2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
52 * \name 64-bit extension of GLbitfield.
55 typedef GLuint64 GLbitfield64
;
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68 * \name Some forward type declarations
71 struct _mesa_HashTable
;
72 struct gl_attrib_node
;
73 struct gl_list_extensions
;
75 struct gl_program_cache
;
76 struct gl_texture_object
;
79 struct gl_uniform_storage
;
80 struct prog_instruction
;
81 struct gl_program_parameter_list
;
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
102 VERT_ATTRIB_WEIGHT
= 1,
103 VERT_ATTRIB_NORMAL
= 2,
104 VERT_ATTRIB_COLOR0
= 3,
105 VERT_ATTRIB_COLOR1
= 4,
107 VERT_ATTRIB_COLOR_INDEX
= 6,
108 VERT_ATTRIB_EDGEFLAG
= 7,
109 VERT_ATTRIB_TEX0
= 8,
110 VERT_ATTRIB_TEX1
= 9,
111 VERT_ATTRIB_TEX2
= 10,
112 VERT_ATTRIB_TEX3
= 11,
113 VERT_ATTRIB_TEX4
= 12,
114 VERT_ATTRIB_TEX5
= 13,
115 VERT_ATTRIB_TEX6
= 14,
116 VERT_ATTRIB_TEX7
= 15,
117 VERT_ATTRIB_POINT_SIZE
= 16,
118 VERT_ATTRIB_GENERIC0
= 17,
119 VERT_ATTRIB_GENERIC1
= 18,
120 VERT_ATTRIB_GENERIC2
= 19,
121 VERT_ATTRIB_GENERIC3
= 20,
122 VERT_ATTRIB_GENERIC4
= 21,
123 VERT_ATTRIB_GENERIC5
= 22,
124 VERT_ATTRIB_GENERIC6
= 23,
125 VERT_ATTRIB_GENERIC7
= 24,
126 VERT_ATTRIB_GENERIC8
= 25,
127 VERT_ATTRIB_GENERIC9
= 26,
128 VERT_ATTRIB_GENERIC10
= 27,
129 VERT_ATTRIB_GENERIC11
= 28,
130 VERT_ATTRIB_GENERIC12
= 29,
131 VERT_ATTRIB_GENERIC13
= 30,
132 VERT_ATTRIB_GENERIC14
= 31,
133 VERT_ATTRIB_GENERIC15
= 32,
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS \
199 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
218 VERT_RESULT_HPOS
= 0,
219 VERT_RESULT_COL0
= 1,
220 VERT_RESULT_COL1
= 2,
221 VERT_RESULT_FOGC
= 3,
222 VERT_RESULT_TEX0
= 4,
223 VERT_RESULT_TEX1
= 5,
224 VERT_RESULT_TEX2
= 6,
225 VERT_RESULT_TEX3
= 7,
226 VERT_RESULT_TEX4
= 8,
227 VERT_RESULT_TEX5
= 9,
228 VERT_RESULT_TEX6
= 10,
229 VERT_RESULT_TEX7
= 11,
230 VERT_RESULT_PSIZ
= 12,
231 VERT_RESULT_BFC0
= 13,
232 VERT_RESULT_BFC1
= 14,
233 VERT_RESULT_EDGE
= 15,
234 VERT_RESULT_CLIP_VERTEX
= 16,
235 VERT_RESULT_CLIP_DIST0
= 17,
236 VERT_RESULT_CLIP_DIST1
= 18,
237 VERT_RESULT_VAR0
= 19, /**< shader varying */
238 VERT_RESULT_MAX
= (VERT_RESULT_VAR0
+ MAX_VARYING
)
242 /*********************************************/
245 * Indexes for geometry program attributes.
249 GEOM_ATTRIB_POSITION
= 0,
250 GEOM_ATTRIB_COLOR0
= 1,
251 GEOM_ATTRIB_COLOR1
= 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0
= 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1
= 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD
= 5,
255 GEOM_ATTRIB_POINT_SIZE
= 6,
256 GEOM_ATTRIB_CLIP_VERTEX
= 7,
257 GEOM_ATTRIB_PRIMITIVE_ID
= 8,
258 GEOM_ATTRIB_TEX_COORD
= 9,
260 GEOM_ATTRIB_VAR0
= 16,
261 GEOM_ATTRIB_MAX
= (GEOM_ATTRIB_VAR0
+ MAX_VARYING
)
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
286 * Indexes for geometry program result attributes
291 GEOM_RESULT_COL0
= 1,
292 GEOM_RESULT_COL1
= 2,
293 GEOM_RESULT_SCOL0
= 3,
294 GEOM_RESULT_SCOL1
= 4,
295 GEOM_RESULT_FOGC
= 5,
296 GEOM_RESULT_TEX0
= 6,
297 GEOM_RESULT_TEX1
= 7,
298 GEOM_RESULT_TEX2
= 8,
299 GEOM_RESULT_TEX3
= 9,
300 GEOM_RESULT_TEX4
= 10,
301 GEOM_RESULT_TEX5
= 11,
302 GEOM_RESULT_TEX6
= 12,
303 GEOM_RESULT_TEX7
= 13,
304 GEOM_RESULT_PSIZ
= 14,
305 GEOM_RESULT_CLPV
= 15,
306 GEOM_RESULT_PRID
= 16,
307 GEOM_RESULT_LAYR
= 17,
308 GEOM_RESULT_VAR0
= 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX
= (GEOM_RESULT_VAR0
+ MAX_VARYING
- 2)
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
321 FRAG_ATTRIB_WPOS
= 0,
322 FRAG_ATTRIB_COL0
= 1,
323 FRAG_ATTRIB_COL1
= 2,
324 FRAG_ATTRIB_FOGC
= 3,
325 FRAG_ATTRIB_TEX0
= 4,
326 FRAG_ATTRIB_TEX1
= 5,
327 FRAG_ATTRIB_TEX2
= 6,
328 FRAG_ATTRIB_TEX3
= 7,
329 FRAG_ATTRIB_TEX4
= 8,
330 FRAG_ATTRIB_TEX5
= 9,
331 FRAG_ATTRIB_TEX6
= 10,
332 FRAG_ATTRIB_TEX7
= 11,
333 FRAG_ATTRIB_FACE
= 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC
= 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0
= 14,
336 FRAG_ATTRIB_CLIP_DIST1
= 15,
337 FRAG_ATTRIB_VAR0
= 16, /**< shader varying */
338 FRAG_ATTRIB_MAX
= (FRAG_ATTRIB_VAR0
+ MAX_VARYING
)
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result
)
354 if (vert_result
>= VERT_RESULT_CLIP_DIST0
)
355 return vert_result
- VERT_RESULT_CLIP_DIST0
+ FRAG_ATTRIB_CLIP_DIST0
;
356 else if (vert_result
<= VERT_RESULT_TEX7
)
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib
)
374 if (frag_attrib
<= FRAG_ATTRIB_TEX7
)
376 else if (frag_attrib
>= FRAG_ATTRIB_CLIP_DIST0
)
377 return frag_attrib
- FRAG_ATTRIB_CLIP_DIST0
+ VERT_RESULT_CLIP_DIST0
;
384 * Bitflags for fragment program input attributes.
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
418 * Fragment program results
422 FRAG_RESULT_DEPTH
= 0,
423 FRAG_RESULT_STENCIL
= 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
427 FRAG_RESULT_COLOR
= 2,
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
433 FRAG_RESULT_DATA0
= 3,
434 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
439 * Indexes for all renderbuffers
443 /* the four standard color buffers */
451 /* optional aux buffer */
453 /* generic renderbuffers */
466 * Bit flags for all renderbuffers
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
489 * Mask of all the color buffer bits (but not accum).
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
515 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode
;
519 GLboolean haveAccumBuffer
;
520 GLboolean haveDepthBuffer
;
521 GLboolean haveStencilBuffer
;
523 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
524 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
525 GLint rgbBits
; /* total bits for rgb */
526 GLint indexBits
; /* total bits for colorindex */
528 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
536 /* EXT_visual_rating / GLX 1.2 */
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel
;
541 /* colors are floats scaled to ints */
542 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
543 GLint transparentIndex
;
545 /* ARB_multisample / SGIS_multisample */
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth
;
551 GLint maxPbufferHeight
;
552 GLint maxPbufferPixels
;
553 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
556 /* OML_swap_method */
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb
;
561 GLint bindToTextureRgba
;
562 GLint bindToMipmapTexture
;
563 GLint bindToTextureTargets
;
566 /* EXT_framebuffer_sRGB */
572 * \name Bit flags used for updating material values.
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
637 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
645 #define LIGHT_SPOT 0x1
646 #define LIGHT_LOCAL_VIEWER 0x2
647 #define LIGHT_POSITIONAL 0x4
648 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
653 * Light source state.
657 struct gl_light
*next
; /**< double linked list with sentinel */
658 struct gl_light
*prev
;
660 GLfloat Ambient
[4]; /**< ambient color */
661 GLfloat Diffuse
[4]; /**< diffuse color */
662 GLfloat Specular
[4]; /**< specular color */
663 GLfloat EyePosition
[4]; /**< position in eye coordinates */
664 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
665 GLfloat SpotExponent
;
666 GLfloat SpotCutoff
; /**< in degrees */
667 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
668 GLfloat ConstantAttenuation
;
669 GLfloat LinearAttenuation
;
670 GLfloat QuadraticAttenuation
;
671 GLboolean Enabled
; /**< On/off flag */
674 * \name Derived fields
677 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
679 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
680 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
681 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
682 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
683 GLfloat _VP_inf_spot_attenuation
;
685 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
686 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
687 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
697 GLfloat Ambient
[4]; /**< ambient color */
698 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
699 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
700 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
708 struct gl_accum_attrib
710 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
729 struct gl_colorbuffer_attrib
731 GLuint ClearIndex
; /**< Index for glClear */
732 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
733 GLuint IndexMask
; /**< Color index write mask */
734 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
736 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
739 * \name alpha testing
742 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
743 GLenum AlphaFunc
; /**< Alpha test function */
744 GLfloat AlphaRefUnclamped
;
745 GLclampf AlphaRef
; /**< Alpha reference value */
752 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
754 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755 * control, only on the fixed-pointness of the render target.
756 * The query does however depend on fragment color clamping.
