mesa: replace GLstencil with GLubyte
[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
60
61 /**
62 * \name Some forward type declarations
63 */
64 /*@{*/
65 struct _mesa_HashTable;
66 struct gl_attrib_node;
67 struct gl_list_extensions;
68 struct gl_meta_state;
69 struct gl_program_cache;
70 struct gl_texture_object;
71 struct gl_context;
72 struct st_context;
73 struct gl_uniform_storage;
74 /*@}*/
75
76
77 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
78 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
79 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
80 #define PRIM_UNKNOWN (GL_POLYGON+3)
81
82
83 /**
84 * Shader stages. Note that these will become 5 with tessellation.
85 * These MUST have the same values as gallium's PIPE_SHADER_*
86 */
87 typedef enum
88 {
89 MESA_SHADER_VERTEX = 0,
90 MESA_SHADER_FRAGMENT = 1,
91 MESA_SHADER_GEOMETRY = 2,
92 MESA_SHADER_TYPES = 3
93 } gl_shader_type;
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_GENERIC0 = 16,
124 VERT_ATTRIB_GENERIC1 = 17,
125 VERT_ATTRIB_GENERIC2 = 18,
126 VERT_ATTRIB_GENERIC3 = 19,
127 VERT_ATTRIB_GENERIC4 = 20,
128 VERT_ATTRIB_GENERIC5 = 21,
129 VERT_ATTRIB_GENERIC6 = 22,
130 VERT_ATTRIB_GENERIC7 = 23,
131 VERT_ATTRIB_GENERIC8 = 24,
132 VERT_ATTRIB_GENERIC9 = 25,
133 VERT_ATTRIB_GENERIC10 = 26,
134 VERT_ATTRIB_GENERIC11 = 27,
135 VERT_ATTRIB_GENERIC12 = 28,
136 VERT_ATTRIB_GENERIC13 = 29,
137 VERT_ATTRIB_GENERIC14 = 30,
138 VERT_ATTRIB_GENERIC15 = 31,
139 VERT_ATTRIB_MAX = 32
140 } gl_vert_attrib;
141
142 /**
143 * Bitflags for vertex attributes.
144 * These are used in bitfields in many places.
145 */
146 /*@{*/
147 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
148 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
149 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
150 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
151 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
152 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
153 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
154 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
155 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
156 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
157 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
158 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
159 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
160 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
161 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
162 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
163 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
164 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
165 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
166 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
167 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
168 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
169 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
170 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
171 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
172 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
173 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
174 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
175 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
176 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
177 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
178 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
179
180 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
181 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
182 /*@}*/
183
184
185 /**
186 * Indexes for vertex program result attributes. Note that
187 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
188 * assumptions about the layout of this enum.
189 */
190 typedef enum
191 {
192 VERT_RESULT_HPOS = 0,
193 VERT_RESULT_COL0 = 1,
194 VERT_RESULT_COL1 = 2,
195 VERT_RESULT_FOGC = 3,
196 VERT_RESULT_TEX0 = 4,
197 VERT_RESULT_TEX1 = 5,
198 VERT_RESULT_TEX2 = 6,
199 VERT_RESULT_TEX3 = 7,
200 VERT_RESULT_TEX4 = 8,
201 VERT_RESULT_TEX5 = 9,
202 VERT_RESULT_TEX6 = 10,
203 VERT_RESULT_TEX7 = 11,
204 VERT_RESULT_PSIZ = 12,
205 VERT_RESULT_BFC0 = 13,
206 VERT_RESULT_BFC1 = 14,
207 VERT_RESULT_EDGE = 15,
208 VERT_RESULT_CLIP_VERTEX = 16,
209 VERT_RESULT_CLIP_DIST0 = 17,
210 VERT_RESULT_CLIP_DIST1 = 18,
211 VERT_RESULT_VAR0 = 19, /**< shader varying */
212 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
213 } gl_vert_result;
214
215
216 /*********************************************/
217
218 /**
219 * Indexes for geometry program attributes.
220 */
221 typedef enum
222 {
223 GEOM_ATTRIB_POSITION = 0,
224 GEOM_ATTRIB_COLOR0 = 1,
225 GEOM_ATTRIB_COLOR1 = 2,
226 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
227 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
228 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
229 GEOM_ATTRIB_POINT_SIZE = 6,
230 GEOM_ATTRIB_CLIP_VERTEX = 7,
231 GEOM_ATTRIB_PRIMITIVE_ID = 8,
232 GEOM_ATTRIB_TEX_COORD = 9,
233
234 GEOM_ATTRIB_VAR0 = 16,
235 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
236 } gl_geom_attrib;
237
238 /**
239 * Bitflags for geometry attributes.
240 * These are used in bitfields in many places.
