423
4424
4425 /** Pixel Transfer ops */
4426 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4427 IMAGE_SHIFT_OFFSET_BIT | \
4428 IMAGE_MAP_COLOR_BIT)
4429
4430
4431 /**
4432 * \name Bits to indicate what state has changed.
4433 */
4434 /*@{*/
4435 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4436 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4437 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4438 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4439 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4440 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4441 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4442 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4443 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4444 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4445 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4446 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4447 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4448 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4449 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4450 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4451 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4452 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4453 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4454 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4455 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4456 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4457 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4458 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4459 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4460 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4461 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4462 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4463 /* gap */
4464 #define _NEW_FRAG_CLAMP (1u << 29)
4465 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4466 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4467 #define _NEW_ALL ~0
4468 /*@}*/
4469
4470
4471 /**
4472 * Composite state flags
4473 */
4474 /*@{*/
4475 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4476
4477 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4478 _NEW_TEXTURE_STATE | \
4479 _NEW_POINT | \
4480 _NEW_PROGRAM | \
4481 _NEW_MODELVIEW)
4482
4483 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4484 _NEW_FOG | \
4485 _NEW_PROGRAM)
4486
4487
4488 /*@}*/
4489
4490
4491
4492
4493 /* This has to be included here. */
4494 #include "dd.h"
4495
4496
4497 /** Opaque declaration of display list payload data type */
4498 union gl_dlist_node;
4499
4500
4501 /**
4502 * Per-display list information.
4503 */
4504 struct gl_display_list
4505 {
4506 GLuint Name;
4507 GLbitfield Flags; /**< DLIST_x flags */
4508 GLchar *Label; /**< GL_KHR_debug */
4509 /** The dlist commands are in a linked list of nodes */
4510 union gl_dlist_node *Head;
4511 };
4512
4513
4514 /**
4515 * State used during display list compilation and execution.
4516 */
4517 struct gl_dlist_state
4518 {
4519 struct gl_display_list *CurrentList; /**< List currently being compiled */
4520 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4521 GLuint CurrentPos; /**< Index into current block of nodes */
4522 GLuint CallDepth; /**< Current recursion calling depth */
4523
4524 GLvertexformat ListVtxfmt;
4525
4526 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4527 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4528
4529 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4530 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4531
4532 struct {
4533 /* State known to have been set by the currently-compiling display
4534 * list. Used to eliminate some redundant state changes.
4535 */
4536 GLenum16 ShadeModel;
4537 } Current;
4538 };
4539
4540 /** @{
4541 *
4542 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4543 * to small enums suitable for use as an array index.
4544 */
4545
4546 enum mesa_debug_source
4547 {
4548 MESA_DEBUG_SOURCE_API,
4549 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4550 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4551 MESA_DEBUG_SOURCE_THIRD_PARTY,
4552 MESA_DEBUG_SOURCE_APPLICATION,
4553 MESA_DEBUG_SOURCE_OTHER,
4554 MESA_DEBUG_SOURCE_COUNT
4555 };
4556
4557 enum mesa_debug_type
4558 {
4559 MESA_DEBUG_TYPE_ERROR,
4560 MESA_DEBUG_TYPE_DEPRECATED,
4561 MESA_DEBUG_TYPE_UNDEFINED,
4562 MESA_DEBUG_TYPE_PORTABILITY,
4563 MESA_DEBUG_TYPE_PERFORMANCE,
4564 MESA_DEBUG_TYPE_OTHER,
4565 MESA_DEBUG_TYPE_MARKER,
4566 MESA_DEBUG_TYPE_PUSH_GROUP,
4567 MESA_DEBUG_TYPE_POP_GROUP,
4568 MESA_DEBUG_TYPE_COUNT
4569 };
4570
4571 enum mesa_debug_severity
4572 {
4573 MESA_DEBUG_SEVERITY_LOW,
4574 MESA_DEBUG_SEVERITY_MEDIUM,
4575 MESA_DEBUG_SEVERITY_HIGH,
4576 MESA_DEBUG_SEVERITY_NOTIFICATION,
4577 MESA_DEBUG_SEVERITY_COUNT
4578 };
4579
4580 /** @} */
4581
4582 /**
4583 * Driver-specific state flags.