758 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
759 GLfloat BlendColor
[4]; /**< Blending color */
763 GLenum SrcRGB
; /**< RGB blend source term */
764 GLenum DstRGB
; /**< RGB blend dest term */
765 GLenum SrcA
; /**< Alpha blend source term */
766 GLenum DstA
; /**< Alpha blend dest term */
767 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
768 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
770 * Set if any blend factor uses SRC1. Computed at the time blend factors
773 GLboolean _UsesDualSrc
;
774 } Blend
[MAX_DRAW_BUFFERS
];
775 /** Are the blend func terms currently different for each buffer/target? */
776 GLboolean _BlendFuncPerBuffer
;
777 /** Are the blend equations currently different for each buffer/target? */
778 GLboolean _BlendEquationPerBuffer
;
785 GLenum LogicOp
; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
790 GLboolean DitherFlag
; /**< Dither enable flag */
792 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
794 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795 GLboolean _ClampReadColor
; /** < with GL_FIXED_ONLY_ARB resolved */
797 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
802 * Current attribute group (GL_CURRENT_BIT).
804 struct gl_current_attrib
807 * \name Current vertex attributes.
808 * \note Values are valid only after FLUSH_VERTICES has been called.
809 * \note Index and Edgeflag current values are stored as floats in the
810 * SIX and SEVEN attribute slots.
812 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
819 GLfloat RasterPos
[4];
820 GLfloat RasterDistance
;
821 GLfloat RasterColor
[4];
822 GLfloat RasterSecondaryColor
[4];
823 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
824 GLboolean RasterPosValid
;
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
832 struct gl_depthbuffer_attrib
834 GLenum Func
; /**< Function for depth buffer compare */
835 GLclampd Clear
; /**< Value to clear depth buffer to */
836 GLboolean Test
; /**< Depth buffering enabled flag */
837 GLboolean Mask
; /**< Depth buffer writable? */
838 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
839 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
844 * Evaluator attribute group (GL_EVAL_BIT).
846 struct gl_eval_attrib
852 GLboolean Map1Color4
;
854 GLboolean Map1Normal
;
855 GLboolean Map1TextureCoord1
;
856 GLboolean Map1TextureCoord2
;
857 GLboolean Map1TextureCoord3
;
858 GLboolean Map1TextureCoord4
;
859 GLboolean Map1Vertex3
;
860 GLboolean Map1Vertex4
;
861 GLboolean Map1Attrib
[16]; /* GL_NV_vertex_program */
862 GLboolean Map2Color4
;
864 GLboolean Map2Normal
;
865 GLboolean Map2TextureCoord1
;
866 GLboolean Map2TextureCoord2
;
867 GLboolean Map2TextureCoord3
;
868 GLboolean Map2TextureCoord4
;
869 GLboolean Map2Vertex3
;
870 GLboolean Map2Vertex4
;
871 GLboolean Map2Attrib
[16]; /* GL_NV_vertex_program */
872 GLboolean AutoNormal
;
876 * \name Map Grid endpoints and divisions and calculated du values
880 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
881 GLint MapGrid2un
, MapGrid2vn
;
882 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
883 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
889 * Fog attribute group (GL_FOG_BIT).
893 GLboolean Enabled
; /**< Fog enabled flag */
894 GLfloat ColorUnclamped
[4]; /**< Fog color */
895 GLfloat Color
[4]; /**< Fog color */
896 GLfloat Density
; /**< Density >= 0.0 */
897 GLfloat Start
; /**< Start distance in eye coords */
898 GLfloat End
; /**< End distance in eye coords */
899 GLfloat Index
; /**< Fog index */
900 GLenum Mode
; /**< Fog mode */
901 GLboolean ColorSumEnabled
;
902 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
903 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
904 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
909 * Hint attribute group (GL_HINT_BIT).
911 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
913 struct gl_hint_attrib
915 GLenum PerspectiveCorrection
;
918 GLenum PolygonSmooth
;
920 GLenum ClipVolumeClipping
; /**< GL_EXT_clip_volume_hint */
921 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
922 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
923 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
928 * Lighting attribute group (GL_LIGHT_BIT).
930 struct gl_light_attrib
932 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
933 struct gl_lightmodel Model
; /**< Lighting model */
936 * Front and back material values.
937 * Note: must call FLUSH_VERTICES() before using.
939 struct gl_material Material
;
941 GLboolean Enabled
; /**< Lighting enabled flag */
942 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
943 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
944 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
945 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
946 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
947 GLboolean ColorMaterialEnabled
;
948 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
949 GLboolean _ClampVertexColor
;
951 struct gl_light EnabledList
; /**< List sentinel */
954 * Derived state for optimizations:
957 GLboolean _NeedEyeCoords
;
958 GLboolean _NeedVertices
; /**< Use fast shader? */
959 GLfloat _BaseColor
[2][3];
965 * Line attribute group (GL_LINE_BIT).
967 struct gl_line_attrib
969 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
970 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
971 GLushort StipplePattern
; /**< Stipple pattern */
972 GLint StippleFactor
; /**< Stipple repeat factor */
973 GLfloat Width
; /**< Line width */
978 * Display list attribute group (GL_LIST_BIT).
980 struct gl_list_attrib
987 * Multisample attribute group (GL_MULTISAMPLE_BIT).
989 struct gl_multisample_attrib
992 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
993 GLboolean SampleAlphaToCoverage
;
994 GLboolean SampleAlphaToOne
;
995 GLboolean SampleCoverage
;
996 GLfloat SampleCoverageValue
;
997 GLboolean SampleCoverageInvert
;
1002 * A pixelmap (see glPixelMap)
1007 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
1012 * Collection of all pixelmaps
1016 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1017 struct gl_pixelmap GtoG
;
1018 struct gl_pixelmap BtoB
;
1019 struct gl_pixelmap AtoA
;
1020 struct gl_pixelmap ItoR
;
1021 struct gl_pixelmap ItoG
;
1022 struct gl_pixelmap ItoB
;
1023 struct gl_pixelmap ItoA
;
1024 struct gl_pixelmap ItoI
;
1025 struct gl_pixelmap StoS
;
1030 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1032 struct gl_pixel_attrib
1034 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
1036 /*--- Begin Pixel Transfer State ---*/
1037 /* Fields are in the order in which they're applied... */
1039 /** Scale & Bias (index shift, offset) */
1041 GLfloat RedBias
, RedScale
;
1042 GLfloat GreenBias
, GreenScale
;
1043 GLfloat BlueBias
, BlueScale
;
1044 GLfloat AlphaBias
, AlphaScale
;
1045 GLfloat DepthBias
, DepthScale
;
1046 GLint IndexShift
, IndexOffset
;
1050 /* Note: actual pixel maps are not part of this attrib group */
1051 GLboolean MapColorFlag
;
1052 GLboolean MapStencilFlag
;
1054 /*--- End Pixel Transfer State ---*/
1057 GLfloat ZoomX
, ZoomY
;
1062 * Point attribute group (GL_POINT_BIT).
1064 struct gl_point_attrib
1066 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
1067 GLfloat Size
; /**< User-specified point size */
1068 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
1069 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
1070 GLfloat Threshold
; /**< GL_EXT_point_parameters */
1071 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
1072 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
1073 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
1074 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
1075 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
1080 * Polygon attribute group (GL_POLYGON_BIT).
1082 struct gl_polygon_attrib
1084 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
1085 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1086 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1087 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1088 GLboolean CullFlag
; /**< Culling on/off flag */
1089 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1090 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1091 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1092 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1093 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1094 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1095 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1096 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1101 * Scissor attributes (GL_SCISSOR_BIT).
1103 struct gl_scissor_attrib
1105 GLboolean Enabled
; /**< Scissor test enabled? */
1106 GLint X
, Y
; /**< Lower left corner of box */
1107 GLsizei Width
, Height
; /**< Size of box */
1112 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1114 * Three sets of stencil data are tracked so that OpenGL 2.0,
1115 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1116 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1117 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1118 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1119 * GL_EXT_stencil_two_side GL_BACK state.
1121 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1122 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1124 * The derived value \c _TestTwoSide is set when the front-face and back-face
1125 * stencil state are different.
1127 struct gl_stencil_attrib
1129 GLboolean Enabled
; /**< Enabled flag */
1130 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1131 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1132 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1133 GLboolean _TestTwoSide
;
1134 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1135 GLenum Function
[3]; /**< Stencil function */
1136 GLenum FailFunc
[3]; /**< Fail function */
1137 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1138 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1139 GLint Ref
[3]; /**< Reference value */
1140 GLuint ValueMask
[3]; /**< Value mask */
1141 GLuint WriteMask
[3]; /**< Write mask */
1142 GLuint Clear
; /**< Clear value */
1147 * An index for each type of texture object. These correspond to the GL
1148 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1149 * Note: the order is from highest priority to lowest priority.
1153 TEXTURE_BUFFER_INDEX
,
1154 TEXTURE_2D_ARRAY_INDEX
,
1155 TEXTURE_1D_ARRAY_INDEX
,
1156 TEXTURE_EXTERNAL_INDEX
,
1167 * Bit flags for each type of texture object
1168 * Used for Texture.Unit[]._ReallyEnabled flags.
1171 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1172 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1173 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1174 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1175 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1176 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1177 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1178 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1179 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1184 * Texture image state. Drivers will typically create a subclass of this
1185 * with extra fields for memory buffers, etc.
1187 struct gl_texture_image
1189 GLint InternalFormat
; /**< Internal format as given by the user */
1190 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1191 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1192 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1193 * GL_DEPTH_STENCIL_EXT only. Used for
1194 * choosing TexEnv arithmetic.
1196 gl_format TexFormat
; /**< The actual texture memory format */
1198 GLuint Border
; /**< 0 or 1 */
1199 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1200 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1201 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1202 GLuint Width2
; /**< = Width - 2*Border */
1203 GLuint Height2
; /**< = Height - 2*Border */
1204 GLuint Depth2
; /**< = Depth - 2*Border */
1205 GLuint WidthLog2
; /**< = log2(Width2) */
1206 GLuint HeightLog2
; /**< = log2(Height2) */
1207 GLuint DepthLog2
; /**< = log2(Depth2) */
1208 GLuint MaxLog2
; /**< = MAX(WidthLog2, HeightLog2) */
1210 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1211 GLuint Level
; /**< Which mipmap level am I? */
1212 /** Cube map face: index into gl_texture_object::Image[] array */
1218 * Indexes for cube map faces.