241 */
242 /*@{*/
243 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
244 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
245 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
246 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
247 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
248 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
249 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
250 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
251 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
252 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
253 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
254
255 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
256 /*@}*/
257
258
259 /**
260 * Indexes for geometry program result attributes
261 */
262 typedef enum
263 {
264 GEOM_RESULT_POS = 0,
265 GEOM_RESULT_COL0 = 1,
266 GEOM_RESULT_COL1 = 2,
267 GEOM_RESULT_SCOL0 = 3,
268 GEOM_RESULT_SCOL1 = 4,
269 GEOM_RESULT_FOGC = 5,
270 GEOM_RESULT_TEX0 = 6,
271 GEOM_RESULT_TEX1 = 7,
272 GEOM_RESULT_TEX2 = 8,
273 GEOM_RESULT_TEX3 = 9,
274 GEOM_RESULT_TEX4 = 10,
275 GEOM_RESULT_TEX5 = 11,
276 GEOM_RESULT_TEX6 = 12,
277 GEOM_RESULT_TEX7 = 13,
278 GEOM_RESULT_PSIZ = 14,
279 GEOM_RESULT_CLPV = 15,
280 GEOM_RESULT_PRID = 16,
281 GEOM_RESULT_LAYR = 17,
282 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
283 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
284 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
285 } gl_geom_result;
286
287
288 /**
289 * Indexes for fragment program input attributes. Note that
290 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
291 * assumptions about the layout of this enum.
292 */
293 typedef enum
294 {
295 FRAG_ATTRIB_WPOS = 0,
296 FRAG_ATTRIB_COL0 = 1,
297 FRAG_ATTRIB_COL1 = 2,
298 FRAG_ATTRIB_FOGC = 3,
299 FRAG_ATTRIB_TEX0 = 4,
300 FRAG_ATTRIB_TEX1 = 5,
301 FRAG_ATTRIB_TEX2 = 6,
302 FRAG_ATTRIB_TEX3 = 7,
303 FRAG_ATTRIB_TEX4 = 8,
304 FRAG_ATTRIB_TEX5 = 9,
305 FRAG_ATTRIB_TEX6 = 10,
306 FRAG_ATTRIB_TEX7 = 11,
307 FRAG_ATTRIB_FACE = 12, /**< front/back face */
308 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
309 FRAG_ATTRIB_CLIP_DIST0 = 14,
310 FRAG_ATTRIB_CLIP_DIST1 = 15,
311 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
312 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
313 } gl_frag_attrib;
314
315
316 /**
317 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
318 *
319 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
320 *
321 * gl_vert_result values which have no corresponding gl_frag_attrib
322 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
323 * VERT_RESULT_EDGE) are converted to a value of -1.
324 */
325 static inline int
326 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
327 {
328 if (vert_result >= VERT_RESULT_CLIP_DIST0)
329 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
330 else if (vert_result <= VERT_RESULT_TEX7)
331 return vert_result;
332 else
333 return -1;
334 }
335
336
337 /**
338 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
339 *
340 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
341 *
342 * gl_frag_attrib values which have no corresponding gl_vert_result
343 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
344 */
345 static inline int
346 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
347 {
348 if (frag_attrib <= FRAG_ATTRIB_TEX7)
349 return frag_attrib;
350 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
351 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
352 else
353 return -1;
354 }
355
356
357 /**
358 * Bitflags for fragment program input attributes.
359 */
360 /*@{*/
361 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
362 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
363 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
364 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
365 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
366 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
367 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
368 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
369 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
370 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
371 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
372 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
373 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
374 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
375 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
376
377 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
378 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
379
380 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
381 FRAG_BIT_TEX1| \
382 FRAG_BIT_TEX2| \
383 FRAG_BIT_TEX3| \
384 FRAG_BIT_TEX4| \
385 FRAG_BIT_TEX5| \
386 FRAG_BIT_TEX6| \
387 FRAG_BIT_TEX7)
388 /*@}*/
389
390
391 /**
392 * Fragment program results
393 */
394 typedef enum
395 {
396 FRAG_RESULT_DEPTH = 0,
397 FRAG_RESULT_STENCIL = 1,
398 /* If a single color should be written to all render targets, this
399 * register is written. No FRAG_RESULT_DATAn will be written.
400 */
401 FRAG_RESULT_COLOR = 2,
402
403 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
404 * or ARB_fragment_program fragment.color[n]) color results. If
405 * any are written, FRAG_RESULT_COLOR will not be written.