4584 *
4585 * These are or'd with gl_context::NewDriverState to notify a driver about
4586 * a state change. The driver sets the flags at context creation and
4587 * the meaning of the bits set is opaque to core Mesa.
4588 */
4589 struct gl_driver_flags
4590 {
4591 /** gl_context::Array::_DrawArrays (vertex array state) */
4592 uint64_t NewArray;
4593
4594 /** gl_context::TransformFeedback::CurrentObject */
4595 uint64_t NewTransformFeedback;
4596
4597 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4598 uint64_t NewTransformFeedbackProg;
4599
4600 /** gl_context::RasterDiscard */
4601 uint64_t NewRasterizerDiscard;
4602
4603 /** gl_context::TileRasterOrder* */
4604 uint64_t NewTileRasterOrder;
4605
4606 /**
4607 * gl_context::UniformBufferBindings
4608 * gl_shader_program::UniformBlocks
4609 */
4610 uint64_t NewUniformBuffer;
4611
4612 /**
4613 * gl_context::ShaderStorageBufferBindings
4614 * gl_shader_program::ShaderStorageBlocks
4615 */
4616 uint64_t NewShaderStorageBuffer;
4617
4618 uint64_t NewTextureBuffer;
4619
4620 /**
4621 * gl_context::AtomicBufferBindings
4622 */
4623 uint64_t NewAtomicBuffer;
4624
4625 /**
4626 * gl_context::ImageUnits
4627 */
4628 uint64_t NewImageUnits;
4629
4630 /**
4631 * gl_context::TessCtrlProgram::patch_default_*
4632 */
4633 uint64_t NewDefaultTessLevels;
4634
4635 /**
4636 * gl_context::IntelConservativeRasterization
4637 */
4638 uint64_t NewIntelConservativeRasterization;
4639
4640 /**
4641 * gl_context::Scissor::WindowRects
4642 */
4643 uint64_t NewWindowRectangles;
4644
4645 /** gl_context::Color::sRGBEnabled */
4646 uint64_t NewFramebufferSRGB;
4647
4648 /** gl_context::Scissor::EnableFlags */
4649 uint64_t NewScissorTest;
4650
4651 /** gl_context::Scissor::ScissorArray */
4652 uint64_t NewScissorRect;
4653
4654 /** gl_context::Color::Alpha* */
4655 uint64_t NewAlphaTest;
4656
4657 /** gl_context::Color::Blend/Dither */
4658 uint64_t NewBlend;
4659
4660 /** gl_context::Color::BlendColor */
4661 uint64_t NewBlendColor;
4662
4663 /** gl_context::Color::Color/Index */
4664 uint64_t NewColorMask;
4665
4666 /** gl_context::Depth */
4667 uint64_t NewDepth;
4668
4669 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4670 uint64_t NewLogicOp;
4671
4672 /** gl_context::Multisample::Enabled */
4673 uint64_t NewMultisampleEnable;
4674
4675 /** gl_context::Multisample::SampleAlphaTo* */
4676 uint64_t NewSampleAlphaToXEnable;
4677
4678 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4679 uint64_t NewSampleMask;
4680
4681 /** gl_context::Multisample::(Min)SampleShading */
4682 uint64_t NewSampleShading;
4683
4684 /** gl_context::Stencil */
4685 uint64_t NewStencil;
4686
4687 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4688 uint64_t NewClipControl;
4689
4690 /** gl_context::Transform::EyeUserPlane */
4691 uint64_t NewClipPlane;
4692
4693 /** gl_context::Transform::ClipPlanesEnabled */
4694 uint64_t NewClipPlaneEnable;
4695
4696 /** gl_context::Transform::DepthClamp */
4697 uint64_t NewDepthClamp;
4698
4699 /** gl_context::Line */
4700 uint64_t NewLineState;
4701
4702 /** gl_context::Polygon */
4703 uint64_t NewPolygonState;
4704
4705 /** gl_context::PolygonStipple */
4706 uint64_t NewPolygonStipple;
4707
4708 /** gl_context::ViewportArray */
4709 uint64_t NewViewport;
4710
4711 /** Shader constants (uniforms, program parameters, state constants) */
4712 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4713 };
4714
4715 struct gl_buffer_binding
4716 {
4717 struct gl_buffer_object *BufferObject;
4718 /** Start of uniform block data in the buffer */
4719 GLintptr Offset;
4720 /** Size of data allowed to be referenced from the buffer (in bytes) */
4721 GLsizeiptr Size;
4722 /**
4723 * glBindBufferBase() indicates that the Size should be ignored and only
4724 * limited by the current size of the BufferObject.