1233 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1234 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1236 struct gl_sampler_object
1241 GLenum WrapS
; /**< S-axis texture image wrap mode */
1242 GLenum WrapT
; /**< T-axis texture image wrap mode */
1243 GLenum WrapR
; /**< R-axis texture image wrap mode */
1244 GLenum MinFilter
; /**< minification filter */
1245 GLenum MagFilter
; /**< magnification filter */
1246 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1247 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1248 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1249 GLfloat LodBias
; /**< OpenGL 1.4 */
1250 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1251 GLenum CompareMode
; /**< GL_ARB_shadow */
1252 GLenum CompareFunc
; /**< GL_ARB_shadow */
1253 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1254 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1259 * Texture object state. Contains the array of mipmap images, border color,
1260 * wrap modes, filter modes, and shadow/texcompare state.
1262 struct gl_texture_object
1264 _glthread_Mutex Mutex
; /**< for thread safety */
1265 GLint RefCount
; /**< reference count */
1266 GLuint Name
; /**< the user-visible texture object ID */
1267 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1269 struct gl_sampler_object Sampler
;
1271 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1273 GLfloat Priority
; /**< in [0,1] */
1274 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1275 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1276 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1277 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1278 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1279 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1280 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1281 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1282 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1283 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1284 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1285 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1286 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1287 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1289 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1290 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1292 /** GL_ARB_texture_buffer_object */
1293 struct gl_buffer_object
*BufferObject
;
1294 GLenum BufferObjectFormat
;
1295 /** Equivalent Mesa format for BufferObjectFormat. */
1296 gl_format _BufferObjectFormat
;
1298 /** GL_OES_EGL_image_external */
1299 GLint RequiredTextureImageUnits
;
1303 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1304 #define MAX_COMBINER_TERMS 4
1308 * Texture combine environment state.
1310 struct gl_tex_env_combine_state
1312 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1313 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1314 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1315 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1316 GLenum SourceA
[MAX_COMBINER_TERMS
];
1317 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1318 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1319 GLenum OperandA
[MAX_COMBINER_TERMS
];
1320 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1321 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1322 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1323 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1328 * TexGenEnabled flags.
1335 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1340 * Bit flag versions of the corresponding GL_ constants.
1343 #define TEXGEN_SPHERE_MAP 0x1
1344 #define TEXGEN_OBJ_LINEAR 0x2
1345 #define TEXGEN_EYE_LINEAR 0x4
1346 #define TEXGEN_REFLECTION_MAP_NV 0x8
1347 #define TEXGEN_NORMAL_MAP_NV 0x10
1349 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1350 TEXGEN_REFLECTION_MAP_NV | \
1351 TEXGEN_NORMAL_MAP_NV)
1352 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1353 TEXGEN_REFLECTION_MAP_NV | \
1354 TEXGEN_NORMAL_MAP_NV | \
1360 /** Tex-gen enabled for texture unit? */
1361 #define ENABLE_TEXGEN(unit) (1 << (unit))
1363 /** Non-identity texture matrix for texture unit? */
1364 #define ENABLE_TEXMAT(unit) (1 << (unit))
1368 * Texture coord generation state.
1372 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1373 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1374 GLfloat ObjectPlane
[4];
1375 GLfloat EyePlane
[4];
1380 * Texture unit state. Contains enable flags, texture environment/function/
1381 * combiners, texgen state, and pointers to current texture objects.
1383 struct gl_texture_unit
1385 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1386 GLbitfield _ReallyEnabled
; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1388 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1389 GLclampf EnvColor
[4];
1390 GLfloat EnvColorUnclamped
[4];
1392 struct gl_texgen GenS
;
1393 struct gl_texgen GenT
;
1394 struct gl_texgen GenR
;
1395 struct gl_texgen GenQ
;
1396 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1397 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1399 GLfloat LodBias
; /**< for biasing mipmap levels */
1401 GLfloat RotMatrix
[4]; /* 2x2 matrix */
1403 /** Current sampler object (GL_ARB_sampler_objects) */
1404 struct gl_sampler_object
*Sampler
;
1407 * \name GL_EXT_texture_env_combine
1409 struct gl_tex_env_combine_state Combine
;
1412 * Derived state based on \c EnvMode and the \c BaseFormat of the
1413 * currently enabled texture.
1415 struct gl_tex_env_combine_state _EnvMode
;
1418 * Currently enabled combiner state. This will point to either
1419 * \c Combine or \c _EnvMode.
1421 struct gl_tex_env_combine_state
*_CurrentCombine
;
1423 /** Current texture object pointers */
1424 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1426 /** Points to highest priority, complete and enabled texture object */
1427 struct gl_texture_object
*_Current
;
1432 * Texture attribute group (GL_TEXTURE_BIT).
1434 struct gl_texture_attrib
1436 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1437 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1439 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1441 /** GL_ARB_texture_buffer_object */
1442 struct gl_buffer_object
*BufferObject
;
1444 /** GL_ARB_seamless_cubemap */
1445 GLboolean CubeMapSeamless
;
1447 /** Texture units/samplers used by vertex or fragment texturing */
1448 GLbitfield _EnabledUnits
;
1450 /** Texture coord units/sets used for fragment texturing */
1451 GLbitfield _EnabledCoordUnits
;
1453 /** Texture coord units that have texgen enabled */
1454 GLbitfield _TexGenEnabled
;
1456 /** Texture coord units that have non-identity matrices */
1457 GLbitfield _TexMatEnabled
;
1459 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1460 GLbitfield _GenFlags
;
1465 * Data structure representing a single clip plane (e.g. one of the elements
1466 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1468 typedef GLfloat gl_clip_plane
[4];
1472 * Transformation attribute group (GL_TRANSFORM_BIT).
1474 struct gl_transform_attrib
1476 GLenum MatrixMode
; /**< Matrix mode */
1477 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1478 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1479 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1480 GLboolean Normalize
; /**< Normalize all normals? */
1481 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1482 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1483 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1485 GLfloat CullEyePos
[4];
1486 GLfloat CullObjPos
[4];
1491 * Viewport attribute group (GL_VIEWPORT_BIT).
1493 struct gl_viewport_attrib
1495 GLint X
, Y
; /**< position */
1496 GLsizei Width
, Height
; /**< size */
1497 GLfloat Near
, Far
; /**< Depth buffer range */
1498 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1503 * GL_ARB_vertex/pixel_buffer_object buffer object
1505 struct gl_buffer_object
1507 _glthread_Mutex Mutex
;
1510 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1511 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1512 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1513 /** Fields describing a mapped buffer */
1515 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1516 GLvoid
*Pointer
; /**< User-space address of mapping */
1517 GLintptr Offset
; /**< Mapped offset */
1518 GLsizeiptr Length
; /**< Mapped length */
1520 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1521 GLboolean Written
; /**< Ever written to? (for debugging) */
1522 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1527 * Client pixel packing/unpacking attributes
1529 struct gl_pixelstore_attrib
1537 GLboolean SwapBytes
;
1539 GLboolean Invert
; /**< GL_MESA_pack_invert */
1540 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1545 * Client vertex array attributes
1547 struct gl_client_array
1549 GLint Size
; /**< components per element (1,2,3,4) */
1550 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1551 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1552 GLsizei Stride
; /**< user-specified stride */
1553 GLsizei StrideB
; /**< actual stride in bytes */
1554 const GLubyte
*Ptr
; /**< Points to array data */
1555 GLboolean Enabled
; /**< Enabled flag is a boolean */
1556 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1557 GLboolean Integer
; /**< Integer-valued? */
1558 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1559 GLuint _ElementSize
; /**< size of each element in bytes */
1561 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1562 GLuint _MaxElement
; /**< max element index into array buffer + 1 */
1567 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1568 * extension, but a nice encapsulation in any case.
1570 struct gl_array_object
1572 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1576 _glthread_Mutex Mutex
;
1579 * Does the VAO use ARB semantics or Apple semantics?
1581 * There are several ways in which ARB_vertex_array_object and
1582 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1585 * - ARB VAOs require that all array data be sourced from vertex buffer
1586 * objects, but Apple VAOs do not.
1588 * - ARB VAOs require that names come from GenVertexArrays.
1590 * This flag notes which behavior governs this VAO.
1592 GLboolean ARBsemantics
;
1595 * Has this array object been bound?
1599 /** Vertex attribute arrays */
1600 struct gl_client_array VertexAttrib
[VERT_ATTRIB_MAX
];
1602 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1603 GLbitfield64 _Enabled
;
1605 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1606 GLbitfield64 NewArrays
;
1609 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1610 * we can determine the max legal (in bounds) glDrawElements array index.
1614 struct gl_buffer_object
*ElementArrayBufferObj
;
1619 * Vertex array state
1621 struct gl_array_attrib
1623 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1624 struct gl_array_object
*ArrayObj
;
1626 /** The default vertex array object */
1627 struct gl_array_object
*DefaultArrayObj
;
1629 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1630 struct _mesa_HashTable
*Objects
;
1632 GLint ActiveTexture
; /**< Client Active Texture */
1633 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1634 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1636 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1637 GLboolean PrimitiveRestart
;
1638 GLuint RestartIndex
;
1640 /* GL_ARB_vertex_buffer_object */
1641 struct gl_buffer_object
*ArrayBufferObj
;
1644 * Vertex arrays as consumed by a driver.
1645 * The array pointer is set up only by the VBO module. */
1646 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1651 * Feedback buffer state
1656 GLbitfield _Mask
; /**< FB_* bits */
1664 * Selection buffer state
1668 GLuint
*Buffer
; /**< selection buffer */
1669 GLuint BufferSize
; /**< size of the selection buffer */
1670 GLuint BufferCount
; /**< number of values in the selection buffer */
1671 GLuint Hits
; /**< number of records in the selection buffer */
1672 GLuint NameStackDepth
; /**< name stack depth */
1673 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1674 GLboolean HitFlag
; /**< hit flag */
1675 GLfloat HitMinZ
; /**< minimum hit depth */
1676 GLfloat HitMaxZ
; /**< maximum hit depth */
1681 * 1-D Evaluator control points
1685 GLuint Order
; /**< Number of control points */
1686 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1687 GLfloat
*Points
; /**< Points to contiguous control points */
1692 * 2-D Evaluator control points
1696 GLuint Uorder
; /**< Number of control points in U dimension */
1697 GLuint Vorder
; /**< Number of control points in V dimension */
1700 GLfloat
*Points
; /**< Points to contiguous control points */
1705 * All evaluator control point state
1707 struct gl_evaluators
1713 struct gl_1d_map Map1Vertex3
;
1714 struct gl_1d_map Map1Vertex4
;
1715 struct gl_1d_map Map1Index
;
1716 struct gl_1d_map Map1Color4
;
1717 struct gl_1d_map Map1Normal
;
1718 struct gl_1d_map Map1Texture1
;
1719 struct gl_1d_map Map1Texture2
;
1720 struct gl_1d_map Map1Texture3
;
1721 struct gl_1d_map Map1Texture4
;
1722 struct gl_1d_map Map1Attrib
[16]; /**< GL_NV_vertex_program */
1729 struct gl_2d_map Map2Vertex3
;
1730 struct gl_2d_map Map2Vertex4
;
1731 struct gl_2d_map Map2Index
;
1732 struct gl_2d_map Map2Color4
;
1733 struct gl_2d_map Map2Normal
;
1734 struct gl_2d_map Map2Texture1
;
1735 struct gl_2d_map Map2Texture2
;
1736 struct gl_2d_map Map2Texture3
;
1737 struct gl_2d_map Map2Texture4
;
1738 struct gl_2d_map Map2Attrib
[16]; /**< GL_NV_vertex_program */
1743 struct gl_transform_feedback_varying_info
1752 * Per-output info vertex shaders for transform feedback.