406 */
407 FRAG_RESULT_DATA0 = 3,
408 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
409 } gl_frag_result;
410
411
412 /**
413 * Indexes for all renderbuffers
414 */
415 typedef enum
416 {
417 /* the four standard color buffers */
418 BUFFER_FRONT_LEFT,
419 BUFFER_BACK_LEFT,
420 BUFFER_FRONT_RIGHT,
421 BUFFER_BACK_RIGHT,
422 BUFFER_DEPTH,
423 BUFFER_STENCIL,
424 BUFFER_ACCUM,
425 /* optional aux buffer */
426 BUFFER_AUX0,
427 /* generic renderbuffers */
428 BUFFER_COLOR0,
429 BUFFER_COLOR1,
430 BUFFER_COLOR2,
431 BUFFER_COLOR3,
432 BUFFER_COLOR4,
433 BUFFER_COLOR5,
434 BUFFER_COLOR6,
435 BUFFER_COLOR7,
436 BUFFER_COUNT
437 } gl_buffer_index;
438
439 /**
440 * Bit flags for all renderbuffers
441 */
442 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
443 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
444 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
445 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
446 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
447 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
448 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
449 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
450 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
451 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
452 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
453 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
454 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
455 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
456 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
457 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
458 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
459 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
460 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
461
462 /**
463 * Mask of all the color buffer bits (but not accum).
464 */
465 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
466 BUFFER_BIT_BACK_LEFT | \
467 BUFFER_BIT_FRONT_RIGHT | \
468 BUFFER_BIT_BACK_RIGHT | \
469 BUFFER_BIT_AUX0 | \
470 BUFFER_BIT_COLOR0 | \
471 BUFFER_BIT_COLOR1 | \
472 BUFFER_BIT_COLOR2 | \
473 BUFFER_BIT_COLOR3 | \
474 BUFFER_BIT_COLOR4 | \
475 BUFFER_BIT_COLOR5 | \
476 BUFFER_BIT_COLOR6 | \
477 BUFFER_BIT_COLOR7)
478
479
480 /**
481 * Framebuffer configuration (aka visual / pixelformat)
482 * Note: some of these fields should be boolean, but it appears that
483 * code in drivers/dri/common/util.c requires int-sized fields.
484 */
485 struct gl_config
486 {
487 GLboolean rgbMode;
488 GLboolean floatMode;
489 GLboolean colorIndexMode; /* XXX is this used anywhere? */
490 GLuint doubleBufferMode;
491 GLuint stereoMode;
492
493 GLboolean haveAccumBuffer;
494 GLboolean haveDepthBuffer;
495 GLboolean haveStencilBuffer;
496
497 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
498 GLuint redMask, greenMask, blueMask, alphaMask;
499 GLint rgbBits; /* total bits for rgb */
500 GLint indexBits; /* total bits for colorindex */
501
502 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
503 GLint depthBits;
504 GLint stencilBits;
505
506 GLint numAuxBuffers;
507
508 GLint level;
509
510 /* EXT_visual_rating / GLX 1.2 */
511 GLint visualRating;
512
513 /* EXT_visual_info / GLX 1.2 */
514 GLint transparentPixel;
515 /* colors are floats scaled to ints */
516 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
517 GLint transparentIndex;
518
519 /* ARB_multisample / SGIS_multisample */
520 GLint sampleBuffers;
521 GLint samples;
522
523 /* SGIX_pbuffer / GLX 1.3 */
524 GLint maxPbufferWidth;
525 GLint maxPbufferHeight;
526 GLint maxPbufferPixels;
527 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
528 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
529
530 /* OML_swap_method */
531 GLint swapMethod;
532
533 /* EXT_texture_from_pixmap */
534 GLint bindToTextureRgb;
535 GLint bindToTextureRgba;
536 GLint bindToMipmapTexture;
537 GLint bindToTextureTargets;
538 GLint yInverted;
539
540 /* EXT_framebuffer_sRGB */
541 GLint sRGBCapable;
542 };
543
544
545 /**
546 * \name Bit flags used for updating material values.