4725 */
4726 GLboolean AutomaticSize;
4727 };
4728
4729 /**
4730 * ARB_shader_image_load_store image unit.
4731 */
4732 struct gl_image_unit
4733 {
4734 /**
4735 * Texture object bound to this unit.
4736 */
4737 struct gl_texture_object *TexObj;
4738
4739 /**
4740 * Level of the texture object bound to this unit.
4741 */
4742 GLubyte Level;
4743
4744 /**
4745 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4746 * GL_FALSE if only some specific layer of the texture is bound.
4747 * \sa Layer
4748 */
4749 GLboolean Layered;
4750
4751 /**
4752 * Layer of the texture object bound to this unit as specified by the
4753 * application.
4754 */
4755 GLushort Layer;
4756
4757 /**
4758 * Layer of the texture object bound to this unit, or zero if
4759 * Layered == false.
4760 */
4761 GLushort _Layer;
4762
4763 /**
4764 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4765 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4766 */
4767 GLenum16 Access;
4768
4769 /**
4770 * GL internal format that determines the interpretation of the
4771 * image memory when shader image operations are performed through
4772 * this unit.
4773 */
4774 GLenum16 Format;
4775
4776 /**
4777 * Mesa format corresponding to \c Format.
4778 */
4779 mesa_format _ActualFormat:16;
4780 };
4781
4782 /**
4783 * Shader subroutines storage
4784 */
4785 struct gl_subroutine_index_binding
4786 {
4787 GLuint NumIndex;
4788 GLuint *IndexPtr;
4789 };
4790
4791 struct gl_texture_handle_object
4792 {
4793 struct gl_texture_object *texObj;
4794 struct gl_sampler_object *sampObj;
4795 GLuint64 handle;
4796 };
4797
4798 struct gl_image_handle_object
4799 {
4800 struct gl_image_unit imgObj;
4801 GLuint64 handle;
4802 };
4803
4804 struct gl_memory_object
4805 {
4806 GLuint Name; /**< hash table ID/name */
4807 GLboolean Immutable; /**< denotes mutability state of parameters */
4808 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4809 };
4810
4811 struct gl_semaphore_object
4812 {
4813 GLuint Name; /**< hash table ID/name */
4814 };
4815
4816 /**
4817 * Mesa rendering context.
4818 *
4819 * This is the central context data structure for Mesa. Almost all
4820 * OpenGL state is contained in this structure.
4821 * Think of this as a base class from which device drivers will derive
4822 * sub classes.
4823 */
4824 struct gl_context
4825 {
4826 /** State possibly shared with other contexts in the address space */
4827 struct gl_shared_state *Shared;
4828
4829 /** \name API function pointer tables */
4830 /*@{*/
4831 gl_api API;
4832
4833 /**
4834 * The current dispatch table for non-displaylist-saving execution, either
4835 * BeginEnd or OutsideBeginEnd
4836 */
4837 struct _glapi_table *Exec;
4838 /**
4839 * The normal dispatch table for non-displaylist-saving, non-begin/end
4840 */
4841 struct _glapi_table *OutsideBeginEnd;
4842 /** The dispatch table used between glNewList() and glEndList() */
4843 struct _glapi_table *Save;
4844 /**
4845 * The dispatch table used between glBegin() and glEnd() (outside of a
4846 * display list). Only valid functions between those two are set, which is
4847 * mostly just the set in a GLvertexformat struct.