1754 struct gl_transform_feedback_output
1756 unsigned OutputRegister
;
1757 unsigned OutputBuffer
;
1758 unsigned NumComponents
;
1760 /** offset (in DWORDs) of this output within the interleaved structure */
1764 * Offset into the output register of the data to output. For example,
1765 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1766 * offset is in the y and z components of the output register.
1768 unsigned ComponentOffset
;
1772 /** Post-link transform feedback info. */
1773 struct gl_transform_feedback_info
1775 unsigned NumOutputs
;
1778 * Number of transform feedback buffers in use by this program.
1780 unsigned NumBuffers
;
1782 struct gl_transform_feedback_output
*Outputs
;
1784 /** Transform feedback varyings used for the linking of this shader program.
1786 * Use for glGetTransformFeedbackVarying().
1788 struct gl_transform_feedback_varying_info
*Varyings
;
1792 * Total number of components stored in each buffer. This may be used by
1793 * hardware back-ends to determine the correct stride when interleaving
1794 * multiple transform feedback outputs in the same buffer.
1796 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1801 * Transform feedback object state
1803 struct gl_transform_feedback_object
1805 GLuint Name
; /**< AKA the object ID */
1807 GLboolean Active
; /**< Is transform feedback enabled? */
1808 GLboolean Paused
; /**< Is transform feedback paused? */
1809 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1812 /** The feedback buffers */
1813 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1814 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1816 /** Start of feedback data in dest buffer */
1817 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1818 /** Max data to put into dest buffer (in bytes) */
1819 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1824 * Context state for transform feedback.
1826 struct gl_transform_feedback_state
1828 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1830 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1831 struct gl_buffer_object
*CurrentBuffer
;
1833 /** The table of all transform feedback objects */
1834 struct _mesa_HashTable
*Objects
;
1836 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1837 struct gl_transform_feedback_object
*CurrentObject
;
1839 /** The default xform-fb object (Name==0) */
1840 struct gl_transform_feedback_object
*DefaultObject
;
1845 * Names of the various vertex/fragment program register files, etc.
1847 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1848 * All values should fit in a 4-bit field.
1850 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1851 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1852 * be "uniform" variables since they can only be set outside glBegin/End.
1853 * They're also all stored in the same Parameters array.
1857 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1858 PROGRAM_INPUT
, /**< machine->Inputs[] */
1859 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1860 PROGRAM_VARYING
, /**< machine->Inputs[]/Outputs[] */
1861 PROGRAM_LOCAL_PARAM
, /**< gl_program->LocalParams[] */
1862 PROGRAM_ENV_PARAM
, /**< gl_program->Parameters[] */
1863 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1864 PROGRAM_NAMED_PARAM
, /**< gl_program->Parameters[] */
1865 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1866 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1867 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1868 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1869 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1870 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1871 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1877 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1878 * one of these values.
1882 SYSTEM_VALUE_FRONT_FACE
, /**< Fragment shader only (not done yet) */
1883 SYSTEM_VALUE_VERTEX_ID
, /**< Vertex shader only */
1884 SYSTEM_VALUE_INSTANCE_ID
, /**< Vertex shader only */
1885 SYSTEM_VALUE_MAX
/**< Number of values */
1890 * The possible interpolation qualifiers that can be applied to a fragment
1891 * shader input in GLSL.
1893 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1894 * gl_fragment_program data structure to 0 causes the default behavior.
1896 enum glsl_interp_qualifier
1898 INTERP_QUALIFIER_NONE
= 0,
1899 INTERP_QUALIFIER_SMOOTH
,
1900 INTERP_QUALIFIER_FLAT
,
1901 INTERP_QUALIFIER_NOPERSPECTIVE
1906 * \brief Layout qualifiers for gl_FragDepth.
1908 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1909 * a layout qualifier.
1911 * \see enum ir_depth_layout
1913 enum gl_frag_depth_layout
1915 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
1916 FRAG_DEPTH_LAYOUT_ANY
,
1917 FRAG_DEPTH_LAYOUT_GREATER
,
1918 FRAG_DEPTH_LAYOUT_LESS
,
1919 FRAG_DEPTH_LAYOUT_UNCHANGED
1924 * Base class for any kind of program object
1929 GLubyte
*String
; /**< Null-terminated program text */
1931 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1932 GLenum Format
; /**< String encoding format */
1935 struct prog_instruction
*Instructions
;
1937 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1938 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1939 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1940 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
1941 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
1942 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1943 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1944 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1947 /** Named parameters, constants, etc. from program text */
1948 struct gl_program_parameter_list
*Parameters
;
1949 /** Numbered local parameters */
1950 GLfloat LocalParams
[MAX_PROGRAM_LOCAL_PARAMS
][4];
1952 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1953 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1955 /** Bitmask of which register files are read/written with indirect
1956 * addressing. Mask of (1 << PROGRAM_x) bits.
1958 GLbitfield IndirectRegisterFiles
;
1960 /** Logical counts */
1962 GLuint NumInstructions
;
1963 GLuint NumTemporaries
;
1964 GLuint NumParameters
;
1965 GLuint NumAttributes
;
1966 GLuint NumAddressRegs
;
1967 GLuint NumAluInstructions
;
1968 GLuint NumTexInstructions
;
1969 GLuint NumTexIndirections
;
1971 /** Native, actual h/w counts */
1973 GLuint NumNativeInstructions
;
1974 GLuint NumNativeTemporaries
;
1975 GLuint NumNativeParameters
;
1976 GLuint NumNativeAttributes
;
1977 GLuint NumNativeAddressRegs
;
1978 GLuint NumNativeAluInstructions
;
1979 GLuint NumNativeTexInstructions
;
1980 GLuint NumNativeTexIndirections
;
1985 /** Vertex program object */
1986 struct gl_vertex_program
1988 struct gl_program Base
; /**< base class */
1989 GLboolean IsNVProgram
; /**< is this a GL_NV_vertex_program program? */
1990 GLboolean IsPositionInvariant
;
1991 GLboolean UsesClipDistance
;
1995 /** Geometry program object */
1996 struct gl_geometry_program
1998 struct gl_program Base
; /**< base class */
2001 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2002 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2003 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2007 /** Fragment program object */
2008 struct gl_fragment_program
2010 struct gl_program Base
; /**< base class */
2011 GLboolean UsesKill
; /**< shader uses KIL instruction */
2012 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2013 GLboolean OriginUpperLeft
;
2014 GLboolean PixelCenterInteger
;
2015 enum gl_frag_depth_layout FragDepthLayout
;
2018 * GLSL interpolation qualifier associated with each fragment shader input.
2019 * For inputs that do not have an interpolation qualifier specified in
2020 * GLSL, the value is INTERP_QUALIFIER_NONE.
2022 enum glsl_interp_qualifier InterpQualifier
[FRAG_ATTRIB_MAX
];
2025 * Bitfield indicating, for each fragment shader input, 1 if that input
2026 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2028 GLbitfield64 IsCentroid
;
2033 * State common to vertex and fragment programs.
2035 struct gl_program_state
2037 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2038 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2043 * Context state for vertex programs.
2045 struct gl_vertex_program_state
2047 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2048 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2049 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2050 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2051 /** Computed two sided lighting for fixed function/programs. */
2052 GLboolean _TwoSideEnabled
;
2053 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2055 /** Currently enabled and valid vertex program (including internal
2056 * programs, user-defined vertex programs and GLSL vertex shaders).
2057 * This is the program we must use when rendering.
2059 struct gl_vertex_program
*_Current
;
2061 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2063 /** Should fixed-function T&L be implemented with a vertex prog? */
2064 GLboolean _MaintainTnlProgram
;
2066 /** Program to emulate fixed-function T&L (see above) */
2067 struct gl_vertex_program
*_TnlProgram
;
2069 /** Cache of fixed-function programs */
2070 struct gl_program_cache
*Cache
;
2072 GLboolean _Overriden
;
2077 * Context state for geometry programs.
2079 struct gl_geometry_program_state
2081 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2082 GLboolean _Enabled
; /**< Enabled and valid program? */
2083 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2085 /** Currently enabled and valid program (including internal programs
2086 * and compiled shader programs).
2088 struct gl_geometry_program
*_Current
;
2090 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2092 /** Cache of fixed-function programs */
2093 struct gl_program_cache
*Cache
;
2097 * Context state for fragment programs.
2099 struct gl_fragment_program_state
2101 GLboolean Enabled
; /**< User-set fragment program enable flag */
2102 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2103 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2105 /** Currently enabled and valid fragment program (including internal
2106 * programs, user-defined fragment programs and GLSL fragment shaders).
2107 * This is the program we must use when rendering.