547 */
548 /*@{*/
549 #define MAT_ATTRIB_FRONT_AMBIENT 0
550 #define MAT_ATTRIB_BACK_AMBIENT 1
551 #define MAT_ATTRIB_FRONT_DIFFUSE 2
552 #define MAT_ATTRIB_BACK_DIFFUSE 3
553 #define MAT_ATTRIB_FRONT_SPECULAR 4
554 #define MAT_ATTRIB_BACK_SPECULAR 5
555 #define MAT_ATTRIB_FRONT_EMISSION 6
556 #define MAT_ATTRIB_BACK_EMISSION 7
557 #define MAT_ATTRIB_FRONT_SHININESS 8
558 #define MAT_ATTRIB_BACK_SHININESS 9
559 #define MAT_ATTRIB_FRONT_INDEXES 10
560 #define MAT_ATTRIB_BACK_INDEXES 11
561 #define MAT_ATTRIB_MAX 12
562
563 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
564 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
565 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
566 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
567 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
568 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
569
570 #define MAT_INDEX_AMBIENT 0
571 #define MAT_INDEX_DIFFUSE 1
572 #define MAT_INDEX_SPECULAR 2
573
574 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
575 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
576 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
577 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
578 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
579 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
580 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
581 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
582 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
583 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
584 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
585 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
586
587
588 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
589 MAT_BIT_FRONT_AMBIENT | \
590 MAT_BIT_FRONT_DIFFUSE | \
591 MAT_BIT_FRONT_SPECULAR | \
592 MAT_BIT_FRONT_SHININESS | \
593 MAT_BIT_FRONT_INDEXES)
594
595 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
596 MAT_BIT_BACK_AMBIENT | \
597 MAT_BIT_BACK_DIFFUSE | \
598 MAT_BIT_BACK_SPECULAR | \
599 MAT_BIT_BACK_SHININESS | \
600 MAT_BIT_BACK_INDEXES)
601
602 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
603 /*@}*/
604
605
606 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
607 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
608
609 /**
610 * Material shininess lookup table.
611 */
612 struct gl_shine_tab
613 {
614 struct gl_shine_tab *next, *prev;
615 GLfloat tab[SHINE_TABLE_SIZE+1];
616 GLfloat shininess;
617 GLuint refcount;
618 };
619
620
621 /**
622 * Light source state.
623 */
624 struct gl_light
625 {
626 struct gl_light *next; /**< double linked list with sentinel */
627 struct gl_light *prev;
628
629 GLfloat Ambient[4]; /**< ambient color */
630 GLfloat Diffuse[4]; /**< diffuse color */
631 GLfloat Specular[4]; /**< specular color */
632 GLfloat EyePosition[4]; /**< position in eye coordinates */
633 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
634 GLfloat SpotExponent;
635 GLfloat SpotCutoff; /**< in degrees */
636 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
637 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
638 GLfloat ConstantAttenuation;
639 GLfloat LinearAttenuation;
640 GLfloat QuadraticAttenuation;
641 GLboolean Enabled; /**< On/off flag */
642
643 /**
644 * \name Derived fields
645 */
646 /*@{*/
647 GLbitfield _Flags; /**< State */
648
649 GLfloat _Position[4]; /**< position in eye/obj coordinates */
650 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
651 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
652 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
653 GLfloat _VP_inf_spot_attenuation;
654
655 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
656 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
657 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
658 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
659 GLfloat _dli; /**< CI diffuse light intensity */
660 GLfloat _sli; /**< CI specular light intensity */
661 /*@}*/
662 };
663
664
665 /**
666 * Light model state.
667 */
668 struct gl_lightmodel
669 {
670 GLfloat Ambient[4]; /**< ambient color */
671 GLboolean LocalViewer; /**< Local (or infinite) view point? */
672 GLboolean TwoSide; /**< Two (or one) sided lighting? */
673 GLenum ColorControl; /**< either GL_SINGLE_COLOR
674 * or GL_SEPARATE_SPECULAR_COLOR */
675 };
676
677
678 /**
679 * Material state.
680 */
681 struct gl_material
682 {
683 GLfloat Attrib[MAT_ATTRIB_MAX][4];
684 };
685
686
687 /**
688 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
689 */
690 struct gl_accum_attrib
691 {
692 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
693 };
694
695
696 /**
697 * Used for storing clear color, texture border color, etc.
698 * The float values are typically unclamped.
699 */
700 union gl_color_union
701 {
702 GLfloat f[4];
703 GLint i[4];
704 GLuint ui[4];
705 };
706
707
708 /**
709 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
710 */
711 struct gl_colorbuffer_attrib
712 {
713 GLuint ClearIndex; /**< Index for glClear */
714 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
715 GLuint IndexMask; /**< Color index write mask */
716 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
717
718 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
719
720 /**
721 * \name alpha testing
722 */
723 /*@{*/
724 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
725 GLenum AlphaFunc; /**< Alpha test function */
726 GLfloat AlphaRefUnclamped;
727 GLclampf AlphaRef; /**< Alpha reference value */
728 /*@}*/
729
730 /**
731 * \name Blending
732 */
733 /*@{*/
734 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
735
736 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
737 * control, only on the fixed-pointness of the render target.
738 * The query does however depend on fragment color clamping.
