mesa: Remove _CosCutoffNeg from light state.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
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))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
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)
89
90
91
92 /**
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).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
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,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
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.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
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)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
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))
200
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)
204
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)
208 /*@}*/
209
210
211 /**
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.
215 */
216 typedef enum
217 {
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)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
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,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
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)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
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)
311 } gl_geom_result;
312
313
314 /**
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.
318 */
319 typedef enum
320 {
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)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
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)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
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.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
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)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
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.
426 */
427 FRAG_RESULT_COLOR = 2,
428
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.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
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)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
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 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
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.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
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 */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
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;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
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. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
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
588
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))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
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)
612
613
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)
620
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)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
633 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
634
635 /**
636 * Material shininess lookup table.
637 */
638 struct gl_shine_tab
639 {
640 struct gl_shine_tab *next, *prev;
641 GLfloat tab[SHINE_TABLE_SIZE+1];
642 GLfloat shininess;
643 GLuint refcount;
644 };
645
646
647 /**
648 * Light source state.
649 */
650 struct gl_light
651 {
652 struct gl_light *next; /**< double linked list with sentinel */
653 struct gl_light *prev;
654
655 GLfloat Ambient[4]; /**< ambient color */
656 GLfloat Diffuse[4]; /**< diffuse color */
657 GLfloat Specular[4]; /**< specular color */
658 GLfloat EyePosition[4]; /**< position in eye coordinates */
659 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
660 GLfloat SpotExponent;
661 GLfloat SpotCutoff; /**< in degrees */
662 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
663 GLfloat ConstantAttenuation;
664 GLfloat LinearAttenuation;
665 GLfloat QuadraticAttenuation;
666 GLboolean Enabled; /**< On/off flag */
667
668 /**
669 * \name Derived fields
670 */
671 /*@{*/
672 GLbitfield _Flags; /**< State */
673
674 GLfloat _Position[4]; /**< position in eye/obj coordinates */
675 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
676 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
677 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
678 GLfloat _VP_inf_spot_attenuation;
679
680 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
681 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
682 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
683 /*@}*/
684 };
685
686
687 /**
688 * Light model state.
689 */
690 struct gl_lightmodel
691 {
692 GLfloat Ambient[4]; /**< ambient color */
693 GLboolean LocalViewer; /**< Local (or infinite) view point? */
694 GLboolean TwoSide; /**< Two (or one) sided lighting? */
695 GLenum ColorControl; /**< either GL_SINGLE_COLOR
696 * or GL_SEPARATE_SPECULAR_COLOR */
697 };
698
699
700 /**
701 * Material state.
702 */
703 struct gl_material
704 {
705 GLfloat Attrib[MAT_ATTRIB_MAX][4];
706 };
707
708
709 /**
710 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
711 */
712 struct gl_accum_attrib
713 {
714 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
715 };
716
717
718 /**
719 * Used for storing clear color, texture border color, etc.
720 * The float values are typically unclamped.
721 */
722 union gl_color_union
723 {
724 GLfloat f[4];
725 GLint i[4];
726 GLuint ui[4];
727 };
728
729
730 /**
731 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
732 */
733 struct gl_colorbuffer_attrib
734 {
735 GLuint ClearIndex; /**< Index for glClear */
736 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
737 GLuint IndexMask; /**< Color index write mask */
738 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
739
740 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
741
742 /**
743 * \name alpha testing
744 */
745 /*@{*/
746 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
747 GLenum AlphaFunc; /**< Alpha test function */
748 GLfloat AlphaRefUnclamped;
749 GLclampf AlphaRef; /**< Alpha reference value */
750 /*@}*/
751
752 /**
753 * \name Blending
754 */
755 /*@{*/
756 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
757
758 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
759 * control, only on the fixed-pointness of the render target.
760 * The query does however depend on fragment color clamping.
761 */
762 GLfloat BlendColorUnclamped[4]; /**< Blending color */
763 GLfloat BlendColor[4]; /**< Blending color */
764
765 struct
766 {
767 GLenum SrcRGB; /**< RGB blend source term */
768 GLenum DstRGB; /**< RGB blend dest term */
769 GLenum SrcA; /**< Alpha blend source term */
770 GLenum DstA; /**< Alpha blend dest term */
771 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
772 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
773 } Blend[MAX_DRAW_BUFFERS];
774 /** Are the blend func terms currently different for each buffer/target? */
775 GLboolean _BlendFuncPerBuffer;
776 /** Are the blend equations currently different for each buffer/target? */
777 GLboolean _BlendEquationPerBuffer;
778 /*@}*/
779
780 /**
781 * \name Logic op
782 */
783 /*@{*/
784 GLenum LogicOp; /**< Logic operator */
785 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
786 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
787 /*@}*/
788
789 GLboolean DitherFlag; /**< Dither enable flag */
790
791 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
792 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
793 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
794 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
795
796 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
797 };
798
799
800 /**
801 * Current attribute group (GL_CURRENT_BIT).
802 */
803 struct gl_current_attrib
804 {
805 /**
806 * \name Current vertex attributes.
807 * \note Values are valid only after FLUSH_VERTICES has been called.
808 * \note Index and Edgeflag current values are stored as floats in the
809 * SIX and SEVEN attribute slots.
810 */
811 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
812
813 /**
814 * \name Current raster position attributes (always valid).
815 * \note This set of attributes is very similar to the SWvertex struct.
816 */
817 /*@{*/
818 GLfloat RasterPos[4];
819 GLfloat RasterDistance;
820 GLfloat RasterColor[4];
821 GLfloat RasterSecondaryColor[4];
822 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
823 GLboolean RasterPosValid;
824 /*@}*/
825 };
826
827
828 /**
829 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
830 */
831 struct gl_depthbuffer_attrib
832 {
833 GLenum Func; /**< Function for depth buffer compare */
834 GLclampd Clear; /**< Value to clear depth buffer to */
835 GLboolean Test; /**< Depth buffering enabled flag */
836 GLboolean Mask; /**< Depth buffer writable? */
837 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
838 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
839 };
840
841
842 /**
843 * Evaluator attribute group (GL_EVAL_BIT).
844 */
845 struct gl_eval_attrib
846 {
847 /**
848 * \name Enable bits
849 */
850 /*@{*/
851 GLboolean Map1Color4;
852 GLboolean Map1Index;
853 GLboolean Map1Normal;
854 GLboolean Map1TextureCoord1;
855 GLboolean Map1TextureCoord2;
856 GLboolean Map1TextureCoord3;
857 GLboolean Map1TextureCoord4;
858 GLboolean Map1Vertex3;
859 GLboolean Map1Vertex4;
860 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
861 GLboolean Map2Color4;
862 GLboolean Map2Index;
863 GLboolean Map2Normal;
864 GLboolean Map2TextureCoord1;
865 GLboolean Map2TextureCoord2;
866 GLboolean Map2TextureCoord3;
867 GLboolean Map2TextureCoord4;
868 GLboolean Map2Vertex3;
869 GLboolean Map2Vertex4;
870 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
871 GLboolean AutoNormal;
872 /*@}*/
873
874 /**
875 * \name Map Grid endpoints and divisions and calculated du values
876 */
877 /*@{*/
878 GLint MapGrid1un;
879 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
880 GLint MapGrid2un, MapGrid2vn;
881 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
882 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
883 /*@}*/
884 };
885
886
887 /**
888 * Fog attribute group (GL_FOG_BIT).
889 */
890 struct gl_fog_attrib
891 {
892 GLboolean Enabled; /**< Fog enabled flag */
893 GLfloat ColorUnclamped[4]; /**< Fog color */
894 GLfloat Color[4]; /**< Fog color */
895 GLfloat Density; /**< Density >= 0.0 */
896 GLfloat Start; /**< Start distance in eye coords */
897 GLfloat End; /**< End distance in eye coords */
898 GLfloat Index; /**< Fog index */
899 GLenum Mode; /**< Fog mode */
900 GLboolean ColorSumEnabled;
901 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
902 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
903 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
904 };
905
906
907 /**
908 * Hint attribute group (GL_HINT_BIT).
909 *
910 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
911 */
912 struct gl_hint_attrib
913 {
914 GLenum PerspectiveCorrection;
915 GLenum PointSmooth;
916 GLenum LineSmooth;
917 GLenum PolygonSmooth;
918 GLenum Fog;
919 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
920 GLenum TextureCompression; /**< GL_ARB_texture_compression */
921 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
922 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
923 };
924
925 /**
926 * Light state flags.
927 */
928 /*@{*/
929 #define LIGHT_SPOT 0x1
930 #define LIGHT_LOCAL_VIEWER 0x2
931 #define LIGHT_POSITIONAL 0x4
932 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
933 /*@}*/
934
935
936 /**
937 * Lighting attribute group (GL_LIGHT_BIT).
938 */
939 struct gl_light_attrib
940 {
941 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
942 struct gl_lightmodel Model; /**< Lighting model */
943
944 /**
945 * Must flush FLUSH_VERTICES before referencing:
946 */
947 /*@{*/
948 struct gl_material Material; /**< Includes front & back values */
949 /*@}*/
950
951 GLboolean Enabled; /**< Lighting enabled flag */
952 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
953 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
954 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
955 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
956 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
957 GLboolean ColorMaterialEnabled;
958 GLenum ClampVertexColor;
959 GLboolean _ClampVertexColor;
960
961 struct gl_light EnabledList; /**< List sentinel */
962
963 /**
964 * Derived state for optimizations:
965 */
966 /*@{*/
967 GLboolean _NeedEyeCoords;
968 GLboolean _NeedVertices; /**< Use fast shader? */
969 GLbitfield _Flags; /**< LIGHT_* flags, see above */
970 GLfloat _BaseColor[2][3];
971 /*@}*/
972 };
973
974
975 /**
976 * Line attribute group (GL_LINE_BIT).
977 */
978 struct gl_line_attrib
979 {
980 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
981 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
982 GLushort StipplePattern; /**< Stipple pattern */
983 GLint StippleFactor; /**< Stipple repeat factor */
984 GLfloat Width; /**< Line width */
985 };
986
987
988 /**
989 * Display list attribute group (GL_LIST_BIT).
990 */
991 struct gl_list_attrib
992 {
993 GLuint ListBase;
994 };
995
996
997 /**
998 * Multisample attribute group (GL_MULTISAMPLE_BIT).