2109 struct gl_fragment_program
*_Current
;
2111 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2113 /** Should fixed-function texturing be implemented with a fragment prog? */
2114 GLboolean _MaintainTexEnvProgram
;
2116 /** Program to emulate fixed-function texture env/combine (see above) */
2117 struct gl_fragment_program
*_TexEnvProgram
;
2119 /** Cache of fixed-function programs */
2120 struct gl_program_cache
*Cache
;
2125 * ATI_fragment_shader runtime state
2127 #define ATI_FS_INPUT_PRIMARY 0
2128 #define ATI_FS_INPUT_SECONDARY 1
2130 struct atifs_instruction
;
2131 struct atifs_setupinst
;
2134 * ATI fragment shader
2136 struct ati_fragment_shader
2140 struct atifs_instruction
*Instructions
[2];
2141 struct atifs_setupinst
*SetupInst
[2];
2142 GLfloat Constants
[8][4];
2143 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2144 GLubyte numArithInstr
[2];
2145 GLubyte regsAssigned
[2];
2146 GLubyte NumPasses
; /**< 1 or 2 */
2148 GLubyte last_optype
;
2149 GLboolean interpinp1
;
2155 * Context state for GL_ATI_fragment_shader
2157 struct gl_ati_fragment_shader_state
2160 GLboolean _Enabled
; /**< enabled and valid shader? */
2161 GLboolean Compiling
;
2162 GLfloat GlobalConstants
[8][4];
2163 struct ati_fragment_shader
*Current
;
2167 /** Set by #pragma directives */
2168 struct gl_sl_pragmas
2170 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2171 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2172 GLboolean Optimize
; /**< defaults on */
2173 GLboolean Debug
; /**< defaults off */
2178 * A GLSL vertex or fragment shader object.
2182 GLenum Type
; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2183 GLuint Name
; /**< AKA the handle */
2184 GLint RefCount
; /**< Reference count */
2185 GLboolean DeletePending
;
2186 GLboolean CompileStatus
;
2187 const GLchar
*Source
; /**< Source code string */
2188 GLuint SourceChecksum
; /**< for debug/logging purposes */
2189 struct gl_program
*Program
; /**< Post-compile assembly code */
2191 struct gl_sl_pragmas Pragmas
;
2193 unsigned Version
; /**< GLSL version used for linking */
2196 * \name Sampler tracking
2198 * \note Each of these fields is only set post-linking.
2201 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2202 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2203 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2207 * Number of uniform components used by this shader.
2209 * This field is only set post-linking.
2211 unsigned num_uniform_components
;
2214 * This shader's uniform block information.
2216 * The offsets of the variables are assigned only for shaders in a program's
2219 struct gl_uniform_block
*UniformBlocks
;
2220 unsigned NumUniformBlocks
;
2222 struct exec_list
*ir
;
2223 struct glsl_symbol_table
*symbols
;
2225 /** Shaders containing built-in functions that are used for linking. */
2226 struct gl_shader
*builtins_to_link
[16];
2227 unsigned num_builtins_to_link
;
2232 * Shader stages. Note that these will become 5 with tessellation.
2233 * These MUST have the same values as gallium's PIPE_SHADER_*
2237 MESA_SHADER_VERTEX
= 0,
2238 MESA_SHADER_FRAGMENT
= 1,
2239 MESA_SHADER_GEOMETRY
= 2,
2240 MESA_SHADER_TYPES
= 3
2243 struct gl_uniform_buffer_variable
2246 const struct glsl_type
*Type
;
2247 unsigned int Buffer
;
2248 unsigned int Offset
;
2252 struct gl_uniform_block
2254 /** Declared name of the uniform block */
2257 /** Array of supplemental information about UBO ir_variables. */
2258 struct gl_uniform_buffer_variable
*Uniforms
;
2262 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2263 * with glBindBufferBase to bind a buffer object to this uniform block. When
2264 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2269 * Minimum size of a buffer object to back this uniform buffer
2270 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2272 GLuint UniformBufferSize
;
2276 * A GLSL program object.
2277 * Basically a linked collection of vertex and fragment shaders.
2279 struct gl_shader_program
2281 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2282 GLuint Name
; /**< aka handle or ID */
2283 GLint RefCount
; /**< Reference count */
2284 GLboolean DeletePending
;
2287 * Flags that the linker should not reject the program if it lacks
2288 * a vertex or fragment shader. GLES2 doesn't allow separate
2289 * shader objects, and would reject them. However, we internally
2290 * build separate shader objects for fixed function programs, which
2291 * we use for drivers/common/meta.c and for handling
2292 * _mesa_update_state with no program bound (for example in
2295 GLboolean InternalSeparateShader
;
2297 GLuint NumShaders
; /**< number of attached shaders */
2298 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2301 * User-defined attribute bindings
2303 * These are set via \c glBindAttribLocation and are used to direct the
2304 * GLSL linker. These are \b not the values used in the compiled shader,
2305 * and they are \b not the values returned by \c glGetAttribLocation.
2307 struct string_to_uint_map
*AttributeBindings
;
2310 * User-defined fragment data bindings
2312 * These are set via \c glBindFragDataLocation and are used to direct the
2313 * GLSL linker. These are \b not the values used in the compiled shader,
2314 * and they are \b not the values returned by \c glGetFragDataLocation.
2316 struct string_to_uint_map
*FragDataBindings
;
2317 struct string_to_uint_map
*FragDataIndexBindings
;
2320 * Transform feedback varyings last specified by
2321 * glTransformFeedbackVaryings().
2323 * For the current set of transform feeedback varyings used for transform
2324 * feedback output, see LinkedTransformFeedback.
2329 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2330 } TransformFeedback
;
2332 /** Post-link transform feedback info. */
2333 struct gl_transform_feedback_info LinkedTransformFeedback
;
2335 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2336 enum gl_frag_depth_layout FragDepthLayout
;
2338 /** Geometry shader state - copied into gl_geometry_program at link time */
2341 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2342 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2343 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2346 /** Vertex shader state - copied into gl_vertex_program at link time */
2348 GLboolean UsesClipDistance
; /**< True if gl_ClipDistance is written to. */
2349 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2350 0 if not present. */
2353 /* post-link info: */
2354 unsigned NumUserUniformStorage
;
2355 struct gl_uniform_storage
*UniformStorage
;
2357 struct gl_uniform_block
*UniformBlocks
;
2358 unsigned NumUniformBlocks
;
2361 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2362 * they're used in, or -1.
2364 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2365 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2367 int *UniformBlockStageIndex
[MESA_SHADER_TYPES
];
2370 * Map of active uniform names to locations
2372 * Maps any active uniform that is not an array element to a location.
2373 * Each active uniform, including individual structure members will appear
2374 * in this map. This roughly corresponds to the set of names that would be
2375 * enumerated by \c glGetActiveUniform.
2377 struct string_to_uint_map
*UniformHash
;
2380 * Map from sampler unit to texture unit (set by glUniform1i())
2382 * A sampler unit is associated with each sampler uniform by the linker.
2383 * The sampler unit associated with each uniform is stored in the
2384 * \c gl_uniform_storage::sampler field.
2386 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2387 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2388 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2390 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2391 GLboolean Validated
;
2392 GLboolean _Used
; /**< Ever used for drawing? */
2395 unsigned Version
; /**< GLSL version used for linking */
2398 * Per-stage shaders resulting from the first stage of linking.
2400 * Set of linked shaders for this program. The array is accessed using the
2401 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2404 struct gl_shader
*_LinkedShaders
[MESA_SHADER_TYPES
];
2408 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2409 #define GLSL_LOG 0x2 /**< Write shaders to files */
2410 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2411 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2412 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2413 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2414 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2415 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2416 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2420 * Context state for GLSL vertex/fragment shaders.
2422 struct gl_shader_state
2425 * Programs used for rendering
2427 * There is a separate program set for each shader stage. If
2428 * GL_EXT_separate_shader_objects is not supported, each of these must point
2429 * to \c NULL or to the same program.
2431 struct gl_shader_program
*CurrentVertexProgram
;
2432 struct gl_shader_program
*CurrentGeometryProgram
;
2433 struct gl_shader_program
*CurrentFragmentProgram
;
2435 struct gl_shader_program
*_CurrentFragmentProgram
;
2438 * Program used by glUniform calls.
2440 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2442 struct gl_shader_program
*ActiveProgram
;
2444 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2449 * Compiler options for a single GLSL shaders type
2451 struct gl_shader_compiler_options
2453 /** Driver-selectable options: */
2454 GLboolean EmitCondCodes
; /**< Use condition codes? */
2455 GLboolean EmitNVTempInitialization
; /**< 0-fill NV temp registers */
2456 GLboolean EmitNoLoops
;
2457 GLboolean EmitNoFunctions
;
2458 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2459 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2460 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2461 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2462 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2465 * \name Forms of indirect addressing the driver cannot do.
2468 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2469 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2470 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2471 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2474 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2475 GLuint MaxUnrollIterations
;
2477 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
2482 * Occlusion/timer query object.
2484 struct gl_query_object
2486 GLenum Target
; /**< The query target, when active */
2487 GLuint Id
; /**< hash table ID/name */
2488 GLuint64EXT Result
; /**< the counter */
2489 GLboolean Active
; /**< inside Begin/EndQuery */
2490 GLboolean Ready
; /**< result is ready? */
2495 * Context state for query objects.
2497 struct gl_query_state
2499 struct _mesa_HashTable
*QueryObjects
;
2500 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2501 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2503 /** GL_NV_conditional_render */
2504 struct gl_query_object
*CondRenderQuery
;
2506 /** GL_EXT_transform_feedback */
2507 struct gl_query_object
*PrimitivesGenerated
;
2508 struct gl_query_object
*PrimitivesWritten
;
2510 /** GL_ARB_timer_query */
2511 struct gl_query_object
*TimeElapsed
;
2513 GLenum CondRenderMode
;
2517 /** Sync object state */
2518 struct gl_sync_object
2520 struct simple_node link
;
2521 GLenum Type
; /**< GL_SYNC_FENCE */
2522 GLuint Name
; /**< Fence name */
2523 GLint RefCount
; /**< Reference count */
2524 GLboolean DeletePending
; /**< Object was deleted while there were still
2525 * live references (e.g., sync not yet finished)
2527 GLenum SyncCondition
;
2528 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2529 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2534 * State which can be shared by multiple contexts:
2536 struct gl_shared_state
2538 _glthread_Mutex Mutex
; /**< for thread safety */
2539 GLint RefCount
; /**< Reference count */
2540 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2541 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2543 /** Default texture objects (shared by all texture units) */
2544 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2546 /** Fallback texture used when a bound texture is incomplete */
2547 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2550 * \name Thread safety and statechange notification for texture
2553 * \todo Improve the granularity of locking.