739 */
740 GLfloat BlendColorUnclamped[4]; /**< Blending color */
741 GLfloat BlendColor[4]; /**< Blending color */
742
743 struct
744 {
745 GLenum SrcRGB; /**< RGB blend source term */
746 GLenum DstRGB; /**< RGB blend dest term */
747 GLenum SrcA; /**< Alpha blend source term */
748 GLenum DstA; /**< Alpha blend dest term */
749 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
750 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
751 } Blend[MAX_DRAW_BUFFERS];
752 /** Are the blend func terms currently different for each buffer/target? */
753 GLboolean _BlendFuncPerBuffer;
754 /** Are the blend equations currently different for each buffer/target? */
755 GLboolean _BlendEquationPerBuffer;
756 /*@}*/
757
758 /**
759 * \name Logic op
760 */
761 /*@{*/
762 GLenum LogicOp; /**< Logic operator */
763 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
764 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
765 /*@}*/
766
767 GLboolean DitherFlag; /**< Dither enable flag */
768
769 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
770 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
771 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
772 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
773
774 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
775 };
776
777
778 /**
779 * Current attribute group (GL_CURRENT_BIT).
780 */
781 struct gl_current_attrib
782 {
783 /**
784 * \name Current vertex attributes.
785 * \note Values are valid only after FLUSH_VERTICES has been called.
786 * \note Index and Edgeflag current values are stored as floats in the
787 * SIX and SEVEN attribute slots.
788 */
789 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
790
791 /**
792 * \name Current raster position attributes (always valid).
793 * \note This set of attributes is very similar to the SWvertex struct.
794 */
795 /*@{*/
796 GLfloat RasterPos[4];
797 GLfloat RasterDistance;
798 GLfloat RasterColor[4];
799 GLfloat RasterSecondaryColor[4];
800 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
801 GLboolean RasterPosValid;
802 /*@}*/
803 };
804
805
806 /**
807 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
808 */
809 struct gl_depthbuffer_attrib
810 {
811 GLenum Func; /**< Function for depth buffer compare */
812 GLclampd Clear; /**< Value to clear depth buffer to */
813 GLboolean Test; /**< Depth buffering enabled flag */
814 GLboolean Mask; /**< Depth buffer writable? */
815 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
816 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
817 };
818
819
820 /**
821 * Evaluator attribute group (GL_EVAL_BIT).
822 */
823 struct gl_eval_attrib
824 {
825 /**
826 * \name Enable bits
827 */
828 /*@{*/
829 GLboolean Map1Color4;
830 GLboolean Map1Index;
831 GLboolean Map1Normal;
832 GLboolean Map1TextureCoord1;
833 GLboolean Map1TextureCoord2;
834 GLboolean Map1TextureCoord3;
835 GLboolean Map1TextureCoord4;
836 GLboolean Map1Vertex3;
837 GLboolean Map1Vertex4;
838 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
839 GLboolean Map2Color4;
840 GLboolean Map2Index;
841 GLboolean Map2Normal;
842 GLboolean Map2TextureCoord1;
843 GLboolean Map2TextureCoord2;
844 GLboolean Map2TextureCoord3;
845 GLboolean Map2TextureCoord4;
846 GLboolean Map2Vertex3;
847 GLboolean Map2Vertex4;
848 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
849 GLboolean AutoNormal;
850 /*@}*/
851
852 /**
853 * \name Map Grid endpoints and divisions and calculated du values
854 */
855 /*@{*/
856 GLint MapGrid1un;
857 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
858 GLint MapGrid2un, MapGrid2vn;
859 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
860 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
861 /*@}*/
862 };
863
864
865 /**
866 * Fog attribute group (GL_FOG_BIT).
867 */
868 struct gl_fog_attrib
869 {
870 GLboolean Enabled; /**< Fog enabled flag */
871 GLfloat ColorUnclamped[4]; /**< Fog color */
872 GLfloat Color[4]; /**< Fog color */
873 GLfloat Density; /**< Density >= 0.0 */
874 GLfloat Start; /**< Start distance in eye coords */
875 GLfloat End; /**< End distance in eye coords */
876 GLfloat Index; /**< Fog index */
877 GLenum Mode; /**< Fog mode */
878 GLboolean ColorSumEnabled;
879 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
880 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
881 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
882 };
883
884
885 /**
886 * \brief Layout qualifiers for gl_FragDepth.
887 *
888 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
889 * a layout qualifier.
890 *
891 * \see enum ir_depth_layout
892 */
893 enum gl_frag_depth_layout {
894 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
895 FRAG_DEPTH_LAYOUT_ANY,
896 FRAG_DEPTH_LAYOUT_GREATER,
897 FRAG_DEPTH_LAYOUT_LESS,
898 FRAG_DEPTH_LAYOUT_UNCHANGED
899 };
900
901
902 /**
903 * Hint attribute group (GL_HINT_BIT).
904 *
905 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
906 */
907 struct gl_hint_attrib
908 {
909 GLenum PerspectiveCorrection;
910 GLenum PointSmooth;
911 GLenum LineSmooth;
912 GLenum PolygonSmooth;
913 GLenum Fog;
914 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
915 GLenum TextureCompression; /**< GL_ARB_texture_compression */
916 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
917 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
918 };
919
920 /**
921 * Light state flags.