999 */
1000 struct gl_multisample_attrib
1001 {
1002 GLboolean Enabled;
1003 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1004 GLboolean SampleAlphaToCoverage;
1005 GLboolean SampleAlphaToOne;
1006 GLboolean SampleCoverage;
1007 GLfloat SampleCoverageValue;
1008 GLboolean SampleCoverageInvert;
1009 };
1010
1011
1012 /**
1013 * A pixelmap (see glPixelMap)
1014 */
1015 struct gl_pixelmap
1016 {
1017 GLint Size;
1018 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1019 };
1020
1021
1022 /**
1023 * Collection of all pixelmaps
1024 */
1025 struct gl_pixelmaps
1026 {
1027 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1028 struct gl_pixelmap GtoG;
1029 struct gl_pixelmap BtoB;
1030 struct gl_pixelmap AtoA;
1031 struct gl_pixelmap ItoR;
1032 struct gl_pixelmap ItoG;
1033 struct gl_pixelmap ItoB;
1034 struct gl_pixelmap ItoA;
1035 struct gl_pixelmap ItoI;
1036 struct gl_pixelmap StoS;
1037 };
1038
1039
1040 /**
1041 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1042 */
1043 struct gl_pixel_attrib
1044 {
1045 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1046
1047 /*--- Begin Pixel Transfer State ---*/
1048 /* Fields are in the order in which they're applied... */
1049
1050 /** Scale & Bias (index shift, offset) */
1051 /*@{*/
1052 GLfloat RedBias, RedScale;
1053 GLfloat GreenBias, GreenScale;
1054 GLfloat BlueBias, BlueScale;
1055 GLfloat AlphaBias, AlphaScale;
1056 GLfloat DepthBias, DepthScale;
1057 GLint IndexShift, IndexOffset;
1058 /*@}*/
1059
1060 /* Pixel Maps */
1061 /* Note: actual pixel maps are not part of this attrib group */
1062 GLboolean MapColorFlag;
1063 GLboolean MapStencilFlag;
1064
1065 /*--- End Pixel Transfer State ---*/
1066
1067 /** glPixelZoom */
1068 GLfloat ZoomX, ZoomY;
1069 };
1070
1071
1072 /**
1073 * Point attribute group (GL_POINT_BIT).
1074 */
1075 struct gl_point_attrib
1076 {
1077 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1078 GLfloat Size; /**< User-specified point size */
1079 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1080 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1081 GLfloat Threshold; /**< GL_EXT_point_parameters */
1082 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1083 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1084 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1085 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1086 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1087 };
1088
1089
1090 /**
1091 * Polygon attribute group (GL_POLYGON_BIT).
1092 */
1093 struct gl_polygon_attrib
1094 {
1095 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1096 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1097 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1098 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1099 GLboolean CullFlag; /**< Culling on/off flag */
1100 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1101 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1102 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1103 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1104 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1105 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1106 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1107 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1108 };
1109
1110
1111 /**
1112 * Scissor attributes (GL_SCISSOR_BIT).
1113 */
1114 struct gl_scissor_attrib
1115 {
1116 GLboolean Enabled; /**< Scissor test enabled? */
1117 GLint X, Y; /**< Lower left corner of box */
1118 GLsizei Width, Height; /**< Size of box */
1119 };
1120
1121
1122 /**
1123 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1124 *
1125 * Three sets of stencil data are tracked so that OpenGL 2.0,
1126 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1127 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1128 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1129 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1130 * GL_EXT_stencil_two_side GL_BACK state.
1131 *
1132 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1133 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1134 *
1135 * The derived value \c _TestTwoSide is set when the front-face and back-face
1136 * stencil state are different.
1137 */
1138 struct gl_stencil_attrib
1139 {
1140 GLboolean Enabled; /**< Enabled flag */
1141 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1142 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1143 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1144 GLboolean _TestTwoSide;
1145 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1146 GLenum Function[3]; /**< Stencil function */
1147 GLenum FailFunc[3]; /**< Fail function */
1148 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1149 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1150 GLint Ref[3]; /**< Reference value */
1151 GLuint ValueMask[3]; /**< Value mask */
1152 GLuint WriteMask[3]; /**< Write mask */
1153 GLuint Clear; /**< Clear value */
1154 };
1155
1156
1157 /**
1158 * An index for each type of texture object. These correspond to the GL
1159 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1160 * Note: the order is from highest priority to lowest priority.
1161 */
1162 typedef enum
1163 {
1164 TEXTURE_BUFFER_INDEX,
1165 TEXTURE_2D_ARRAY_INDEX,
1166 TEXTURE_1D_ARRAY_INDEX,
1167 TEXTURE_EXTERNAL_INDEX,
1168 TEXTURE_CUBE_INDEX,
1169 TEXTURE_3D_INDEX,
1170 TEXTURE_RECT_INDEX,
1171 TEXTURE_2D_INDEX,
1172 TEXTURE_1D_INDEX,
1173 NUM_TEXTURE_TARGETS
1174 } gl_texture_index;
1175
1176
1177 /**
1178 * Bit flags for each type of texture object
1179 * Used for Texture.Unit[]._ReallyEnabled flags.
1180 */
1181 /*@{*/
1182 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1183 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1184 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1185 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1186 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1187 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1188 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1189 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1190 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1191 /*@}*/
1192
1193
1194 /**
1195 * TexGenEnabled flags.
1196 */
1197 /*@{*/
1198 #define S_BIT 1
1199 #define T_BIT 2
1200 #define R_BIT 4
1201 #define Q_BIT 8
1202 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1203 /*@}*/
1204
1205
1206 /**
1207 * Bit flag versions of the corresponding GL_ constants.
1208 */
1209 /*@{*/
1210 #define TEXGEN_SPHERE_MAP 0x1
1211 #define TEXGEN_OBJ_LINEAR 0x2
1212 #define TEXGEN_EYE_LINEAR 0x4
1213 #define TEXGEN_REFLECTION_MAP_NV 0x8
1214 #define TEXGEN_NORMAL_MAP_NV 0x10
1215
1216 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1217 TEXGEN_REFLECTION_MAP_NV | \
1218 TEXGEN_NORMAL_MAP_NV)
1219 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1220 TEXGEN_REFLECTION_MAP_NV | \
1221 TEXGEN_NORMAL_MAP_NV | \
1222 TEXGEN_EYE_LINEAR)
1223 /*@}*/
1224
1225
1226
1227 /** Tex-gen enabled for texture unit? */
1228 #define ENABLE_TEXGEN(unit) (1 << (unit))
1229
1230 /** Non-identity texture matrix for texture unit? */
1231 #define ENABLE_TEXMAT(unit) (1 << (unit))
1232
1233
1234 /**
1235 * Texture image state. Drivers will typically create a subclass of this
1236 * with extra fields for memory buffers, etc.
1237 */
1238 struct gl_texture_image
1239 {
1240 GLint InternalFormat; /**< Internal format as given by the user */
1241 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1242 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1243 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1244 * GL_DEPTH_STENCIL_EXT only. Used for
1245 * choosing TexEnv arithmetic.
1246 */
1247 gl_format TexFormat; /**< The actual texture memory format */
1248
1249 GLuint Border; /**< 0 or 1 */
1250 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1251 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1252 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1253 GLuint Width2; /**< = Width - 2*Border */
1254 GLuint Height2; /**< = Height - 2*Border */
1255 GLuint Depth2; /**< = Depth - 2*Border */
1256 GLuint WidthLog2; /**< = log2(Width2) */
1257 GLuint HeightLog2; /**< = log2(Height2) */
1258 GLuint DepthLog2; /**< = log2(Depth2) */
1259 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1260
1261 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1262 GLuint Level; /**< Which mipmap level am I? */
1263 /** Cube map face: index into gl_texture_object::Image[] array */
1264 GLuint Face;
1265 };
1266
1267
1268 /**
1269 * Indexes for cube map faces.
1270 */
1271 typedef enum
1272 {
1273 FACE_POS_X = 0,
1274 FACE_NEG_X = 1,
1275 FACE_POS_Y = 2,
1276 FACE_NEG_Y = 3,
1277 FACE_POS_Z = 4,
1278 FACE_NEG_Z = 5,
1279 MAX_FACES = 6
1280 } gl_face_index;
1281
1282
1283 /**
1284 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1285 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1286 */
1287 struct gl_sampler_object
1288 {
1289 GLuint Name;
1290 GLint RefCount;
1291
1292 GLenum WrapS; /**< S-axis texture image wrap mode */
1293 GLenum WrapT; /**< T-axis texture image wrap mode */
1294 GLenum WrapR; /**< R-axis texture image wrap mode */
1295 GLenum MinFilter; /**< minification filter */
1296 GLenum MagFilter; /**< magnification filter */
1297 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1298 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1299 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1300 GLfloat LodBias; /**< OpenGL 1.4 */
1301 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1302 GLenum CompareMode; /**< GL_ARB_shadow */
1303 GLenum CompareFunc; /**< GL_ARB_shadow */
1304 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1305 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1306 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1307
1308 /* deprecated sampler state */
1309 GLenum DepthMode; /**< GL_ARB_depth_texture */
1310 };
1311
1312
1313 /**
1314 * Texture object state. Contains the array of mipmap images, border color,
1315 * wrap modes, filter modes, and shadow/texcompare state.
1316 */
1317 struct gl_texture_object
1318 {
1319 _glthread_Mutex Mutex; /**< for thread safety */
1320 GLint RefCount; /**< reference count */
1321 GLuint Name; /**< the user-visible texture object ID */
1322 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1323
1324 struct gl_sampler_object Sampler;
1325
1326 GLfloat Priority; /**< in [0,1] */
1327 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1328 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1329 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1330 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1331 GLint CropRect[4]; /**< GL_OES_draw_texture */
1332 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1333 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1334 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1335 GLboolean _Complete; /**< Is texture object complete? */
1336 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1337 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1338 GLboolean Immutable; /**< GL_ARB_texture_storage */
1339
1340 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1341 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1342
1343 /** GL_ARB_texture_buffer_object */
1344 struct gl_buffer_object *BufferObject;
1345 GLenum BufferObjectFormat;
1346
1347 /** GL_OES_EGL_image_external */
1348 GLint RequiredTextureImageUnits;
1349 };
1350
1351
1352 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1353 #define MAX_COMBINER_TERMS 4
1354
1355
1356 /**
1357 * Texture combine environment state.
1358 */
1359 struct gl_tex_env_combine_state
1360 {
1361 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1362 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1363 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1364 GLenum SourceRGB[MAX_COMBINER_TERMS];
1365 GLenum SourceA[MAX_COMBINER_TERMS];
1366 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1367 GLenum OperandRGB[MAX_COMBINER_TERMS];
1368 GLenum OperandA[MAX_COMBINER_TERMS];
1369 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1370 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1371 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1372 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1373 };
1374
1375
1376 /**
1377 * Texture coord generation state.