2556 _glthread_Mutex TexMutex
; /**< texobj thread safety */
2557 GLuint TextureStateStamp
; /**< state notification for shared tex */
2560 /** Default buffer object for vertex arrays that aren't in VBOs */
2561 struct gl_buffer_object
*NullBufferObj
;
2564 * \name Vertex/geometry/fragment programs
2567 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2568 struct gl_vertex_program
*DefaultVertexProgram
;
2569 struct gl_fragment_program
*DefaultFragmentProgram
;
2570 struct gl_geometry_program
*DefaultGeometryProgram
;
2573 /* GL_ATI_fragment_shader */
2574 struct _mesa_HashTable
*ATIShaders
;
2575 struct ati_fragment_shader
*DefaultFragmentShader
;
2577 struct _mesa_HashTable
*BufferObjects
;
2579 /** Table of both gl_shader and gl_shader_program objects */
2580 struct _mesa_HashTable
*ShaderObjects
;
2582 /* GL_EXT_framebuffer_object */
2583 struct _mesa_HashTable
*RenderBuffers
;
2584 struct _mesa_HashTable
*FrameBuffers
;
2587 struct simple_node SyncObjects
;
2589 /** GL_ARB_sampler_objects */
2590 struct _mesa_HashTable
*SamplerObjects
;
2596 * Renderbuffers represent drawing surfaces such as color, depth and/or
2597 * stencil. A framebuffer object has a set of renderbuffers.
2598 * Drivers will typically derive subclasses of this type.
2600 struct gl_renderbuffer
2602 _glthread_Mutex Mutex
; /**< for thread safety */
2603 GLuint ClassID
; /**< Useful for drivers */
2606 GLuint Width
, Height
;
2607 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
2608 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
2610 GLenum InternalFormat
; /**< The user-specified format */
2611 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2612 GL_STENCIL_INDEX. */
2613 gl_format Format
; /**< The actual renderbuffer memory format */
2615 /** Delete this renderbuffer */
2616 void (*Delete
)(struct gl_renderbuffer
*rb
);
2618 /** Allocate new storage for this renderbuffer */
2619 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
2620 struct gl_renderbuffer
*rb
,
2621 GLenum internalFormat
,
2622 GLuint width
, GLuint height
);
2627 * A renderbuffer attachment points to either a texture object (and specifies
2628 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2630 struct gl_renderbuffer_attachment
2632 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2636 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2637 * application supplied renderbuffer object.
2639 struct gl_renderbuffer
*Renderbuffer
;
2642 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2643 * supplied texture object.
2645 struct gl_texture_object
*Texture
;
2646 GLuint TextureLevel
; /**< Attached mipmap level. */
2647 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
2648 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
2649 * and 2D array textures */
2654 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2655 * In C++ terms, think of this as a base class from which device drivers
2656 * will make derived classes.
2658 struct gl_framebuffer
2660 _glthread_Mutex Mutex
; /**< for thread safety */
2662 * If zero, this is a window system framebuffer. If non-zero, this
2663 * is a FBO framebuffer; note that for some devices (i.e. those with
2664 * a natural pixel coordinate system for FBOs that differs from the
2665 * OpenGL/Mesa coordinate system), this means that the viewport,
2666 * polygon face orientation, and polygon stipple will have to be inverted.
2671 GLboolean DeletePending
;
2674 * The framebuffer's visual. Immutable if this is a window system buffer.
2675 * Computed from attachments if user-made FBO.
2677 struct gl_config Visual
;
2679 GLboolean Initialized
;
2681 GLuint Width
, Height
; /**< size of frame buffer in pixels */
2683 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2685 GLint _Xmin
, _Xmax
; /**< inclusive */
2686 GLint _Ymin
, _Ymax
; /**< exclusive */
2689 /** \name Derived Z buffer stuff */
2691 GLuint _DepthMax
; /**< Max depth buffer value */
2692 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
2693 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
2696 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2699 /** Integer color values */
2700 GLboolean _IntegerColor
;
2702 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2703 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
2705 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2706 * attribute group and GL_PIXEL attribute group, respectively.
2708 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
2709 GLenum ColorReadBuffer
;
2711 /** Computed from ColorDraw/ReadBuffer above */
2712 GLuint _NumColorDrawBuffers
;
2713 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
2714 GLint _ColorReadBufferIndex
; /* -1 = None */
2715 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
2716 struct gl_renderbuffer
*_ColorReadBuffer
;
2718 /** Delete this framebuffer */
2719 void (*Delete
)(struct gl_framebuffer
*fb
);
2724 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2728 GLushort RangeMin
; /**< min value exponent */
2729 GLushort RangeMax
; /**< max value exponent */
2730 GLushort Precision
; /**< number of mantissa bits */
2735 * Limits for vertex, geometry and fragment programs/shaders.
2737 struct gl_program_constants
2739 /* logical limits */
2740 GLuint MaxInstructions
;
2741 GLuint MaxAluInstructions
;
2742 GLuint MaxTexInstructions
;
2743 GLuint MaxTexIndirections
;
2746 GLuint MaxAddressRegs
;
2747 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2748 GLuint MaxParameters
;
2749 GLuint MaxLocalParams
;
2750 GLuint MaxEnvParams
;
2751 /* native/hardware limits */
2752 GLuint MaxNativeInstructions
;
2753 GLuint MaxNativeAluInstructions
;
2754 GLuint MaxNativeTexInstructions
;
2755 GLuint MaxNativeTexIndirections
;
2756 GLuint MaxNativeAttribs
;
2757 GLuint MaxNativeTemps
;
2758 GLuint MaxNativeAddressRegs
;
2759 GLuint MaxNativeParameters
;
2761 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
2762 /* ES 2.0 and GL_ARB_ES2_compatibility */
2763 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
2764 struct gl_precision LowInt
, MediumInt
, HighInt
;
2765 /* GL_ARB_uniform_buffer_object */
2766 GLuint MaxUniformBlocks
;
2767 GLuint MaxCombinedUniformComponents
;
2772 * Constants which may be overridden by device driver during context creation
2773 * but are never changed after that.
2777 GLint MaxTextureMbytes
; /**< Max memory per image, in MB */
2778 GLint MaxTextureLevels
; /**< Max mipmap levels. */
2779 GLint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
2780 GLint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
2781 GLint MaxArrayTextureLayers
; /**< Max layers in array textures */
2782 GLint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
2783 GLuint MaxTextureCoordUnits
;
2784 GLuint MaxTextureImageUnits
;
2785 GLuint MaxVertexTextureImageUnits
;
2786 GLuint MaxCombinedTextureImageUnits
;
2787 GLuint MaxGeometryTextureImageUnits
;
2788 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, ImageUnits) */
2789 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
2790 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
2791 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
2793 GLuint MaxArrayLockSize
;
2797 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
2798 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
2799 GLfloat PointSizeGranularity
;
2800 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
2801 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
2802 GLfloat LineWidthGranularity
;
2804 GLuint MaxColorTableSize
;
2806 GLuint MaxClipPlanes
;
2808 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
2809 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
2811 GLuint MaxViewportWidth
, MaxViewportHeight
;
2813 struct gl_program_constants VertexProgram
; /**< GL_ARB_vertex_program */
2814 struct gl_program_constants FragmentProgram
; /**< GL_ARB_fragment_program */
2815 struct gl_program_constants GeometryProgram
; /**< GL_ARB_geometry_shader4 */
2816 GLuint MaxProgramMatrices
;
2817 GLuint MaxProgramMatrixStackDepth
;
2820 GLuint SamplesPassed
;
2823 GLuint PrimitivesGenerated
;
2824 GLuint PrimitivesWritten
;
2827 /** vertex array / buffer object bounds checking */
2828 GLboolean CheckArrayBounds
;
2830 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
2832 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
2833 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
2834 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
2836 /** Number of varying vectors between vertex and fragment shaders */
2838 GLuint MaxVertexVaryingComponents
; /**< Between vert and geom shader */
2839 GLuint MaxGeometryVaryingComponents
; /**< Between geom and frag shader */
2842 * GL_ARB_uniform_buffer_object
2844 GLuint MaxCombinedUniformBlocks
;
2845 GLuint MaxUniformBufferBindings
;
2846 GLuint MaxUniformBlockSize
;
2847 GLuint UniformBufferOffsetAlignment
;
2850 /** GL_ARB_geometry_shader4 */
2851 GLuint MaxGeometryOutputVertices
;
2852 GLuint MaxGeometryTotalOutputComponents
;
2854 GLuint GLSLVersion
; /**< GLSL version supported (ex: 120 = 1.20) */
2857 * Changes default GLSL extension behavior from "error" to "warn". It's out
2858 * of spec, but it can make some apps work that otherwise wouldn't.
2860 GLboolean ForceGLSLExtensionsWarn
;
2863 * Does the driver support real 32-bit integers? (Otherwise, integers are
2864 * simulated via floats.)
2866 GLboolean NativeIntegers
;
2869 * If the driver supports real 32-bit integers, what integer value should be
2870 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2872 GLuint UniformBooleanTrue
;
2874 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2875 GLbitfield SupportedBumpUnits
;
2878 * Maximum amount of time, measured in nanseconds, that the server can wait.
2880 GLuint64 MaxServerWaitTimeout
;
2882 /** GL_EXT_provoking_vertex */
2883 GLboolean QuadsFollowProvokingVertexConvention
;
2885 /** OpenGL version 3.0 */
2886 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2888 /** OpenGL version 3.2 */
2889 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
2891 /** GL_EXT_transform_feedback */
2892 GLuint MaxTransformFeedbackBuffers
;
2893 GLuint MaxTransformFeedbackSeparateComponents
;
2894 GLuint MaxTransformFeedbackInterleavedComponents
;
2895 GLuint MaxVertexStreams
;
2897 /** GL_EXT_gpu_shader4 */
2898 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
2900 /* GL_ARB_robustness */
2901 GLenum ResetStrategy
;
2903 /* GL_ARB_blend_func_extended */
2904 GLuint MaxDualSourceDrawBuffers
;
2907 * Whether the implementation strips out and ignores texture borders.
2909 * Many GPU hardware implementations don't support rendering with texture
2910 * borders and mipmapped textures. (Note: not static border color, but the
2911 * old 1-pixel border around each edge). Implementations then have to do
2912 * slow fallbacks to be correct, or just ignore the border and be fast but
2913 * wrong. Setting the flag strips the border off of TexImage calls,
2914 * providing "fast but wrong" at significantly reduced driver complexity.
2916 * Texture borders are deprecated in GL 3.0.
2918 GLboolean StripTextureBorder
;
2921 * For drivers which can do a better job at eliminating unused varyings
2922 * and uniforms than the GLSL compiler.
2924 * XXX Remove these as soon as a better solution is available.
2926 GLboolean GLSLSkipStrictMaxVaryingLimitCheck
;
2927 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
2930 * Force software support for primitive restart in the VBO module.