922 */
923 /*@{*/
924 #define LIGHT_SPOT 0x1
925 #define LIGHT_LOCAL_VIEWER 0x2
926 #define LIGHT_POSITIONAL 0x4
927 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
928 /*@}*/
929
930
931 /**
932 * Lighting attribute group (GL_LIGHT_BIT).
933 */
934 struct gl_light_attrib
935 {
936 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
937 struct gl_lightmodel Model; /**< Lighting model */
938
939 /**
940 * Must flush FLUSH_VERTICES before referencing:
941 */
942 /*@{*/
943 struct gl_material Material; /**< Includes front & back values */
944 /*@}*/
945
946 GLboolean Enabled; /**< Lighting enabled flag */
947 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
948 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
949 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
950 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
951 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
952 GLboolean ColorMaterialEnabled;
953 GLenum ClampVertexColor;
954 GLboolean _ClampVertexColor;
955
956 struct gl_light EnabledList; /**< List sentinel */
957
958 /**
959 * Derived state for optimizations:
960 */
961 /*@{*/
962 GLboolean _NeedEyeCoords;
963 GLboolean _NeedVertices; /**< Use fast shader? */
964 GLbitfield _Flags; /**< LIGHT_* flags, see above */
965 GLfloat _BaseColor[2][3];
966 /*@}*/
967 };
968
969
970 /**
971 * Line attribute group (GL_LINE_BIT).
972 */
973 struct gl_line_attrib
974 {
975 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
976 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
977 GLushort StipplePattern; /**< Stipple pattern */
978 GLint StippleFactor; /**< Stipple repeat factor */
979 GLfloat Width; /**< Line width */
980 };
981
982
983 /**
984 * Display list attribute group (GL_LIST_BIT).
985 */
986 struct gl_list_attrib
987 {
988 GLuint ListBase;
989 };
990
991
992 /**
993 * Multisample attribute group (GL_MULTISAMPLE_BIT).
994 */
995 struct gl_multisample_attrib
996 {
997 GLboolean Enabled;
998 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
999 GLboolean SampleAlphaToCoverage;
1000 GLboolean SampleAlphaToOne;
1001 GLboolean SampleCoverage;
1002 GLfloat SampleCoverageValue;
1003 GLboolean SampleCoverageInvert;
1004 };
1005
1006
1007 /**
1008 * A pixelmap (see glPixelMap)
1009 */
1010 struct gl_pixelmap
1011 {
1012 GLint Size;
1013 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1014 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1015 };
1016
1017
1018 /**
1019 * Collection of all pixelmaps
1020 */
1021 struct gl_pixelmaps
1022 {
1023 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1024 struct gl_pixelmap GtoG;
1025 struct gl_pixelmap BtoB;
1026 struct gl_pixelmap AtoA;
1027 struct gl_pixelmap ItoR;
1028 struct gl_pixelmap ItoG;
1029 struct gl_pixelmap ItoB;
1030 struct gl_pixelmap ItoA;
1031 struct gl_pixelmap ItoI;
1032 struct gl_pixelmap StoS;
1033 };
1034
1035
1036 /**
1037 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1038 */
1039 struct gl_pixel_attrib
1040 {
1041 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1042
1043 /*--- Begin Pixel Transfer State ---*/
1044 /* Fields are in the order in which they're applied... */
1045
1046 /** Scale & Bias (index shift, offset) */
1047 /*@{*/
1048 GLfloat RedBias, RedScale;
1049 GLfloat GreenBias, GreenScale;
1050 GLfloat BlueBias, BlueScale;
1051 GLfloat AlphaBias, AlphaScale;
1052 GLfloat DepthBias, DepthScale;
1053 GLint IndexShift, IndexOffset;
1054 /*@}*/
1055
1056 /* Pixel Maps */
1057 /* Note: actual pixel maps are not part of this attrib group */
1058 GLboolean MapColorFlag;
1059 GLboolean MapStencilFlag;
1060
1061 /*--- End Pixel Transfer State ---*/
1062
1063 /** glPixelZoom */
1064 GLfloat ZoomX, ZoomY;
1065 };
1066
1067
1068 /**
1069 * Point attribute group (GL_POINT_BIT).
1070 */
1071 struct gl_point_attrib
1072 {
1073 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1074 GLfloat Size; /**< User-specified point size */
1075 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1076 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1077 GLfloat Threshold; /**< GL_EXT_point_parameters */
1078 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1079 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1080 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1081 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1082 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1083 };
1084
1085
1086 /**
1087 * Polygon attribute group (GL_POLYGON_BIT).