4848 */
4849 struct _glapi_table *BeginEnd;
4850 /**
4851 * Dispatch table for when a graphics reset has happened.
4852 */
4853 struct _glapi_table *ContextLost;
4854 /**
4855 * Dispatch table used to marshal API calls from the client program to a
4856 * separate server thread. NULL if API calls are not being marshalled to
4857 * another thread.
4858 */
4859 struct _glapi_table *MarshalExec;
4860 /**
4861 * Dispatch table currently in use for fielding API calls from the client
4862 * program. If API calls are being marshalled to another thread, this ==
4863 * MarshalExec. Otherwise it == CurrentServerDispatch.
4864 */
4865 struct _glapi_table *CurrentClientDispatch;
4866
4867 /**
4868 * Dispatch table currently in use for performing API calls. == Save or
4869 * Exec.
4870 */
4871 struct _glapi_table *CurrentServerDispatch;
4872
4873 /*@}*/
4874
4875 struct glthread_state *GLThread;
4876
4877 struct gl_config Visual;
4878 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4879 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4880 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4881 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4882
4883 /**
4884 * Device driver function pointer table
4885 */
4886 struct dd_function_table Driver;
4887
4888 /** Core/Driver constants */
4889 struct gl_constants Const;
4890
4891 /** \name The various 4x4 matrix stacks */
4892 /*@{*/
4893 struct gl_matrix_stack ModelviewMatrixStack;
4894 struct gl_matrix_stack ProjectionMatrixStack;
4895 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4896 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4897 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4898 /*@}*/
4899
4900 /** Combined modelview and projection matrix */
4901 GLmatrix _ModelProjectMatrix;
4902
4903 /** \name Display lists */
4904 struct gl_dlist_state ListState;
4905
4906 GLboolean ExecuteFlag; /**< Execute GL commands? */
4907 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4908
4909 /** Extension information */
4910 struct gl_extensions Extensions;
4911
4912 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4913 GLuint Version;
4914 char *VersionString;
4915
4916 /** \name State attribute stack (for glPush/PopAttrib) */
4917 /*@{*/
4918 GLuint AttribStackDepth;
4919 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4920 /*@}*/
4921
4922 /** \name Renderer attribute groups
4923 *
4924 * We define a struct for each attribute group to make pushing and popping
4925 * attributes easy. Also it's a good organization.
4926 */
4927 /*@{*/
4928 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4929 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4930 struct gl_current_attrib Current; /**< Current attributes */
4931 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4932 struct gl_eval_attrib Eval; /**< Eval attributes */
4933 struct gl_fog_attrib Fog; /**< Fog attributes */
4934 struct gl_hint_attrib Hint; /**< Hint attributes */
4935 struct gl_light_attrib Light; /**< Light attributes */
4936 struct gl_line_attrib Line; /**< Line attributes */
4937 struct gl_list_attrib List; /**< List attributes */
4938 struct gl_multisample_attrib Multisample;
4939 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4940 struct gl_point_attrib Point; /**< Point attributes */
4941 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4942 GLuint PolygonStipple[32]; /**< Polygon stipple */
4943 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4944 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4945 struct gl_texture_attrib Texture; /**< Texture attributes */
4946 struct gl_transform_attrib Transform; /**< Transformation attributes */
4947 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4948 /*@}*/
4949
4950 /** \name Client attribute stack */
4951 /*@{*/
4952 GLuint ClientAttribStackDepth;
4953 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4954 /*@}*/
4955
4956 /** \name Client attribute groups */
4957 /*@{*/
4958 struct gl_array_attrib Array; /**< Vertex arrays */
4959 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4960 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4961 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4962 /*@}*/
4963
4964 /** \name Other assorted state (not pushed/popped on attribute stack) */
4965 /*@{*/
4966 struct gl_pixelmaps PixelMaps;
4967
4968 struct gl_evaluators EvalMap; /**< All evaluators */
4969 struct gl_feedback Feedback; /**< Feedback */
4970 struct gl_selection Select; /**< Selection */
4971
4972 struct gl_program_state Program; /**< general program state */
4973 struct gl_vertex_program_state VertexProgram;
4974 struct gl_fragment_program_state FragmentProgram;
4975 struct gl_geometry_program_state GeometryProgram;
4976 struct gl_compute_program_state ComputeProgram;
4977 struct gl_tess_ctrl_program_state TessCtrlProgram;
4978 struct gl_tess_eval_program_state TessEvalProgram;
4979 struct gl_ati_fragment_shader_state ATIFragmentShader;
4980
4981 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4982 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4983
4984 /**
4985 * Current active shader pipeline state
4986 *
4987 * Almost all internal users want ::_Shader instead of ::Shader. The
4988 * exceptions are bits of legacy GLSL API that do not know about separate
4989 * shader objects.