2932 GLboolean PrimitiveRestartInSoftware
;
2937 * Enable flag for each OpenGL extension. Different device drivers will
2938 * enable different extensions at runtime.
2940 struct gl_extensions
2942 GLboolean dummy
; /* don't remove this! */
2943 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
2944 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
2945 GLboolean ANGLE_texture_compression_dxt
;
2946 GLboolean ARB_ES2_compatibility
;
2947 GLboolean ARB_base_instance
;
2948 GLboolean ARB_blend_func_extended
;
2949 GLboolean ARB_color_buffer_float
;
2950 GLboolean ARB_conservative_depth
;
2951 GLboolean ARB_copy_buffer
;
2952 GLboolean ARB_depth_buffer_float
;
2953 GLboolean ARB_depth_clamp
;
2954 GLboolean ARB_depth_texture
;
2955 GLboolean ARB_draw_buffers_blend
;
2956 GLboolean ARB_draw_elements_base_vertex
;
2957 GLboolean ARB_draw_instanced
;
2958 GLboolean ARB_fragment_coord_conventions
;
2959 GLboolean ARB_fragment_program
;
2960 GLboolean ARB_fragment_program_shadow
;
2961 GLboolean ARB_fragment_shader
;
2962 GLboolean ARB_framebuffer_object
;
2963 GLboolean ARB_explicit_attrib_location
;
2964 GLboolean ARB_geometry_shader4
;
2965 GLboolean ARB_half_float_pixel
;
2966 GLboolean ARB_half_float_vertex
;
2967 GLboolean ARB_instanced_arrays
;
2968 GLboolean ARB_map_buffer_range
;
2969 GLboolean ARB_occlusion_query
;
2970 GLboolean ARB_occlusion_query2
;
2971 GLboolean ARB_point_sprite
;
2972 GLboolean ARB_seamless_cube_map
;
2973 GLboolean ARB_shader_bit_encoding
;
2974 GLboolean ARB_shader_objects
;
2975 GLboolean ARB_shader_stencil_export
;
2976 GLboolean ARB_shader_texture_lod
;
2977 GLboolean ARB_shading_language_100
;
2978 GLboolean ARB_shadow
;
2980 GLboolean ARB_texture_border_clamp
;
2981 GLboolean ARB_texture_buffer_object
;
2982 GLboolean ARB_texture_compression_rgtc
;
2983 GLboolean ARB_texture_cube_map
;
2984 GLboolean ARB_texture_env_combine
;
2985 GLboolean ARB_texture_env_crossbar
;
2986 GLboolean ARB_texture_env_dot3
;
2987 GLboolean ARB_texture_float
;
2988 GLboolean ARB_texture_multisample
;
2989 GLboolean ARB_texture_non_power_of_two
;
2990 GLboolean ARB_texture_rg
;
2991 GLboolean ARB_texture_rgb10_a2ui
;
2992 GLboolean ARB_texture_storage
;
2993 GLboolean ARB_timer_query
;
2994 GLboolean ARB_transform_feedback2
;
2995 GLboolean ARB_transform_feedback3
;
2996 GLboolean ARB_transform_feedback_instanced
;
2997 GLboolean ARB_transpose_matrix
;
2998 GLboolean ARB_uniform_buffer_object
;
2999 GLboolean ARB_vertex_program
;
3000 GLboolean ARB_vertex_shader
;
3001 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3002 GLboolean ARB_window_pos
;
3003 GLboolean EXT_blend_color
;
3004 GLboolean EXT_blend_equation_separate
;
3005 GLboolean EXT_blend_func_separate
;
3006 GLboolean EXT_blend_minmax
;
3007 GLboolean EXT_clip_volume_hint
;
3008 GLboolean EXT_compiled_vertex_array
;
3009 GLboolean EXT_depth_bounds_test
;
3010 GLboolean EXT_draw_buffers2
;
3011 GLboolean EXT_draw_range_elements
;
3012 GLboolean EXT_fog_coord
;
3013 GLboolean EXT_framebuffer_blit
;
3014 GLboolean EXT_framebuffer_multisample
;
3015 GLboolean EXT_framebuffer_object
;
3016 GLboolean EXT_framebuffer_sRGB
;
3017 GLboolean EXT_gpu_program_parameters
;
3018 GLboolean EXT_gpu_shader4
;
3019 GLboolean EXT_packed_depth_stencil
;
3020 GLboolean EXT_packed_float
;
3021 GLboolean EXT_packed_pixels
;
3022 GLboolean EXT_pixel_buffer_object
;
3023 GLboolean EXT_point_parameters
;
3024 GLboolean EXT_provoking_vertex
;
3025 GLboolean EXT_rescale_normal
;
3026 GLboolean EXT_shadow_funcs
;
3027 GLboolean EXT_secondary_color
;
3028 GLboolean EXT_separate_shader_objects
;
3029 GLboolean EXT_separate_specular_color
;
3030 GLboolean EXT_stencil_two_side
;
3031 GLboolean EXT_texture3D
;
3032 GLboolean EXT_texture_array
;
3033 GLboolean EXT_texture_compression_latc
;
3034 GLboolean EXT_texture_compression_s3tc
;
3035 GLboolean EXT_texture_env_dot3
;
3036 GLboolean EXT_texture_filter_anisotropic
;
3037 GLboolean EXT_texture_integer
;
3038 GLboolean EXT_texture_mirror_clamp
;
3039 GLboolean EXT_texture_shared_exponent
;
3040 GLboolean EXT_texture_snorm
;
3041 GLboolean EXT_texture_sRGB
;
3042 GLboolean EXT_texture_sRGB_decode
;
3043 GLboolean EXT_texture_swizzle
;
3044 GLboolean EXT_transform_feedback
;
3045 GLboolean EXT_timer_query
;
3046 GLboolean EXT_vertex_array_bgra
;
3047 GLboolean OES_standard_derivatives
;
3048 /* vendor extensions */
3049 GLboolean AMD_seamless_cubemap_per_texture
;
3050 GLboolean APPLE_packed_pixels
;
3051 GLboolean APPLE_object_purgeable
;
3052 GLboolean ATI_envmap_bumpmap
;
3053 GLboolean ATI_texture_compression_3dc
;
3054 GLboolean ATI_texture_mirror_once
;
3055 GLboolean ATI_texture_env_combine3
;
3056 GLboolean ATI_fragment_shader
;
3057 GLboolean ATI_separate_stencil
;
3058 GLboolean IBM_rasterpos_clip
;
3059 GLboolean IBM_multimode_draw_arrays
;
3060 GLboolean MESA_pack_invert
;
3061 GLboolean MESA_resize_buffers
;
3062 GLboolean MESA_ycbcr_texture
;
3063 GLboolean MESA_texture_array
;
3064 GLboolean NV_blend_square
;
3065 GLboolean NV_conditional_render
;
3066 GLboolean NV_fog_distance
;
3067 GLboolean NV_fragment_program
;
3068 GLboolean NV_fragment_program_option
;
3069 GLboolean NV_light_max_exponent
;
3070 GLboolean NV_point_sprite
;
3071 GLboolean NV_primitive_restart
;
3072 GLboolean NV_read_buffer
;
3073 GLboolean NV_texture_barrier
;
3074 GLboolean NV_texgen_reflection
;
3075 GLboolean NV_texture_env_combine4
;
3076 GLboolean NV_texture_rectangle
;
3077 GLboolean NV_vertex_program
;
3078 GLboolean NV_vertex_program1_1
;
3079 GLboolean SGIS_texture_lod
;
3080 GLboolean TDFX_texture_compression_FXT1
;
3082 GLboolean OES_EGL_image
;
3083 GLboolean OES_draw_texture
;
3084 GLboolean OES_EGL_image_external
;
3085 GLboolean OES_compressed_ETC1_RGB8_texture
;
3086 GLboolean extension_sentinel
;
3087 /** The extension string */
3088 const GLubyte
*String
;
3089 /** Number of supported extensions */
3095 * A stack of matrices (projection, modelview, color, texture, etc).
3097 struct gl_matrix_stack
3099 GLmatrix
*Top
; /**< points into Stack */
3100 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3101 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3102 GLuint MaxDepth
; /**< size of Stack[] array */
3103 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3108 * \name Bits for image transfer operations
3109 * \sa __struct gl_contextRec::ImageTransferState.
3112 #define IMAGE_SCALE_BIAS_BIT 0x1
3113 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3114 #define IMAGE_MAP_COLOR_BIT 0x4
3115 #define IMAGE_CLAMP_BIT 0x800
3118 /** Pixel Transfer ops */
3119 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3120 IMAGE_SHIFT_OFFSET_BIT | \
3121 IMAGE_MAP_COLOR_BIT)
3124 * \name Bits to indicate what state has changed.
3127 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3128 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3129 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3130 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3131 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3132 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3133 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3134 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3135 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3136 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3137 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3138 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3139 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3140 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3141 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3142 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3143 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3144 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3145 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3146 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3147 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3148 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3149 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3150 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3151 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3152 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3153 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3154 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3155 #define _NEW_BUFFER_OBJECT (1 << 28)
3156 #define _NEW_FRAG_CLAMP (1 << 29)
3157 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3158 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3162 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3165 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3170 * \name A bunch of flags that we think might be useful to drivers.
3172 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3175 #define DD_SEPARATE_SPECULAR (1 << 0)
3176 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3177 #define DD_TRI_UNFILLED (1 << 2)
3178 #define DD_TRI_SMOOTH (1 << 3)
3179 #define DD_TRI_STIPPLE (1 << 4)
3180 #define DD_TRI_OFFSET (1 << 5)
3181 #define DD_LINE_SMOOTH (1 << 6)
3182 #define DD_LINE_STIPPLE (1 << 7)
3183 #define DD_POINT_SMOOTH (1 << 8)
3184 #define DD_POINT_ATTEN (1 << 9)
3189 * Composite state flags
3192 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3198 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3208 /* This has to be included here. */
3213 * Display list flags.
3214 * Strictly this is a tnl-private concept, but it doesn't seem
3215 * worthwhile adding a tnl private structure just to hold this one bit
3218 #define DLIST_DANGLING_REFS 0x1
3221 /** Opaque declaration of display list payload data type */
3222 union gl_dlist_node
;
3226 * Provide a location where information about a display list can be
3227 * collected. Could be extended with driverPrivate structures,
3228 * etc. in the future.