1088 */
1089 struct gl_polygon_attrib
1090 {
1091 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1092 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1093 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1094 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1095 GLboolean CullFlag; /**< Culling on/off flag */
1096 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1097 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1098 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1099 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1100 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1101 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1102 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1103 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1104 };
1105
1106
1107 /**
1108 * Scissor attributes (GL_SCISSOR_BIT).
1109 */
1110 struct gl_scissor_attrib
1111 {
1112 GLboolean Enabled; /**< Scissor test enabled? */
1113 GLint X, Y; /**< Lower left corner of box */
1114 GLsizei Width, Height; /**< Size of box */
1115 };
1116
1117
1118 /**
1119 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1120 *
1121 * Three sets of stencil data are tracked so that OpenGL 2.0,
1122 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1123 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1124 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1125 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1126 * GL_EXT_stencil_two_side GL_BACK state.
1127 *
1128 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1129 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1130 *
1131 * The derived value \c _TestTwoSide is set when the front-face and back-face
1132 * stencil state are different.
1133 */
1134 struct gl_stencil_attrib
1135 {
1136 GLboolean Enabled; /**< Enabled flag */
1137 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1138 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1139 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1140 GLboolean _TestTwoSide;
1141 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1142 GLenum Function[3]; /**< Stencil function */
1143 GLenum FailFunc[3]; /**< Fail function */
1144 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1145 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1146 GLint Ref[3]; /**< Reference value */
1147 GLuint ValueMask[3]; /**< Value mask */
1148 GLuint WriteMask[3]; /**< Write mask */
1149 GLuint Clear; /**< Clear value */
1150 };
1151
1152
1153 /**
1154 * An index for each type of texture object. These correspond to the GL
1155 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1156 * Note: the order is from highest priority to lowest priority.
1157 */
1158 typedef enum
1159 {
1160 TEXTURE_BUFFER_INDEX,
1161 TEXTURE_2D_ARRAY_INDEX,
1162 TEXTURE_1D_ARRAY_INDEX,
1163 TEXTURE_EXTERNAL_INDEX,
1164 TEXTURE_CUBE_INDEX,
1165 TEXTURE_3D_INDEX,
1166 TEXTURE_RECT_INDEX,
1167 TEXTURE_2D_INDEX,
1168 TEXTURE_1D_INDEX,
1169 NUM_TEXTURE_TARGETS
1170 } gl_texture_index;
1171
1172
1173 /**
1174 * Bit flags for each type of texture object
1175 * Used for Texture.Unit[]._ReallyEnabled flags.
1176 */
1177 /*@{*/
1178 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1179 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1180 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1181 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1182 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1183 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1184 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1185 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1186 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1187 /*@}*/
1188
1189
1190 /**
1191 * TexGenEnabled flags.
1192 */
1193 /*@{*/
1194 #define S_BIT 1
1195 #define T_BIT 2
1196 #define R_BIT 4
1197 #define Q_BIT 8
1198 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1199 /*@}*/
1200
1201
1202 /**
1203 * Bit flag versions of the corresponding GL_ constants.
1204 */
1205 /*@{*/
1206 #define TEXGEN_SPHERE_MAP 0x1
1207 #define TEXGEN_OBJ_LINEAR 0x2
1208 #define TEXGEN_EYE_LINEAR 0x4
1209 #define TEXGEN_REFLECTION_MAP_NV 0x8
1210 #define TEXGEN_NORMAL_MAP_NV 0x10
1211
1212 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1213 TEXGEN_REFLECTION_MAP_NV | \
1214 TEXGEN_NORMAL_MAP_NV)
1215 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1216 TEXGEN_REFLECTION_MAP_NV | \
1217 TEXGEN_NORMAL_MAP_NV | \
1218 TEXGEN_EYE_LINEAR)
1219 /*@}*/
1220
1221
1222
1223 /** Tex-gen enabled for texture unit? */
1224 #define ENABLE_TEXGEN(unit) (1 << (unit))
1225
1226 /** Non-identity texture matrix for texture unit? */
1227 #define ENABLE_TEXMAT(unit) (1 << (unit))
1228
1229
1230 /**
1231 * Texture image state. Drivers will typically create a subclass of this
1232 * with extra fields for memory buffers, etc.
1233 */
1234 struct gl_texture_image
1235 {
1236 GLint InternalFormat; /**< Internal format as given by the user */
1237 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1238 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1239 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1240 * GL_DEPTH_STENCIL_EXT only. Used for
1241 * choosing TexEnv arithmetic.