1378 */
1379 struct gl_texgen
1380 {
1381 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1382 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1383 GLfloat ObjectPlane[4];
1384 GLfloat EyePlane[4];
1385 };
1386
1387
1388 /**
1389 * Texture unit state. Contains enable flags, texture environment/function/
1390 * combiners, texgen state, and pointers to current texture objects.
1391 */
1392 struct gl_texture_unit
1393 {
1394 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1395 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1396
1397 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1398 GLclampf EnvColor[4];
1399 GLfloat EnvColorUnclamped[4];
1400
1401 struct gl_texgen GenS;
1402 struct gl_texgen GenT;
1403 struct gl_texgen GenR;
1404 struct gl_texgen GenQ;
1405 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1406 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1407
1408 GLfloat LodBias; /**< for biasing mipmap levels */
1409 GLenum BumpTarget;
1410 GLfloat RotMatrix[4]; /* 2x2 matrix */
1411
1412 /** Current sampler object (GL_ARB_sampler_objects) */
1413 struct gl_sampler_object *Sampler;
1414
1415 /**
1416 * \name GL_EXT_texture_env_combine
1417 */
1418 struct gl_tex_env_combine_state Combine;
1419
1420 /**
1421 * Derived state based on \c EnvMode and the \c BaseFormat of the
1422 * currently enabled texture.
1423 */
1424 struct gl_tex_env_combine_state _EnvMode;
1425
1426 /**
1427 * Currently enabled combiner state. This will point to either
1428 * \c Combine or \c _EnvMode.
1429 */
1430 struct gl_tex_env_combine_state *_CurrentCombine;
1431
1432 /** Current texture object pointers */
1433 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1434
1435 /** Points to highest priority, complete and enabled texture object */
1436 struct gl_texture_object *_Current;
1437 };
1438
1439
1440 /**
1441 * Texture attribute group (GL_TEXTURE_BIT).
1442 */
1443 struct gl_texture_attrib
1444 {
1445 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1446 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1447
1448 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1449
1450 /** GL_ARB_texture_buffer_object */
1451 struct gl_buffer_object *BufferObject;
1452
1453 /** GL_ARB_seamless_cubemap */
1454 GLboolean CubeMapSeamless;
1455
1456 /** Texture units/samplers used by vertex or fragment texturing */
1457 GLbitfield _EnabledUnits;
1458
1459 /** Texture coord units/sets used for fragment texturing */
1460 GLbitfield _EnabledCoordUnits;
1461
1462 /** Texture coord units that have texgen enabled */
1463 GLbitfield _TexGenEnabled;
1464
1465 /** Texture coord units that have non-identity matrices */
1466 GLbitfield _TexMatEnabled;
1467
1468 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1469 GLbitfield _GenFlags;
1470 };
1471
1472
1473 /**
1474 * Data structure representing a single clip plane (e.g. one of the elements
1475 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1476 */
1477 typedef GLfloat gl_clip_plane[4];
1478
1479
1480 /**
1481 * Transformation attribute group (GL_TRANSFORM_BIT).
1482 */
1483 struct gl_transform_attrib
1484 {
1485 GLenum MatrixMode; /**< Matrix mode */
1486 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1487 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1488 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1489 GLboolean Normalize; /**< Normalize all normals? */
1490 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1491 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1492 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1493
1494 GLfloat CullEyePos[4];
1495 GLfloat CullObjPos[4];
1496 };
1497
1498
1499 /**
1500 * Viewport attribute group (GL_VIEWPORT_BIT).
1501 */
1502 struct gl_viewport_attrib
1503 {
1504 GLint X, Y; /**< position */
1505 GLsizei Width, Height; /**< size */
1506 GLfloat Near, Far; /**< Depth buffer range */
1507 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1508 };
1509
1510
1511 /**
1512 * GL_ARB_vertex/pixel_buffer_object buffer object
1513 */
1514 struct gl_buffer_object
1515 {
1516 _glthread_Mutex Mutex;
1517 GLint RefCount;
1518 GLuint Name;
1519 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1520 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1521 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1522 /** Fields describing a mapped buffer */
1523 /*@{*/
1524 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1525 GLvoid *Pointer; /**< User-space address of mapping */
1526 GLintptr Offset; /**< Mapped offset */
1527 GLsizeiptr Length; /**< Mapped length */
1528 /*@}*/
1529 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1530 GLboolean Written; /**< Ever written to? (for debugging) */
1531 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1532 };
1533
1534
1535 /**
1536 * Client pixel packing/unpacking attributes
1537 */
1538 struct gl_pixelstore_attrib
1539 {
1540 GLint Alignment;
1541 GLint RowLength;
1542 GLint SkipPixels;
1543 GLint SkipRows;
1544 GLint ImageHeight;
1545 GLint SkipImages;
1546 GLboolean SwapBytes;
1547 GLboolean LsbFirst;
1548 GLboolean Invert; /**< GL_MESA_pack_invert */
1549 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1550 };
1551
1552
1553 /**
1554 * Client vertex array attributes
1555 */
1556 struct gl_client_array
1557 {
1558 GLint Size; /**< components per element (1,2,3,4) */
1559 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1560 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1561 GLsizei Stride; /**< user-specified stride */
1562 GLsizei StrideB; /**< actual stride in bytes */
1563 const GLubyte *Ptr; /**< Points to array data */
1564 GLboolean Enabled; /**< Enabled flag is a boolean */
1565 GLboolean Normalized; /**< GL_ARB_vertex_program */
1566 GLboolean Integer; /**< Integer-valued? */
1567 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1568 GLuint _ElementSize; /**< size of each element in bytes */
1569
1570 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1571 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1572 };
1573
1574
1575 /**
1576 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1577 * extension, but a nice encapsulation in any case.
1578 */
1579 struct gl_array_object
1580 {
1581 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1582 GLuint Name;
1583
1584 GLint RefCount;
1585 _glthread_Mutex Mutex;
1586
1587 /**
1588 * Does the VAO use ARB semantics or Apple semantics?
1589 *
1590 * There are several ways in which ARB_vertex_array_object and
1591 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1592 * least,
1593 *
1594 * - ARB VAOs require that all array data be sourced from vertex buffer
1595 * objects, but Apple VAOs do not.
1596 *
1597 * - ARB VAOs require that names come from GenVertexArrays.
1598 *
1599 * This flag notes which behavior governs this VAO.
1600 */
1601 GLboolean ARBsemantics;
1602
1603 /**
1604 * Has this array object been bound?
1605 */
1606 GLboolean _Used;
1607
1608 /** Vertex attribute arrays */
1609 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1610
1611 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1612 GLbitfield64 _Enabled;
1613
1614 /**
1615 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1616 * we can determine the max legal (in bounds) glDrawElements array index.
1617 */
1618 GLuint _MaxElement;
1619
1620 struct gl_buffer_object *ElementArrayBufferObj;
1621 };
1622
1623
1624 /**
1625 * Vertex array state
1626 */
1627 struct gl_array_attrib
1628 {
1629 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1630 struct gl_array_object *ArrayObj;
1631
1632 /** The default vertex array object */
1633 struct gl_array_object *DefaultArrayObj;
1634
1635 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1636 struct _mesa_HashTable *Objects;
1637
1638 GLint ActiveTexture; /**< Client Active Texture */
1639 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1640 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1641
1642 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1643 GLboolean PrimitiveRestart;
1644 GLuint RestartIndex;
1645
1646 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1647 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1648
1649 /* GL_ARB_vertex_buffer_object */
1650 struct gl_buffer_object *ArrayBufferObj;
1651 };
1652
1653
1654 /**
1655 * Feedback buffer state
1656 */
1657 struct gl_feedback
1658 {
1659 GLenum Type;
1660 GLbitfield _Mask; /**< FB_* bits */
1661 GLfloat *Buffer;
1662 GLuint BufferSize;
1663 GLuint Count;
1664 };
1665
1666
1667 /**
1668 * Selection buffer state
1669 */
1670 struct gl_selection
1671 {
1672 GLuint *Buffer; /**< selection buffer */
1673 GLuint BufferSize; /**< size of the selection buffer */
1674 GLuint BufferCount; /**< number of values in the selection buffer */
1675 GLuint Hits; /**< number of records in the selection buffer */
1676 GLuint NameStackDepth; /**< name stack depth */
1677 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1678 GLboolean HitFlag; /**< hit flag */
1679 GLfloat HitMinZ; /**< minimum hit depth */
1680 GLfloat HitMaxZ; /**< maximum hit depth */
1681 };
1682
1683
1684 /**
1685 * 1-D Evaluator control points
1686 */
1687 struct gl_1d_map
1688 {
1689 GLuint Order; /**< Number of control points */
1690 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1691 GLfloat *Points; /**< Points to contiguous control points */
1692 };
1693
1694
1695 /**
1696 * 2-D Evaluator control points
1697 */
1698 struct gl_2d_map
1699 {
1700 GLuint Uorder; /**< Number of control points in U dimension */
1701 GLuint Vorder; /**< Number of control points in V dimension */
1702 GLfloat u1, u2, du;
1703 GLfloat v1, v2, dv;
1704 GLfloat *Points; /**< Points to contiguous control points */
1705 };
1706
1707
1708 /**
1709 * All evaluator control point state
1710 */
1711 struct gl_evaluators
1712 {
1713 /**
1714 * \name 1-D maps
1715 */
1716 /*@{*/
1717 struct gl_1d_map Map1Vertex3;
1718 struct gl_1d_map Map1Vertex4;
1719 struct gl_1d_map Map1Index;
1720 struct gl_1d_map Map1Color4;
1721 struct gl_1d_map Map1Normal;
1722 struct gl_1d_map Map1Texture1;
1723 struct gl_1d_map Map1Texture2;
1724 struct gl_1d_map Map1Texture3;
1725 struct gl_1d_map Map1Texture4;
1726 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1727 /*@}*/
1728
1729 /**
1730 * \name 2-D maps
1731 */
1732 /*@{*/
1733 struct gl_2d_map Map2Vertex3;
1734 struct gl_2d_map Map2Vertex4;
1735 struct gl_2d_map Map2Index;
1736 struct gl_2d_map Map2Color4;
1737 struct gl_2d_map Map2Normal;
1738 struct gl_2d_map Map2Texture1;
1739 struct gl_2d_map Map2Texture2;
1740 struct gl_2d_map Map2Texture3;
1741 struct gl_2d_map Map2Texture4;
1742 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1743 /*@}*/
1744 };
1745
1746
1747 struct gl_transform_feedback_varying_info
1748 {
1749 char *Name;
1750 GLenum Type;
1751 GLint Size;
1752 };
1753
1754
1755 /**
1756 * Per-output info vertex shaders for transform feedback.