3230 struct gl_display_list
3233 GLbitfield Flags
; /**< DLIST_x flags */
3234 /** The dlist commands are in a linked list of nodes */
3235 union gl_dlist_node
*Head
;
3240 * State used during display list compilation and execution.
3242 struct gl_dlist_state
3244 GLuint CallDepth
; /**< Current recursion calling depth */
3246 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3247 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3248 GLuint CurrentPos
; /**< Index into current block of nodes */
3250 GLvertexformat ListVtxfmt
;
3252 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3253 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3255 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3256 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3259 /* State known to have been set by the currently-compiling display
3260 * list. Used to eliminate some redundant state changes.
3267 * An error, warning, or other piece of debug information for an application
3268 * to consume via GL_ARB_debug_output.
3286 WINSYS_ERROR_UNKNOWN
,
3291 SHADER_ERROR_UNKNOWN
,
3296 OTHER_ERROR_UNKNOWN
,
3297 OTHER_ERROR_OUT_OF_MEMORY
,
3301 struct gl_client_namespace
3303 struct _mesa_HashTable
*IDs
;
3304 unsigned ZeroID
; /* a HashTable won't take zero, so store its state here */
3305 struct simple_node Severity
[3]; /* lists of IDs in the hash table */
3308 struct gl_client_debug
3310 GLboolean Defaults
[3][2][6]; /* severity, source, type */
3311 struct gl_client_namespace Namespaces
[2][6]; /* source, type */
3314 struct gl_debug_state
3316 GLDEBUGPROCARB Callback
;
3317 GLvoid
*CallbackData
;
3318 GLboolean SyncOutput
;
3319 GLboolean ApiErrors
[API_ERROR_COUNT
];
3320 GLboolean WinsysErrors
[WINSYS_ERROR_COUNT
];
3321 GLboolean ShaderErrors
[SHADER_ERROR_COUNT
];
3322 GLboolean OtherErrors
[OTHER_ERROR_COUNT
];
3323 struct gl_client_debug ClientIDs
;
3324 struct gl_debug_msg Log
[MAX_DEBUG_LOGGED_MESSAGES
];
3327 GLint NextMsgLength
; /* redundant, but copied here from Log[NextMsg].length
3328 for the sake of the offsetof() code in get.c */
3332 * Enum for the OpenGL APIs we know about and may support.
3334 * NOTE: This must match the api_enum table in
3335 * src/mesa/main/get_hash_generator.py
3339 API_OPENGL
, /* legacy / compatibility contexts */
3346 * Driver-specific state flags.
3348 * These are or'd with gl_context::NewDriverState to notify a driver about
3349 * a state change. The driver sets the flags at context creation and
3350 * the meaning of the bits set is opaque to core Mesa.
3352 struct gl_driver_flags
3354 GLbitfield NewArray
; /**< Vertex array state */
3357 struct gl_uniform_buffer_binding
3359 struct gl_buffer_object
*BufferObject
;
3360 /** Start of uniform block data in the buffer */
3362 /** Size of data allowed to be referenced from the buffer (in bytes) */
3365 * glBindBufferBase() indicates that the Size should be ignored and only
3366 * limited by the current size of the BufferObject.
3368 GLboolean AutomaticSize
;
3372 * Mesa rendering context.
3374 * This is the central context data structure for Mesa. Almost all
3375 * OpenGL state is contained in this structure.
3376 * Think of this as a base class from which device drivers will derive
3379 * The struct gl_context typedef names this structure.
3383 /** State possibly shared with other contexts in the address space */
3384 struct gl_shared_state
*Shared
;
3386 /** \name API function pointer tables */
3389 struct _glapi_table
*Save
; /**< Display list save functions */
3390 struct _glapi_table
*Exec
; /**< Execute functions */
3391 struct _glapi_table
*CurrentDispatch
; /**< == Save or Exec !! */
3394 struct gl_config Visual
;
3395 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
3396 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
3397 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
3398 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
3401 * Device driver function pointer table
3403 struct dd_function_table Driver
;
3405 /** Core/Driver constants */
3406 struct gl_constants Const
;
3408 /** \name The various 4x4 matrix stacks */
3410 struct gl_matrix_stack ModelviewMatrixStack
;
3411 struct gl_matrix_stack ProjectionMatrixStack
;
3412 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
3413 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
3414 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
3417 /** Combined modelview and projection matrix */
3418 GLmatrix _ModelProjectMatrix
;
3420 /** \name Display lists */
3421 struct gl_dlist_state ListState
;
3423 GLboolean ExecuteFlag
; /**< Execute GL commands? */
3424 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
3426 /** Extension information */
3427 struct gl_extensions Extensions
;
3429 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3431 char *VersionString
;
3433 /** \name State attribute stack (for glPush/PopAttrib) */
3435 GLuint AttribStackDepth
;
3436 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
3439 /** \name Renderer attribute groups
3441 * We define a struct for each attribute group to make pushing and popping
3442 * attributes easy. Also it's a good organization.
3445 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
3446 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
3447 struct gl_current_attrib Current
; /**< Current attributes */
3448 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
3449 struct gl_eval_attrib Eval
; /**< Eval attributes */
3450 struct gl_fog_attrib Fog
; /**< Fog attributes */
3451 struct gl_hint_attrib Hint
; /**< Hint attributes */
3452 struct gl_light_attrib Light
; /**< Light attributes */
3453 struct gl_line_attrib Line
; /**< Line attributes */
3454 struct gl_list_attrib List
; /**< List attributes */
3455 struct gl_multisample_attrib Multisample
;
3456 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
3457 struct gl_point_attrib Point
; /**< Point attributes */
3458 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
3459 GLuint PolygonStipple
[32]; /**< Polygon stipple */
3460 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
3461 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
3462 struct gl_texture_attrib Texture
; /**< Texture attributes */
3463 struct gl_transform_attrib Transform
; /**< Transformation attributes */
3464 struct gl_viewport_attrib Viewport
; /**< Viewport attributes */
3467 /** \name Client attribute stack */
3469 GLuint ClientAttribStackDepth
;
3470 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
3473 /** \name Client attribute groups */
3475 struct gl_array_attrib Array
; /**< Vertex arrays */
3476 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
3477 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
3478 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
3481 /** \name Other assorted state (not pushed/popped on attribute stack) */
3483 struct gl_pixelmaps PixelMaps
;
3485 struct gl_evaluators EvalMap
; /**< All evaluators */
3486 struct gl_feedback Feedback
; /**< Feedback */
3487 struct gl_selection Select
; /**< Selection */
3489 struct gl_program_state Program
; /**< general program state */
3490 struct gl_vertex_program_state VertexProgram
;
3491 struct gl_fragment_program_state FragmentProgram
;
3492 struct gl_geometry_program_state GeometryProgram
;
3493 struct gl_ati_fragment_shader_state ATIFragmentShader
;
3495 struct gl_shader_state Shader
; /**< GLSL shader object state */
3496 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_TYPES
];
3498 struct gl_query_state Query
; /**< occlusion, timer queries */
3500 struct gl_transform_feedback_state TransformFeedback
;
3502 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
3503 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
3506 * Current GL_ARB_uniform_buffer_object binding referenced by
3507 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3509 struct gl_buffer_object
*UniformBuffer
;
3512 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3513 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3514 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3517 struct gl_uniform_buffer_binding
*UniformBufferBindings
;
3521 struct gl_meta_state
*Meta
; /**< for "meta" operations */
3523 /* GL_EXT_framebuffer_object */
3524 struct gl_renderbuffer
*CurrentRenderbuffer
;
3526 GLenum ErrorValue
; /**< Last error code */
3528 /* GL_ARB_robustness */
3532 * Recognize and silence repeated error debug messages in buggy apps.
3534 const char *ErrorDebugFmtString
;
3535 GLuint ErrorDebugCount
;
3537 /* GL_ARB_debug_output */
3538 struct gl_debug_state Debug
;
3540 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3541 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
3542 GLbitfield NewDriverState
;/**< bitwise-or of flags from DriverFlags */
3544 struct gl_driver_flags DriverFlags
;
3546 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
3548 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
3550 /** \name Derived state */
3552 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3553 * state validation so they need to always be current.
3555 GLbitfield _TriangleCaps
;
3556 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
3557 GLfloat _EyeZDir
[3];
3558 GLfloat _ModelViewInvScale
;
3559 GLboolean _NeedEyeCoords
;
3560 GLboolean _ForceEyeCoords
;
3562 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
3564 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
3566 /** \name For debugging/development only */
3568 GLboolean FirstTimeCurrent
;
3571 /** software compression/decompression supported or not */
3572 GLboolean Mesa_DXTn
;
3574 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
3577 * Use dp4 (rather than mul/mad) instructions for position
3580 GLboolean mvp_with_dp4
;
3582 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
3585 * \name Hooks for module contexts.
3587 * These will eventually live in the driver or elsewhere.
3590 void *swrast_context
;
3591 void *swsetup_context
;
3592 void *swtnl_context
;
3594 struct st_context
*st
;
3601 extern int MESA_VERBOSE
;
3602 extern int MESA_DEBUG_FLAGS
;
3603 # define MESA_FUNCTION __FUNCTION__
3605 # define MESA_VERBOSE 0
3606 # define MESA_DEBUG_FLAGS 0
3607 # define MESA_FUNCTION "a function"
3614 /** The MESA_VERBOSE var is a bitmask of these flags */
3617 VERBOSE_VARRAY
= 0x0001,
3618 VERBOSE_TEXTURE
= 0x0002,
3619 VERBOSE_MATERIAL
= 0x0004,
3620 VERBOSE_PIPELINE
= 0x0008,
3621 VERBOSE_DRIVER
= 0x0010,
3622 VERBOSE_STATE
= 0x0020,
3623 VERBOSE_API
= 0x0040,
3624 VERBOSE_DISPLAY_LIST
= 0x0100,
3625 VERBOSE_LIGHTING
= 0x0200,
3626 VERBOSE_PRIMS
= 0x0400,
3627 VERBOSE_VERTS
= 0x0800,
3628 VERBOSE_DISASSEM
= 0x1000,
3629 VERBOSE_DRAW
= 0x2000,
3630 VERBOSE_SWAPBUFFERS
= 0x4000
3634 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3637 DEBUG_SILENT
= (1 << 0),
3638 DEBUG_ALWAYS_FLUSH
= (1 << 1),
3639 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
3640 DEBUG_INCOMPLETE_FBO
= (1 << 3)
3649 #endif /* MTYPES_H */