4990 *
4991 * If a program is active via \c glUseProgram, this will point to
4992 * \c ::Shader.
4993 *
4994 * If a program pipeline is active via \c glBindProgramPipeline, this will
4995 * point to \c ::Pipeline.Current.
4996 *
4997 * If neither a program nor a program pipeline is active, this will point to
4998 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4999 * \c NULL.
5000 */
5001 struct gl_pipeline_object *_Shader;
5002
5003 struct gl_query_state Query; /**< occlusion, timer queries */
5004
5005 struct gl_transform_feedback_state TransformFeedback;
5006
5007 struct gl_perf_monitor_state PerfMonitor;
5008 struct gl_perf_query_state PerfQuery;
5009
5010 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5011 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5012 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5013
5014 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5015 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5016
5017 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5018
5019 /**
5020 * Current GL_ARB_uniform_buffer_object binding referenced by
5021 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5022 */
5023 struct gl_buffer_object *UniformBuffer;
5024
5025 /**
5026 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5027 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5028 */
5029 struct gl_buffer_object *ShaderStorageBuffer;
5030
5031 /**
5032 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5033 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5034 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5035 * shader program.
5036 */
5037 struct gl_buffer_binding
5038 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5039
5040 /**
5041 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5042 * and GL 4.3. This is set up using glBindBufferRange() or
5043 * glBindBufferBase(). They are associated with shader storage blocks by
5044 * glShaderStorageBlockBinding()'s state in the shader program.
5045 */
5046 struct gl_buffer_binding
5047 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5048
5049 /**
5050 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5051 * target.
5052 */
5053 struct gl_buffer_object *AtomicBuffer;
5054
5055 /**
5056 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5057 * target.
5058 */
5059 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5060
5061 /**
5062 * Array of atomic counter buffer binding points.
5063 */
5064 struct gl_buffer_binding
5065 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5066
5067 /**
5068 * Array of image units for ARB_shader_image_load_store.
5069 */
5070 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5071
5072 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5073 /*@}*/
5074
5075 struct gl_meta_state *Meta; /**< for "meta" operations */
5076
5077 /* GL_EXT_framebuffer_object */
5078 struct gl_renderbuffer *CurrentRenderbuffer;
5079
5080 GLenum16 ErrorValue; /**< Last error code */
5081
5082 /**
5083 * Recognize and silence repeated error debug messages in buggy apps.
5084 */
5085 const char *ErrorDebugFmtString;
5086 GLuint ErrorDebugCount;
5087
5088 /* GL_ARB_debug_output/GL_KHR_debug */
5089 simple_mtx_t DebugMutex;
5090 struct gl_debug_state *Debug;
5091
5092 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5093 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5094 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5095
5096 struct gl_driver_flags DriverFlags;
5097
5098 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5099
5100 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5101
5102 /** \name Derived state */
5103 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5104 GLfloat _EyeZDir[3];
5105 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5106 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5107 GLboolean _NeedEyeCoords;
5108 GLboolean _ForceEyeCoords;
5109
5110 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5111
5112 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5113
5114 /** \name For debugging/development only */
5115 /*@{*/
5116 GLboolean FirstTimeCurrent;
5117 /*@}*/
5118
5119 /**
5120 * False if this context was created without a config. This is needed
5121 * because the initial state of glDrawBuffers depends on this
5122 */
5123 GLboolean HasConfig;
5124
5125 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5126
5127 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5128 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5129
5130 /** Does glVertexAttrib(0) alias glVertex()? */
5131 bool _AttribZeroAliasesVertex;
5132
5133 /**
5134 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5135 * renderer's tiles should be excecuted, to meet the requirements of
5136 * GL_MESA_tile_raster_order.