1757 */
1758 struct gl_transform_feedback_output
1759 {
1760 unsigned OutputRegister;
1761 unsigned OutputBuffer;
1762 unsigned NumComponents;
1763
1764 /** offset (in DWORDs) of this output within the interleaved structure */
1765 unsigned DstOffset;
1766
1767 /**
1768 * Offset into the output register of the data to output. For example,
1769 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1770 * offset is in the y and z components of the output register.
1771 */
1772 unsigned ComponentOffset;
1773 };
1774
1775
1776 /** Post-link transform feedback info. */
1777 struct gl_transform_feedback_info
1778 {
1779 unsigned NumOutputs;
1780
1781 /**
1782 * Number of transform feedback buffers in use by this program.
1783 */
1784 unsigned NumBuffers;
1785
1786 struct gl_transform_feedback_output *Outputs;
1787
1788 /** Transform feedback varyings used for the linking of this shader program.
1789 *
1790 * Use for glGetTransformFeedbackVarying().
1791 */
1792 struct gl_transform_feedback_varying_info *Varyings;
1793 GLint NumVarying;
1794
1795 /**
1796 * Total number of components stored in each buffer. This may be used by
1797 * hardware back-ends to determine the correct stride when interleaving
1798 * multiple transform feedback outputs in the same buffer.
1799 */
1800 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1801 };
1802
1803
1804 /**
1805 * Transform feedback object state
1806 */
1807 struct gl_transform_feedback_object
1808 {
1809 GLuint Name; /**< AKA the object ID */
1810 GLint RefCount;
1811 GLboolean Active; /**< Is transform feedback enabled? */
1812 GLboolean Paused; /**< Is transform feedback paused? */
1813 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1814 at least once? */
1815
1816 /** The feedback buffers */
1817 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
1818 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
1819
1820 /** Start of feedback data in dest buffer */
1821 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
1822 /** Max data to put into dest buffer (in bytes) */
1823 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
1824 };
1825
1826
1827 /**
1828 * Context state for transform feedback.
1829 */
1830 struct gl_transform_feedback_state
1831 {
1832 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1833
1834 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1835 struct gl_buffer_object *CurrentBuffer;
1836
1837 /** The table of all transform feedback objects */
1838 struct _mesa_HashTable *Objects;
1839
1840 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1841 struct gl_transform_feedback_object *CurrentObject;
1842
1843 /** The default xform-fb object (Name==0) */
1844 struct gl_transform_feedback_object *DefaultObject;
1845 };
1846
1847
1848 /**
1849 * Names of the various vertex/fragment program register files, etc.
1850 *
1851 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1852 * All values should fit in a 4-bit field.
1853 *
1854 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1855 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1856 * be "uniform" variables since they can only be set outside glBegin/End.
1857 * They're also all stored in the same Parameters array.
1858 */
1859 typedef enum
1860 {
1861 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1862 PROGRAM_INPUT, /**< machine->Inputs[] */
1863 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1864 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1865 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1866 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1867 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1868 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1869 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1870 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1871 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1872 PROGRAM_ADDRESS, /**< machine->AddressReg */
1873 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1874 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1875 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1876 PROGRAM_FILE_MAX
1877 } gl_register_file;
1878
1879
1880 /**
1881 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1882 * one of these values.
1883 */
1884 typedef enum
1885 {
1886 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1887 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1888 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1889 SYSTEM_VALUE_MAX /**< Number of values */
1890 } gl_system_value;
1891
1892
1893 /**
1894 * The possible interpolation qualifiers that can be applied to a fragment
1895 * shader input in GLSL.
1896 *
1897 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1898 * gl_fragment_program data structure to 0 causes the default behavior.
1899 */
1900 enum glsl_interp_qualifier
1901 {
1902 INTERP_QUALIFIER_NONE = 0,
1903 INTERP_QUALIFIER_SMOOTH,
1904 INTERP_QUALIFIER_FLAT,
1905 INTERP_QUALIFIER_NOPERSPECTIVE
1906 };
1907
1908
1909 /**
1910 * \brief Layout qualifiers for gl_FragDepth.
1911 *
1912 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1913 * a layout qualifier.
1914 *
1915 * \see enum ir_depth_layout
1916 */
1917 enum gl_frag_depth_layout
1918 {
1919 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1920 FRAG_DEPTH_LAYOUT_ANY,
1921 FRAG_DEPTH_LAYOUT_GREATER,
1922 FRAG_DEPTH_LAYOUT_LESS,
1923 FRAG_DEPTH_LAYOUT_UNCHANGED
1924 };
1925
1926
1927 /**
1928 * Base class for any kind of program object
1929 */
1930 struct gl_program
1931 {
1932 GLuint Id;
1933 GLubyte *String; /**< Null-terminated program text */
1934 GLint RefCount;
1935 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1936 GLenum Format; /**< String encoding format */
1937 GLboolean Resident;
1938
1939 struct prog_instruction *Instructions;
1940
1941 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1942 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1943 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1944 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1945 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1946 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1947 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1948 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1949
1950
1951 /** Named parameters, constants, etc. from program text */
1952 struct gl_program_parameter_list *Parameters;
1953 /** Numbered local parameters */
1954 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1955
1956 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1957 GLubyte SamplerUnits[MAX_SAMPLERS];
1958
1959 /** Bitmask of which register files are read/written with indirect
1960 * addressing. Mask of (1 << PROGRAM_x) bits.
1961 */
1962 GLbitfield IndirectRegisterFiles;
1963
1964 /** Logical counts */
1965 /*@{*/
1966 GLuint NumInstructions;
1967 GLuint NumTemporaries;
1968 GLuint NumParameters;
1969 GLuint NumAttributes;
1970 GLuint NumAddressRegs;
1971 GLuint NumAluInstructions;
1972 GLuint NumTexInstructions;
1973 GLuint NumTexIndirections;
1974 /*@}*/
1975 /** Native, actual h/w counts */
1976 /*@{*/
1977 GLuint NumNativeInstructions;
1978 GLuint NumNativeTemporaries;
1979 GLuint NumNativeParameters;
1980 GLuint NumNativeAttributes;
1981 GLuint NumNativeAddressRegs;
1982 GLuint NumNativeAluInstructions;
1983 GLuint NumNativeTexInstructions;
1984 GLuint NumNativeTexIndirections;
1985 /*@}*/
1986 };
1987
1988
1989 /** Vertex program object */
1990 struct gl_vertex_program
1991 {
1992 struct gl_program Base; /**< base class */
1993 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1994 GLboolean IsPositionInvariant;
1995 GLboolean UsesClipDistance;
1996 };
1997
1998
1999 /** Geometry program object */
2000 struct gl_geometry_program
2001 {
2002 struct gl_program Base; /**< base class */
2003
2004 GLint VerticesOut;
2005 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2006 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2007 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2008 };
2009
2010
2011 /** Fragment program object */
2012 struct gl_fragment_program
2013 {
2014 struct gl_program Base; /**< base class */
2015 GLboolean UsesKill; /**< shader uses KIL instruction */
2016 GLboolean OriginUpperLeft;
2017 GLboolean PixelCenterInteger;
2018 enum gl_frag_depth_layout FragDepthLayout;
2019
2020 /**
2021 * GLSL interpolation qualifier associated with each fragment shader input.
2022 * For inputs that do not have an interpolation qualifier specified in
2023 * GLSL, the value is INTERP_QUALIFIER_NONE.
2024 */
2025 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2026 };
2027
2028
2029 /**
2030 * State common to vertex and fragment programs.
2031 */
2032 struct gl_program_state
2033 {
2034 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2035 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2036 };
2037
2038
2039 /**
2040 * Context state for vertex programs.
2041 */
2042 struct gl_vertex_program_state
2043 {
2044 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2045 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2046 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2047 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2048 /** Computed two sided lighting for fixed function/programs. */
2049 GLboolean _TwoSideEnabled;
2050 struct gl_vertex_program *Current; /**< User-bound vertex program */
2051
2052 /** Currently enabled and valid vertex program (including internal
2053 * programs, user-defined vertex programs and GLSL vertex shaders).
2054 * This is the program we must use when rendering.
2055 */
2056 struct gl_vertex_program *_Current;
2057
2058 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2059
2060 /* For GL_NV_vertex_program only: */
2061 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2062 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2063
2064 /** Should fixed-function T&L be implemented with a vertex prog? */
2065 GLboolean _MaintainTnlProgram;
2066
2067 /** Program to emulate fixed-function T&L (see above) */
2068 struct gl_vertex_program *_TnlProgram;
2069
2070 /** Cache of fixed-function programs */
2071 struct gl_program_cache *Cache;
2072
2073 GLboolean _Overriden;
2074 };
2075
2076
2077 /**
2078 * Context state for geometry programs.
2079 */
2080 struct gl_geometry_program_state
2081 {
2082 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2083 GLboolean _Enabled; /**< Enabled and valid program? */
2084 struct gl_geometry_program *Current; /**< user-bound geometry program */
2085
2086 /** Currently enabled and valid program (including internal programs
2087 * and compiled shader programs).
2088 */
2089 struct gl_geometry_program *_Current;
2090
2091 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2092
2093 /** Cache of fixed-function programs */
2094 struct gl_program_cache *Cache;
2095 };
2096
2097 /**
2098 * Context state for fragment programs.
2099 */
2100 struct gl_fragment_program_state
2101 {
2102 GLboolean Enabled; /**< User-set fragment program enable flag */
2103 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2104 struct gl_fragment_program *Current; /**< User-bound fragment program */
2105
2106 /** Currently enabled and valid fragment program (including internal
2107 * programs, user-defined fragment programs and GLSL fragment shaders).
2108 * This is the program we must use when rendering.
2109 */
2110 struct gl_fragment_program *_Current;
2111
2112 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2113
2114 /** Should fixed-function texturing be implemented with a fragment prog? */
2115 GLboolean _MaintainTexEnvProgram;
2116
2117 /** Program to emulate fixed-function texture env/combine (see above) */
2118 struct gl_fragment_program *_TexEnvProgram;
2119
2120 /** Cache of fixed-function programs */
2121 struct gl_program_cache *Cache;
2122 };
2123
2124
2125 /**
2126 * ATI_fragment_shader runtime state
2127 */
2128 #define ATI_FS_INPUT_PRIMARY 0
2129 #define ATI_FS_INPUT_SECONDARY 1
2130
2131 struct atifs_instruction;
2132 struct atifs_setupinst;
2133
2134 /**
2135 * ATI fragment shader
2136 */
2137 struct ati_fragment_shader
2138 {
2139 GLuint Id;
2140 GLint RefCount;
2141 struct atifs_instruction *Instructions[2];
2142 struct atifs_setupinst *SetupInst[2];
2143 GLfloat Constants[8][4];
2144 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2145 GLubyte numArithInstr[2];
2146 GLubyte regsAssigned[2];
2147 GLubyte NumPasses; /**< 1 or 2 */
2148 GLubyte cur_pass;
2149 GLubyte last_optype;
2150 GLboolean interpinp1;
2151 GLboolean isValid;
2152 GLuint swizzlerq;
2153 };
2154
2155 /**
2156 * Context state for GL_ATI_fragment_shader
2157 */
2158 struct gl_ati_fragment_shader_state
2159 {
2160 GLboolean Enabled;
2161 GLboolean _Enabled; /**< enabled and valid shader? */
2162 GLboolean Compiling;
2163 GLfloat GlobalConstants[8][4];
2164 struct ati_fragment_shader *Current;
2165 };
2166
2167
2168 /** Set by #pragma directives */
2169 struct gl_sl_pragmas
2170 {
2171 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2172 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2173 GLboolean Optimize; /**< defaults on */
2174 GLboolean Debug; /**< defaults off */
2175 };
2176
2177
2178 /**
2179 * A GLSL vertex or fragment shader object.
2180 */
2181 struct gl_shader
2182 {
2183 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2184 GLuint Name; /**< AKA the handle */
2185 GLint RefCount; /**< Reference count */
2186 GLboolean DeletePending;
2187 GLboolean CompileStatus;
2188 const GLchar *Source; /**< Source code string */
2189 GLuint SourceChecksum; /**< for debug/logging purposes */
2190 struct gl_program *Program; /**< Post-compile assembly code */
2191 GLchar *InfoLog;
2192 struct gl_sl_pragmas Pragmas;
2193
2194 unsigned Version; /**< GLSL version used for linking */
2195
2196 /**
2197 * \name Sampler tracking
2198 *
2199 * \note Each of these fields is only set post-linking.
2200 */
2201 /*@{*/
2202 unsigned num_samplers; /**< Number of samplers used by this shader. */
2203 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2204 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2205 /*@}*/
2206
2207 /**
2208 * Number of uniform components used by this shader.
2209 *
2210 * This field is only set post-linking.
2211 */
2212 unsigned num_uniform_components;
2213
2214 struct exec_list *ir;
2215 struct glsl_symbol_table *symbols;
2216
2217 /** Shaders containing built-in functions that are used for linking. */
2218 struct gl_shader *builtins_to_link[16];
2219 unsigned num_builtins_to_link;
2220 };
2221
2222
2223 /**
2224 * Shader stages. Note that these will become 5 with tessellation.
2225 * These MUST have the same values as gallium's PIPE_SHADER_*
2226 */
2227 typedef enum
2228 {
2229 MESA_SHADER_VERTEX = 0,
2230 MESA_SHADER_FRAGMENT = 1,
2231 MESA_SHADER_GEOMETRY = 2,
2232 MESA_SHADER_TYPES = 3
2233 } gl_shader_type;
2234
2235
2236 /**
2237 * A GLSL program object.
2238 * Basically a linked collection of vertex and fragment shaders.
2239 */
2240 struct gl_shader_program
2241 {
2242 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2243 GLuint Name; /**< aka handle or ID */
2244 GLint RefCount; /**< Reference count */
2245 GLboolean DeletePending;
2246
2247 /**
2248 * Flags that the linker should not reject the program if it lacks
2249 * a vertex or fragment shader. GLES2 doesn't allow separate
2250 * shader objects, and would reject them. However, we internally
2251 * build separate shader objects for fixed function programs, which
2252 * we use for drivers/common/meta.c and for handling
2253 * _mesa_update_state with no program bound (for example in
2254 * glClear()).
2255 */
2256 GLboolean InternalSeparateShader;
2257
2258 GLuint NumShaders; /**< number of attached shaders */
2259 struct gl_shader **Shaders; /**< List of attached the shaders */
2260
2261 /**
2262 * User-defined attribute bindings
2263 *
2264 * These are set via \c glBindAttribLocation and are used to direct the
2265 * GLSL linker. These are \b not the values used in the compiled shader,
2266 * and they are \b not the values returned by \c glGetAttribLocation.
2267 */
2268 struct string_to_uint_map *AttributeBindings;
2269
2270 /**
2271 * User-defined fragment data bindings
2272 *
2273 * These are set via \c glBindFragDataLocation and are used to direct the
2274 * GLSL linker. These are \b not the values used in the compiled shader,
2275 * and they are \b not the values returned by \c glGetFragDataLocation.
2276 */
2277 struct string_to_uint_map *FragDataBindings;
2278
2279 /**
2280 * Transform feedback varyings last specified by
2281 * glTransformFeedbackVaryings().
2282 *
2283 * For the current set of transform feeedback varyings used for transform
2284 * feedback output, see LinkedTransformFeedback.
2285 */
2286 struct {
2287 GLenum BufferMode;
2288 GLuint NumVarying;
2289 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2290 } TransformFeedback;
2291
2292 /** Post-link transform feedback info. */
2293 struct gl_transform_feedback_info LinkedTransformFeedback;
2294
2295 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2296 enum gl_frag_depth_layout FragDepthLayout;
2297
2298 /** Geometry shader state - copied into gl_geometry_program at link time */
2299 struct {
2300 GLint VerticesOut;
2301 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2302 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2303 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2304 } Geom;
2305
2306 /** Vertex shader state - copied into gl_vertex_program at link time */
2307 struct {
2308 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2309 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2310 0 if not present. */
2311 } Vert;
2312
2313 /* post-link info: */
2314 unsigned NumUserUniformStorage;
2315 struct gl_uniform_storage *UniformStorage;
2316
2317 /**
2318 * Map of active uniform names to locations
2319 *
2320 * Maps any active uniform that is not an array element to a location.
2321 * Each active uniform, including individual structure members will appear
2322 * in this map. This roughly corresponds to the set of names that would be
2323 * enumerated by \c glGetActiveUniform.
2324 */
2325 struct string_to_uint_map *UniformHash;
2326
2327 /**
2328 * Map from sampler unit to texture unit (set by glUniform1i())
2329 *
2330 * A sampler unit is associated with each sampler uniform by the linker.
2331 * The sampler unit associated with each uniform is stored in the
2332 * \c gl_uniform_storage::sampler field.
2333 */
2334 GLubyte SamplerUnits[MAX_SAMPLERS];
2335 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2336 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2337
2338 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2339 GLboolean Validated;
2340 GLboolean _Used; /**< Ever used for drawing? */
2341 GLchar *InfoLog;
2342
2343 unsigned Version; /**< GLSL version used for linking */
2344
2345 /**
2346 * Per-stage shaders resulting from the first stage of linking.
2347 *
2348 * Set of linked shaders for this program. The array is accessed using the
2349 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2350 * \c NULL.
2351 */
2352 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2353 };
2354
2355
2356 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2357 #define GLSL_LOG 0x2 /**< Write shaders to files */
2358 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2359 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2360 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2361 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2362 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2363 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2364
2365
2366 /**
2367 * Context state for GLSL vertex/fragment shaders.
2368 */
2369 struct gl_shader_state
2370 {
2371 /**
2372 * Programs used for rendering
2373 *
2374 * There is a separate program set for each shader stage. If
2375 * GL_EXT_separate_shader_objects is not supported, each of these must point
2376 * to \c NULL or to the same program.
2377 */
2378 struct gl_shader_program *CurrentVertexProgram;
2379 struct gl_shader_program *CurrentGeometryProgram;
2380 struct gl_shader_program *CurrentFragmentProgram;
2381
2382 struct gl_shader_program *_CurrentFragmentProgram;
2383
2384 /**
2385 * Program used by glUniform calls.
2386 *
2387 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2388 */
2389 struct gl_shader_program *ActiveProgram;
2390
2391 GLbitfield Flags; /**< Mask of GLSL_x flags */
2392 };
2393
2394
2395 /**
2396 * Compiler options for a single GLSL shaders type
2397 */
2398 struct gl_shader_compiler_options
2399 {
2400 /** Driver-selectable options: */
2401 GLboolean EmitCondCodes; /**< Use condition codes? */
2402 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2403 GLboolean EmitNoLoops;
2404 GLboolean EmitNoFunctions;
2405 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2406 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2407 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2408 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2409 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2410
2411 /**
2412 * \name Forms of indirect addressing the driver cannot do.
2413 */
2414 /*@{*/
2415 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2416 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2417 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2418 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2419 /*@}*/
2420
2421 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2422 GLuint MaxUnrollIterations;
2423
2424 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2425 };
2426
2427
2428 /**
2429 * Occlusion/timer query object.
2430 */
2431 struct gl_query_object
2432 {
2433 GLenum Target; /**< The query target, when active */
2434 GLuint Id; /**< hash table ID/name */
2435 GLuint64EXT Result; /**< the counter */
2436 GLboolean Active; /**< inside Begin/EndQuery */
2437 GLboolean Ready; /**< result is ready? */
2438 };
2439
2440
2441 /**
2442 * Context state for query objects.
2443 */
2444 struct gl_query_state
2445 {
2446 struct _mesa_HashTable *QueryObjects;
2447 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2448 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2449
2450 /** GL_NV_conditional_render */
2451 struct gl_query_object *CondRenderQuery;
2452
2453 /** GL_EXT_transform_feedback */
2454 struct gl_query_object *PrimitivesGenerated;
2455 struct gl_query_object *PrimitivesWritten;
2456
2457 /** GL_ARB_timer_query */
2458 struct gl_query_object *TimeElapsed;
2459
2460 GLenum CondRenderMode;
2461 };
2462
2463
2464 /** Sync object state */
2465 struct gl_sync_object
2466 {
2467 struct simple_node link;
2468 GLenum Type; /**< GL_SYNC_FENCE */
2469 GLuint Name; /**< Fence name */
2470 GLint RefCount; /**< Reference count */
2471 GLboolean DeletePending; /**< Object was deleted while there were still
2472 * live references (e.g., sync not yet finished)
2473 */
2474 GLenum SyncCondition;
2475 GLbitfield Flags; /**< Flags passed to glFenceSync */
2476 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2477 };
2478
2479
2480 /**
2481 * State which can be shared by multiple contexts:
2482 */
2483 struct gl_shared_state
2484 {
2485 _glthread_Mutex Mutex; /**< for thread safety */
2486 GLint RefCount; /**< Reference count */
2487 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2488 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2489
2490 /** Default texture objects (shared by all texture units) */
2491 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2492
2493 /** Fallback texture used when a bound texture is incomplete */
2494 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2495
2496 /**
2497 * \name Thread safety and statechange notification for texture
2498 * objects.