5137 */
5138 GLboolean TileRasterOrderFixed;
5139 GLboolean TileRasterOrderIncreasingX;
5140 GLboolean TileRasterOrderIncreasingY;
5141
5142 /**
5143 * \name Hooks for module contexts.
5144 *
5145 * These will eventually live in the driver or elsewhere.
5146 */
5147 /*@{*/
5148 void *swrast_context;
5149 void *swsetup_context;
5150 void *swtnl_context;
5151 struct vbo_context *vbo_context;
5152 struct st_context *st;
5153 void *aelt_context;
5154 /*@}*/
5155
5156 /**
5157 * \name NV_vdpau_interop
5158 */
5159 /*@{*/
5160 const void *vdpDevice;
5161 const void *vdpGetProcAddress;
5162 struct set *vdpSurfaces;
5163 /*@}*/
5164
5165 /**
5166 * Has this context observed a GPU reset in any context in the share group?
5167 *
5168 * Once this field becomes true, it is never reset to false.
5169 */
5170 GLboolean ShareGroupReset;
5171
5172 /**
5173 * \name OES_primitive_bounding_box
5174 *
5175 * Stores the arguments to glPrimitiveBoundingBox
5176 */
5177 GLfloat PrimitiveBoundingBox[8];
5178
5179 struct disk_cache *Cache;
5180
5181 /**
5182 * \name GL_ARB_bindless_texture
5183 */
5184 /*@{*/
5185 struct hash_table_u64 *ResidentTextureHandles;
5186 struct hash_table_u64 *ResidentImageHandles;
5187 /*@}*/
5188 };
5189
5190 /**
5191 * Information about memory usage. All sizes are in kilobytes.
5192 */
5193 struct gl_memory_info
5194 {
5195 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5196 unsigned avail_device_memory; /**< free device memory at the moment */
5197 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5198 unsigned avail_staging_memory; /**< free staging memory at the moment */
5199 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5200 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5201 };
5202
5203 #ifdef DEBUG
5204 extern int MESA_VERBOSE;
5205 extern int MESA_DEBUG_FLAGS;
5206 #else
5207 # define MESA_VERBOSE 0
5208 # define MESA_DEBUG_FLAGS 0
5209 #endif
5210
5211
5212 /** The MESA_VERBOSE var is a bitmask of these flags */
5213 enum _verbose
5214 {
5215 VERBOSE_VARRAY = 0x0001,
5216 VERBOSE_TEXTURE = 0x0002,
5217 VERBOSE_MATERIAL = 0x0004,
5218 VERBOSE_PIPELINE = 0x0008,
5219 VERBOSE_DRIVER = 0x0010,
5220 VERBOSE_STATE = 0x0020,
5221 VERBOSE_API = 0x0040,
5222 VERBOSE_DISPLAY_LIST = 0x0100,
5223 VERBOSE_LIGHTING = 0x0200,
5224 VERBOSE_PRIMS = 0x0400,
5225 VERBOSE_VERTS = 0x0800,
5226 VERBOSE_DISASSEM = 0x1000,
5227 VERBOSE_DRAW = 0x2000,
5228 VERBOSE_SWAPBUFFERS = 0x4000
5229 };
5230
5231
5232 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5233 enum _debug
5234 {
5235 DEBUG_SILENT = (1 << 0),
5236 DEBUG_ALWAYS_FLUSH = (1 << 1),
5237 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5238 DEBUG_INCOMPLETE_FBO = (1 << 3),
5239 DEBUG_CONTEXT = (1 << 4)
5240 };
5241
5242 #ifdef __cplusplus
5243 }
5244 #endif
5245
5246 #endif /* MTYPES_H */