2499 *
2500 * \todo Improve the granularity of locking.
2501 */
2502 /*@{*/
2503 _glthread_Mutex TexMutex; /**< texobj thread safety */
2504 GLuint TextureStateStamp; /**< state notification for shared tex */
2505 /*@}*/
2506
2507 /** Default buffer object for vertex arrays that aren't in VBOs */
2508 struct gl_buffer_object *NullBufferObj;
2509
2510 /**
2511 * \name Vertex/geometry/fragment programs
2512 */
2513 /*@{*/
2514 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2515 struct gl_vertex_program *DefaultVertexProgram;
2516 struct gl_fragment_program *DefaultFragmentProgram;
2517 struct gl_geometry_program *DefaultGeometryProgram;
2518 /*@}*/
2519
2520 /* GL_ATI_fragment_shader */
2521 struct _mesa_HashTable *ATIShaders;
2522 struct ati_fragment_shader *DefaultFragmentShader;
2523
2524 struct _mesa_HashTable *BufferObjects;
2525
2526 /** Table of both gl_shader and gl_shader_program objects */
2527 struct _mesa_HashTable *ShaderObjects;
2528
2529 /* GL_EXT_framebuffer_object */
2530 struct _mesa_HashTable *RenderBuffers;
2531 struct _mesa_HashTable *FrameBuffers;
2532
2533 /* GL_ARB_sync */
2534 struct simple_node SyncObjects;
2535
2536 /** GL_ARB_sampler_objects */
2537 struct _mesa_HashTable *SamplerObjects;
2538 };
2539
2540
2541
2542 /**
2543 * Renderbuffers represent drawing surfaces such as color, depth and/or
2544 * stencil. A framebuffer object has a set of renderbuffers.
2545 * Drivers will typically derive subclasses of this type.
2546 */
2547 struct gl_renderbuffer
2548 {
2549 _glthread_Mutex Mutex; /**< for thread safety */
2550 GLuint ClassID; /**< Useful for drivers */
2551 GLuint Name;
2552 GLint RefCount;
2553 GLuint Width, Height;
2554 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2555 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2556 GLubyte NumSamples;
2557 GLenum InternalFormat; /**< The user-specified format */
2558 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2559 GL_STENCIL_INDEX. */
2560 gl_format Format; /**< The actual renderbuffer memory format */
2561
2562 /** Delete this renderbuffer */
2563 void (*Delete)(struct gl_renderbuffer *rb);
2564
2565 /** Allocate new storage for this renderbuffer */
2566 GLboolean (*AllocStorage)(struct gl_context *ctx,
2567 struct gl_renderbuffer *rb,
2568 GLenum internalFormat,
2569 GLuint width, GLuint height);
2570 };
2571
2572
2573 /**
2574 * A renderbuffer attachment points to either a texture object (and specifies
2575 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2576 */
2577 struct gl_renderbuffer_attachment
2578 {
2579 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2580 GLboolean Complete;
2581
2582 /**
2583 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2584 * application supplied renderbuffer object.
2585 */
2586 struct gl_renderbuffer *Renderbuffer;
2587
2588 /**
2589 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2590 * supplied texture object.
2591 */
2592 struct gl_texture_object *Texture;
2593 GLuint TextureLevel; /**< Attached mipmap level. */
2594 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2595 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2596 * and 2D array textures */
2597 };
2598
2599
2600 /**
2601 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2602 * In C++ terms, think of this as a base class from which device drivers
2603 * will make derived classes.
2604 */
2605 struct gl_framebuffer
2606 {
2607 _glthread_Mutex Mutex; /**< for thread safety */
2608 /**
2609 * If zero, this is a window system framebuffer. If non-zero, this
2610 * is a FBO framebuffer; note that for some devices (i.e. those with
2611 * a natural pixel coordinate system for FBOs that differs from the
2612 * OpenGL/Mesa coordinate system), this means that the viewport,
2613 * polygon face orientation, and polygon stipple will have to be inverted.
2614 */
2615 GLuint Name;
2616
2617 GLint RefCount;
2618 GLboolean DeletePending;
2619
2620 /**
2621 * The framebuffer's visual. Immutable if this is a window system buffer.
2622 * Computed from attachments if user-made FBO.
2623 */
2624 struct gl_config Visual;
2625
2626 GLboolean Initialized;
2627
2628 GLuint Width, Height; /**< size of frame buffer in pixels */
2629
2630 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2631 /*@{*/
2632 GLint _Xmin, _Xmax; /**< inclusive */
2633 GLint _Ymin, _Ymax; /**< exclusive */
2634 /*@}*/
2635
2636 /** \name Derived Z buffer stuff */
2637 /*@{*/
2638 GLuint _DepthMax; /**< Max depth buffer value */
2639 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2640 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2641 /*@}*/
2642
2643 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2644 GLenum _Status;
2645
2646 /** Integer color values */
2647 GLboolean _IntegerColor;
2648
2649 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2650 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2651
2652 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2653 * attribute group and GL_PIXEL attribute group, respectively.
2654 */
2655 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2656 GLenum ColorReadBuffer;
2657
2658 /** Computed from ColorDraw/ReadBuffer above */
2659 GLuint _NumColorDrawBuffers;
2660 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2661 GLint _ColorReadBufferIndex; /* -1 = None */
2662 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2663 struct gl_renderbuffer *_ColorReadBuffer;
2664
2665 /** Delete this framebuffer */
2666 void (*Delete)(struct gl_framebuffer *fb);
2667 };
2668
2669
2670 /**
2671 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2672 */
2673 struct gl_precision
2674 {
2675 GLushort RangeMin; /**< min value exponent */
2676 GLushort RangeMax; /**< max value exponent */
2677 GLushort Precision; /**< number of mantissa bits */
2678 };
2679
2680
2681 /**
2682 * Limits for vertex, geometry and fragment programs/shaders.
2683 */
2684 struct gl_program_constants
2685 {
2686 /* logical limits */
2687 GLuint MaxInstructions;
2688 GLuint MaxAluInstructions;
2689 GLuint MaxTexInstructions;
2690 GLuint MaxTexIndirections;
2691 GLuint MaxAttribs;
2692 GLuint MaxTemps;
2693 GLuint MaxAddressRegs;
2694 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2695 GLuint MaxParameters;
2696 GLuint MaxLocalParams;
2697 GLuint MaxEnvParams;
2698 /* native/hardware limits */
2699 GLuint MaxNativeInstructions;
2700 GLuint MaxNativeAluInstructions;
2701 GLuint MaxNativeTexInstructions;
2702 GLuint MaxNativeTexIndirections;
2703 GLuint MaxNativeAttribs;
2704 GLuint MaxNativeTemps;
2705 GLuint MaxNativeAddressRegs;
2706 GLuint MaxNativeParameters;
2707 /* For shaders */
2708 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2709 /* ES 2.0 and GL_ARB_ES2_compatibility */
2710 struct gl_precision LowFloat, MediumFloat, HighFloat;
2711 struct gl_precision LowInt, MediumInt, HighInt;
2712 };
2713
2714
2715 /**
2716 * Constants which may be overridden by device driver during context creation
2717 * but are never changed after that.
2718 */
2719 struct gl_constants
2720 {
2721 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2722 GLint MaxTextureLevels; /**< Max mipmap levels. */
2723 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2724 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2725 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2726 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2727 GLuint MaxTextureCoordUnits;
2728 GLuint MaxTextureImageUnits;
2729 GLuint MaxVertexTextureImageUnits;
2730 GLuint MaxCombinedTextureImageUnits;
2731 GLuint MaxGeometryTextureImageUnits;
2732 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2733 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2734 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2735 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2736
2737 GLuint MaxArrayLockSize;
2738
2739 GLint SubPixelBits;
2740
2741 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2742 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2743 GLfloat PointSizeGranularity;
2744 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2745 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2746 GLfloat LineWidthGranularity;
2747
2748 GLuint MaxColorTableSize;
2749
2750 GLuint MaxClipPlanes;
2751 GLuint MaxLights;
2752 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2753 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2754
2755 GLuint MaxViewportWidth, MaxViewportHeight;
2756
2757 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2758 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2759 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2760 GLuint MaxProgramMatrices;
2761 GLuint MaxProgramMatrixStackDepth;
2762
2763 /** vertex array / buffer object bounds checking */
2764 GLboolean CheckArrayBounds;
2765
2766 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2767
2768 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2769 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2770 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2771
2772 /** Number of varying vectors between vertex and fragment shaders */
2773 GLuint MaxVarying;
2774 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2775 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2776
2777 /** GL_ARB_geometry_shader4 */
2778 GLuint MaxGeometryOutputVertices;
2779 GLuint MaxGeometryTotalOutputComponents;
2780
2781 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2782
2783 /**
2784 * Changes default GLSL extension behavior from "error" to "warn". It's out
2785 * of spec, but it can make some apps work that otherwise wouldn't.
2786 */
2787 GLboolean ForceGLSLExtensionsWarn;
2788
2789 /**
2790 * Does the driver support real 32-bit integers? (Otherwise, integers are
2791 * simulated via floats.)
2792 */
2793 GLboolean NativeIntegers;
2794
2795 /**
2796 * If the driver supports real 32-bit integers, what integer value should be
2797 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2798 */
2799 GLuint UniformBooleanTrue;
2800
2801 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2802 GLbitfield SupportedBumpUnits;
2803
2804 /**
2805 * Maximum amount of time, measured in nanseconds, that the server can wait.
2806 */
2807 GLuint64 MaxServerWaitTimeout;
2808
2809 /** GL_EXT_provoking_vertex */
2810 GLboolean QuadsFollowProvokingVertexConvention;
2811
2812 /** OpenGL version 3.0 */
2813 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2814
2815 /** OpenGL version 3.2 */
2816 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2817
2818 /** GL_EXT_transform_feedback */
2819 GLuint MaxTransformFeedbackSeparateAttribs;
2820 GLuint MaxTransformFeedbackSeparateComponents;
2821 GLuint MaxTransformFeedbackInterleavedComponents;
2822
2823 /** GL_EXT_gpu_shader4 */
2824 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2825
2826 /* GL_ARB_robustness */
2827 GLenum ResetStrategy;
2828
2829 /**
2830 * Whether the implementation strips out and ignores texture borders.
2831 *
2832 * Many GPU hardware implementations don't support rendering with texture
2833 * borders and mipmapped textures. (Note: not static border color, but the
2834 * old 1-pixel border around each edge). Implementations then have to do
2835 * slow fallbacks to be correct, or just ignore the border and be fast but
2836 * wrong. Setting the flag strips the border off of TexImage calls,
2837 * providing "fast but wrong" at significantly reduced driver complexity.
2838 *
2839 * Texture borders are deprecated in GL 3.0.
2840 **/
2841 GLboolean StripTextureBorder;
2842
2843 /**
2844 * For drivers which can do a better job at eliminating unused varyings
2845 * and uniforms than the GLSL compiler.
2846 *
2847 * XXX Remove these as soon as a better solution is available.
2848 */
2849 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2850 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2851 };
2852
2853
2854 /**
2855 * Enable flag for each OpenGL extension. Different device drivers will
2856 * enable different extensions at runtime.
2857 */
2858 struct gl_extensions
2859 {
2860 GLboolean dummy; /* don't remove this! */
2861 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2862 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2863 GLboolean ARB_ES2_compatibility;
2864 GLboolean ARB_blend_func_extended;
2865 GLboolean ARB_color_buffer_float;
2866 GLboolean ARB_conservative_depth;
2867 GLboolean ARB_copy_buffer;
2868 GLboolean ARB_depth_buffer_float;
2869 GLboolean ARB_depth_clamp;
2870 GLboolean ARB_depth_texture;
2871 GLboolean ARB_draw_buffers_blend;
2872 GLboolean ARB_draw_elements_base_vertex;
2873 GLboolean ARB_draw_instanced;
2874 GLboolean ARB_fragment_coord_conventions;
2875 GLboolean ARB_fragment_program;
2876 GLboolean ARB_fragment_program_shadow;
2877 GLboolean ARB_fragment_shader;
2878 GLboolean ARB_framebuffer_object;
2879 GLboolean ARB_explicit_attrib_location;
2880 GLboolean ARB_geometry_shader4;
2881 GLboolean ARB_half_float_pixel;
2882 GLboolean ARB_half_float_vertex;
2883 GLboolean ARB_instanced_arrays;
2884 GLboolean ARB_map_buffer_range;
2885 GLboolean ARB_occlusion_query;
2886 GLboolean ARB_occlusion_query2;
2887 GLboolean ARB_point_sprite;
2888 GLboolean ARB_sampler_objects;
2889 GLboolean ARB_seamless_cube_map;
2890 GLboolean ARB_shader_objects;
2891 GLboolean ARB_shader_stencil_export;
2892 GLboolean ARB_shader_texture_lod;
2893 GLboolean ARB_shading_language_100;
2894 GLboolean ARB_shadow;
2895 GLboolean ARB_shadow_ambient;
2896 GLboolean ARB_sync;
2897 GLboolean ARB_texture_border_clamp;
2898 GLboolean ARB_texture_buffer_object;
2899 GLboolean ARB_texture_compression_rgtc;
2900 GLboolean ARB_texture_cube_map;
2901 GLboolean ARB_texture_env_combine;
2902 GLboolean ARB_texture_env_crossbar;
2903 GLboolean ARB_texture_env_dot3;
2904 GLboolean ARB_texture_float;
2905 GLboolean ARB_texture_multisample;
2906 GLboolean ARB_texture_non_power_of_two;
2907 GLboolean ARB_texture_rg;
2908 GLboolean ARB_texture_rgb10_a2ui;
2909 GLboolean ARB_texture_storage;
2910 GLboolean ARB_timer_query;
2911 GLboolean ARB_transform_feedback2;
2912 GLboolean ARB_transpose_matrix;
2913 GLboolean ARB_uniform_buffer_object;
2914 GLboolean ARB_vertex_array_object;
2915 GLboolean ARB_vertex_program;
2916 GLboolean ARB_vertex_shader;
2917 GLboolean ARB_vertex_type_2_10_10_10_rev;
2918 GLboolean ARB_window_pos;
2919 GLboolean EXT_blend_color;
2920 GLboolean EXT_blend_equation_separate;
2921 GLboolean EXT_blend_func_separate;
2922 GLboolean EXT_blend_minmax;
2923 GLboolean EXT_clip_volume_hint;
2924 GLboolean EXT_compiled_vertex_array;
2925 GLboolean EXT_depth_bounds_test;
2926 GLboolean EXT_draw_buffers2;
2927 GLboolean EXT_draw_range_elements;
2928 GLboolean EXT_fog_coord;
2929 GLboolean EXT_framebuffer_blit;
2930 GLboolean EXT_framebuffer_multisample;
2931 GLboolean EXT_framebuffer_object;
2932 GLboolean EXT_framebuffer_sRGB;
2933 GLboolean EXT_gpu_program_parameters;
2934 GLboolean EXT_gpu_shader4;
2935 GLboolean EXT_packed_depth_stencil;
2936 GLboolean EXT_packed_float;
2937 GLboolean EXT_packed_pixels;
2938 GLboolean EXT_pixel_buffer_object;
2939 GLboolean EXT_point_parameters;
2940 GLboolean EXT_provoking_vertex;
2941 GLboolean EXT_rescale_normal;
2942 GLboolean EXT_shadow_funcs;
2943 GLboolean EXT_secondary_color;
2944 GLboolean EXT_separate_shader_objects;
2945 GLboolean EXT_separate_specular_color;
2946 GLboolean EXT_stencil_two_side;
2947 GLboolean EXT_texture3D;
2948 GLboolean EXT_texture_array;
2949 GLboolean EXT_texture_compression_latc;
2950 GLboolean EXT_texture_compression_s3tc;
2951 GLboolean EXT_texture_env_dot3;
2952 GLboolean EXT_texture_filter_anisotropic;
2953 GLboolean EXT_texture_integer;
2954 GLboolean EXT_texture_mirror_clamp;
2955 GLboolean EXT_texture_shared_exponent;
2956 GLboolean EXT_texture_snorm;
2957 GLboolean EXT_texture_sRGB;
2958 GLboolean EXT_texture_sRGB_decode;
2959 GLboolean EXT_texture_swizzle;
2960 GLboolean EXT_transform_feedback;
2961 GLboolean EXT_timer_query;
2962 GLboolean EXT_vertex_array_bgra;
2963 GLboolean OES_standard_derivatives;
2964 /* vendor extensions */
2965 GLboolean AMD_seamless_cubemap_per_texture;
2966 GLboolean APPLE_packed_pixels;
2967 GLboolean APPLE_vertex_array_object;
2968 GLboolean APPLE_object_purgeable;
2969 GLboolean ATI_envmap_bumpmap;
2970 GLboolean ATI_texture_compression_3dc;
2971 GLboolean ATI_texture_mirror_once;
2972 GLboolean ATI_texture_env_combine3;
2973 GLboolean ATI_fragment_shader;
2974 GLboolean ATI_separate_stencil;
2975 GLboolean IBM_rasterpos_clip;
2976 GLboolean IBM_multimode_draw_arrays;
2977 GLboolean MESA_pack_invert;
2978 GLboolean MESA_resize_buffers;
2979 GLboolean MESA_ycbcr_texture;
2980 GLboolean MESA_texture_array;
2981 GLboolean NV_blend_square;
2982 GLboolean NV_conditional_render;
2983 GLboolean NV_fog_distance;
2984 GLboolean NV_fragment_program;
2985 GLboolean NV_fragment_program_option;
2986 GLboolean NV_light_max_exponent;
2987 GLboolean NV_point_sprite;
2988 GLboolean NV_primitive_restart;
2989 GLboolean NV_texture_barrier;
2990 GLboolean NV_texgen_reflection;
2991 GLboolean NV_texture_env_combine4;
2992 GLboolean NV_texture_rectangle;
2993 GLboolean NV_vertex_program;
2994 GLboolean NV_vertex_program1_1;
2995 GLboolean SGIS_texture_lod;
2996 GLboolean TDFX_texture_compression_FXT1;
2997 GLboolean S3_s3tc;
2998 GLboolean OES_EGL_image;
2999 GLboolean OES_draw_texture;
3000 GLboolean OES_EGL_image_external;
3001 GLboolean OES_compressed_ETC1_RGB8_texture;
3002 GLboolean extension_sentinel;
3003 /** The extension string */
3004 const GLubyte *String;
3005 /** Number of supported extensions */
3006 GLuint Count;
3007 };
3008
3009
3010 /**
3011 * A stack of matrices (projection, modelview, color, texture, etc).
3012 */
3013 struct gl_matrix_stack
3014 {
3015 GLmatrix *Top; /**< points into Stack */
3016 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3017 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3018 GLuint MaxDepth; /**< size of Stack[] array */
3019 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3020 };
3021
3022
3023 /**
3024 * \name Bits for image transfer operations
3025 * \sa __struct gl_contextRec::ImageTransferState.
3026 */
3027 /*@{*/
3028 #define IMAGE_SCALE_BIAS_BIT 0x1
3029 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3030 #define IMAGE_MAP_COLOR_BIT 0x4
3031 #define IMAGE_CLAMP_BIT 0x800
3032
3033
3034 /** Pixel Transfer ops */
3035 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3036 IMAGE_SHIFT_OFFSET_BIT | \
3037 IMAGE_MAP_COLOR_BIT)
3038
3039 /**
3040 * \name Bits to indicate what state has changed.
3041 */
3042 /*@{*/
3043 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3044 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3045 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3046 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3047 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3048 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3049 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3050 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3051 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3052 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3053 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3054 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3055 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3056 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3057 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3058 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3059 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3060 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3061 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3062 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3063 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3064 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3065 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3066 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3067 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3068 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3069 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3070 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3071 #define _NEW_BUFFER_OBJECT (1 << 28)
3072 #define _NEW_FRAG_CLAMP (1 << 29)
3073 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3074 #define _NEW_ALL ~0
3075
3076 /**
3077 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3078 * clarity.
3079 */
3080 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3081 /*@}*/
3082
3083
3084 /**
3085 * \name A bunch of flags that we think might be useful to drivers.
3086 *
3087 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3088 */
3089 /*@{*/
3090 #define DD_FLATSHADE 0x1
3091 #define DD_SEPARATE_SPECULAR 0x2
3092 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3093 #define DD_TRI_LIGHT_TWOSIDE 0x8
3094 #define DD_TRI_UNFILLED 0x10
3095 #define DD_TRI_SMOOTH 0x20
3096 #define DD_TRI_STIPPLE 0x40
3097 #define DD_TRI_OFFSET 0x80
3098 #define DD_LINE_SMOOTH 0x100
3099 #define DD_LINE_STIPPLE 0x200
3100 #define DD_POINT_SMOOTH 0x400
3101 #define DD_POINT_ATTEN 0x800
3102 #define DD_TRI_TWOSTENCIL 0x1000
3103 /*@}*/
3104
3105
3106 /**
3107 * \name Define the state changes under which each of these bits might change
3108 */
3109 /*@{*/
3110 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3111 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3112 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3113 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3114 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3115 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3116 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3117 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3118 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3119 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3120 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3121 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3122 #define _DD_NEW_POINT_SIZE _NEW_POINT
3123 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3124 /*@}*/
3125
3126
3127 /**
3128 * Composite state flags
3129 */
3130 /*@{*/
3131 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3132 _NEW_TEXTURE | \
3133 _NEW_POINT | \
3134 _NEW_PROGRAM | \
3135 _NEW_MODELVIEW)
3136 /*@}*/
3137
3138
3139
3140
3141 /* This has to be included here. */
3142 #include "dd.h"
3143
3144
3145 /**
3146 * Display list flags.
3147 * Strictly this is a tnl-private concept, but it doesn't seem
3148 * worthwhile adding a tnl private structure just to hold this one bit
3149 * of information:
3150 */
3151 #define DLIST_DANGLING_REFS 0x1
3152
3153
3154 /** Opaque declaration of display list payload data type */
3155 union gl_dlist_node;
3156
3157
3158 /**
3159 * Provide a location where information about a display list can be
3160 * collected. Could be extended with driverPrivate structures,
3161 * etc. in the future.
3162 */
3163 struct gl_display_list
3164 {
3165 GLuint Name;
3166 GLbitfield Flags; /**< DLIST_x flags */
3167 /** The dlist commands are in a linked list of nodes */
3168 union gl_dlist_node *Head;
3169 };
3170
3171
3172 /**
3173 * State used during display list compilation and execution.
3174 */
3175 struct gl_dlist_state
3176 {
3177 GLuint CallDepth; /**< Current recursion calling depth */
3178
3179 struct gl_display_list *CurrentList; /**< List currently being compiled */
3180 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3181 GLuint CurrentPos; /**< Index into current block of nodes */
3182
3183 GLvertexformat ListVtxfmt;
3184
3185 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3186 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3187
3188 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3189 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3190
3191 GLubyte ActiveIndex;
3192 GLfloat CurrentIndex;
3193
3194 GLubyte ActiveEdgeFlag;
3195 GLboolean CurrentEdgeFlag;
3196
3197 struct {
3198 /* State known to have been set by the currently-compiling display
3199 * list. Used to eliminate some redundant state changes.
3200 */
3201 GLenum ShadeModel;
3202 } Current;
3203 };
3204
3205
3206 /**
3207 * Enum for the OpenGL APIs we know about and may support.
3208 */
3209 typedef enum
3210 {
3211 API_OPENGL,
3212 API_OPENGLES,
3213 API_OPENGLES2
3214 } gl_api;
3215
3216
3217 /**
3218 * Mesa rendering context.
3219 *
3220 * This is the central context data structure for Mesa. Almost all
3221 * OpenGL state is contained in this structure.
3222 * Think of this as a base class from which device drivers will derive
3223 * sub classes.
3224 *
3225 * The struct gl_context typedef names this structure.
3226 */
3227 struct gl_context
3228 {
3229 /** State possibly shared with other contexts in the address space */
3230 struct gl_shared_state *Shared;
3231
3232 /** \name API function pointer tables */
3233 /*@{*/
3234 gl_api API;
3235 struct _glapi_table *Save; /**< Display list save functions */
3236 struct _glapi_table *Exec; /**< Execute functions */
3237 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3238 /*@}*/
3239
3240 struct gl_config Visual;
3241 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3242 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3243 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3244 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3245
3246 /**
3247 * Device driver function pointer table
3248 */
3249 struct dd_function_table Driver;
3250
3251 void *DriverCtx; /**< Points to device driver context/state */
3252
3253 /** Core/Driver constants */
3254 struct gl_constants Const;
3255
3256 /** \name The various 4x4 matrix stacks */
3257 /*@{*/
3258 struct gl_matrix_stack ModelviewMatrixStack;
3259 struct gl_matrix_stack ProjectionMatrixStack;
3260 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3261 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3262 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3263 /*@}*/
3264
3265 /** Combined modelview and projection matrix */
3266 GLmatrix _ModelProjectMatrix;
3267
3268 /** \name Display lists */
3269 struct gl_dlist_state ListState;
3270
3271 GLboolean ExecuteFlag; /**< Execute GL commands? */
3272 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3273
3274 /** Extension information */
3275 struct gl_extensions Extensions;
3276
3277 /** Version info */
3278 GLuint VersionMajor, VersionMinor;
3279 char *VersionString;
3280
3281 /** \name State attribute stack (for glPush/PopAttrib) */
3282 /*@{*/
3283 GLuint AttribStackDepth;
3284 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3285 /*@}*/
3286
3287 /** \name Renderer attribute groups
3288 *
3289 * We define a struct for each attribute group to make pushing and popping
3290 * attributes easy. Also it's a good organization.
3291 */
3292 /*@{*/
3293 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3294 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3295 struct gl_current_attrib Current; /**< Current attributes */
3296 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3297 struct gl_eval_attrib Eval; /**< Eval attributes */
3298 struct gl_fog_attrib Fog; /**< Fog attributes */
3299 struct gl_hint_attrib Hint; /**< Hint attributes */
3300 struct gl_light_attrib Light; /**< Light attributes */
3301 struct gl_line_attrib Line; /**< Line attributes */
3302 struct gl_list_attrib List; /**< List attributes */
3303 struct gl_multisample_attrib Multisample;
3304 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3305 struct gl_point_attrib Point; /**< Point attributes */
3306 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3307 GLuint PolygonStipple[32]; /**< Polygon stipple */
3308 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3309 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3310 struct gl_texture_attrib Texture; /**< Texture attributes */
3311 struct gl_transform_attrib Transform; /**< Transformation attributes */
3312 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3313 /*@}*/
3314
3315 /** \name Client attribute stack */
3316 /*@{*/
3317 GLuint ClientAttribStackDepth;
3318 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3319 /*@}*/
3320
3321 /** \name Client attribute groups */
3322 /*@{*/
3323 struct gl_array_attrib Array; /**< Vertex arrays */
3324 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3325 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3326 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3327 /*@}*/
3328
3329 /** \name Other assorted state (not pushed/popped on attribute stack) */
3330 /*@{*/
3331 struct gl_pixelmaps PixelMaps;
3332
3333 struct gl_evaluators EvalMap; /**< All evaluators */
3334 struct gl_feedback Feedback; /**< Feedback */
3335 struct gl_selection Select; /**< Selection */
3336
3337 struct gl_program_state Program; /**< general program state */
3338 struct gl_vertex_program_state VertexProgram;
3339 struct gl_fragment_program_state FragmentProgram;
3340 struct gl_geometry_program_state GeometryProgram;
3341 struct gl_ati_fragment_shader_state ATIFragmentShader;
3342
3343 struct gl_shader_state Shader; /**< GLSL shader object state */
3344 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3345
3346 struct gl_query_state Query; /**< occlusion, timer queries */
3347
3348 struct gl_transform_feedback_state TransformFeedback;
3349
3350 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3351 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3352 /*@}*/
3353
3354 struct gl_meta_state *Meta; /**< for "meta" operations */
3355
3356 /* GL_EXT_framebuffer_object */
3357 struct gl_renderbuffer *CurrentRenderbuffer;
3358
3359 GLenum ErrorValue; /**< Last error code */
3360
3361 /* GL_ARB_robustness */
3362 GLenum ResetStatus;
3363
3364 /**
3365 * Recognize and silence repeated error debug messages in buggy apps.
3366 */
3367 const char *ErrorDebugFmtString;
3368 GLuint ErrorDebugCount;
3369
3370 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3371 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3372
3373 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3374
3375 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3376
3377 /** \name Derived state */
3378 /*@{*/
3379 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3380 * state validation so they need to always be current.
3381 */
3382 GLbitfield _TriangleCaps;
3383 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3384 GLfloat _EyeZDir[3];
3385 GLfloat _ModelViewInvScale;
3386 GLboolean _NeedEyeCoords;
3387 GLboolean _ForceEyeCoords;
3388
3389 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3390
3391 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3392 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3393 /**@}*/
3394
3395 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3396
3397 /** \name For debugging/development only */
3398 /*@{*/
3399 GLboolean FirstTimeCurrent;
3400 /*@}*/
3401
3402 /** software compression/decompression supported or not */
3403 GLboolean Mesa_DXTn;
3404
3405 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3406
3407 /**
3408 * Use dp4 (rather than mul/mad) instructions for position
3409 * transformation?
3410 */
3411 GLboolean mvp_with_dp4;
3412
3413 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3414
3415 /**
3416 * \name Hooks for module contexts.
3417 *
3418 * These will eventually live in the driver or elsewhere.
3419 */
3420 /*@{*/
3421 void *swrast_context;
3422 void *swsetup_context;
3423 void *swtnl_context;
3424 void *swtnl_im;
3425 struct st_context *st;
3426 void *aelt_context;
3427 /*@}*/
3428 };
3429
3430
3431 #ifdef DEBUG
3432 extern int MESA_VERBOSE;
3433 extern int MESA_DEBUG_FLAGS;
3434 # define MESA_FUNCTION __FUNCTION__
3435 #else
3436 # define MESA_VERBOSE 0
3437 # define MESA_DEBUG_FLAGS 0
3438 # define MESA_FUNCTION "a function"
3439 # ifndef NDEBUG
3440 # define NDEBUG
3441 # endif
3442 #endif
3443
3444
3445 /** The MESA_VERBOSE var is a bitmask of these flags */
3446 enum _verbose
3447 {
3448 VERBOSE_VARRAY = 0x0001,
3449 VERBOSE_TEXTURE = 0x0002,
3450 VERBOSE_MATERIAL = 0x0004,
3451 VERBOSE_PIPELINE = 0x0008,
3452 VERBOSE_DRIVER = 0x0010,
3453 VERBOSE_STATE = 0x0020,
3454 VERBOSE_API = 0x0040,
3455 VERBOSE_DISPLAY_LIST = 0x0100,
3456 VERBOSE_LIGHTING = 0x0200,
3457 VERBOSE_PRIMS = 0x0400,
3458 VERBOSE_VERTS = 0x0800,
3459 VERBOSE_DISASSEM = 0x1000,
3460 VERBOSE_DRAW = 0x2000,
3461 VERBOSE_SWAPBUFFERS = 0x4000
3462 };
3463
3464
3465 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3466 enum _debug
3467 {
3468 DEBUG_ALWAYS_FLUSH = 0x1
3469 };
3470
3471
3472
3473 #ifdef __cplusplus
3474 }
3475 #endif
3476
3477 #endif /* MTYPES_H */