1242 */
1243 gl_format TexFormat; /**< The actual texture memory format */
1244
1245 GLuint Border; /**< 0 or 1 */
1246 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1247 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1248 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1249 GLuint Width2; /**< = Width - 2*Border */
1250 GLuint Height2; /**< = Height - 2*Border */
1251 GLuint Depth2; /**< = Depth - 2*Border */
1252 GLuint WidthLog2; /**< = log2(Width2) */
1253 GLuint HeightLog2; /**< = log2(Height2) */
1254 GLuint DepthLog2; /**< = log2(Depth2) */
1255 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1256
1257 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1258 GLuint Level; /**< Which mipmap level am I? */
1259 /** Cube map face: index into gl_texture_object::Image[] array */
1260 GLuint Face;
1261 };
1262
1263
1264 /**
1265 * Indexes for cube map faces.
1266 */
1267 typedef enum
1268 {
1269 FACE_POS_X = 0,
1270 FACE_NEG_X = 1,
1271 FACE_POS_Y = 2,
1272 FACE_NEG_Y = 3,
1273 FACE_POS_Z = 4,
1274 FACE_NEG_Z = 5,
1275 MAX_FACES = 6
1276 } gl_face_index;
1277
1278
1279 /**
1280 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1281 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1282 */
1283 struct gl_sampler_object
1284 {
1285 GLuint Name;
1286 GLint RefCount;
1287
1288 GLenum WrapS; /**< S-axis texture image wrap mode */
1289 GLenum WrapT; /**< T-axis texture image wrap mode */
1290 GLenum WrapR; /**< R-axis texture image wrap mode */
1291 GLenum MinFilter; /**< minification filter */
1292 GLenum MagFilter; /**< magnification filter */
1293 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1294 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1295 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1296 GLfloat LodBias; /**< OpenGL 1.4 */
1297 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1298 GLenum CompareMode; /**< GL_ARB_shadow */
1299 GLenum CompareFunc; /**< GL_ARB_shadow */
1300 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1301 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1302 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1303
1304 /* deprecated sampler state */
1305 GLenum DepthMode; /**< GL_ARB_depth_texture */
1306 };
1307
1308
1309 /**
1310 * Texture object state. Contains the array of mipmap images, border color,
1311 * wrap modes, filter modes, and shadow/texcompare state.
1312 */
1313 struct gl_texture_object
1314 {
1315 _glthread_Mutex Mutex; /**< for thread safety */
1316 GLint RefCount; /**< reference count */
1317 GLuint Name; /**< the user-visible texture object ID */
1318 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1319
1320 struct gl_sampler_object Sampler;
1321
1322 GLfloat Priority; /**< in [0,1] */
1323 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1324 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1325 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1326 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1327 GLint CropRect[4]; /**< GL_OES_draw_texture */
1328 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1329 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1330 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1331 GLboolean _Complete; /**< Is texture object complete? */
1332 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1333 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1334 GLboolean Immutable; /**< GL_ARB_texture_storage */
1335
1336 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1337 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1338
1339 /** GL_ARB_texture_buffer_object */
1340 struct gl_buffer_object *BufferObject;
1341 GLenum BufferObjectFormat;
1342
1343 /** GL_OES_EGL_image_external */
1344 GLint RequiredTextureImageUnits;
1345
1346 /**
1347 * \name For device driver.
1348 * Note: instead of attaching driver data to this pointer, it's preferable
1349 * to instead use this struct as a base class for your own texture object
1350 * class. Driver->NewTextureObject() can be used to implement the
1351 * allocation.
1352 */
1353 void *DriverData; /**< Arbitrary device driver data */
1354 };
1355
1356
1357 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1358 #define MAX_COMBINER_TERMS 4
1359
1360
1361 /**
1362 * Texture combine environment state.
1363 */
1364 struct gl_tex_env_combine_state
1365 {
1366 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1367 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1368 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1369 GLenum SourceRGB[MAX_COMBINER_TERMS];
1370 GLenum SourceA[MAX_COMBINER_TERMS];
1371 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1372 GLenum OperandRGB[MAX_COMBINER_TERMS];
1373 GLenum OperandA[MAX_COMBINER_TERMS];
1374 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1375 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1376 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1377 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1378 };
1379
1380
1381 /**
1382 * Texture coord generation state.
1383 */
1384 struct gl_texgen
1385 {
1386 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1387 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1388 GLfloat ObjectPlane[4];
1389 GLfloat EyePlane[4];
1390 };
1391
1392
1393 /**
1394 * Texture unit state. Contains enable flags, texture environment/function/
1395 * combiners, texgen state, and pointers to current texture objects.
1396 */
1397 struct gl_texture_unit
1398 {
1399 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1400 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1401
1402 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1403 GLclampf EnvColor[4];
1404 GLfloat EnvColorUnclamped[4];
1405
1406 struct gl_texgen GenS;
1407 struct gl_texgen GenT;
1408 struct gl_texgen GenR;
1409 struct gl_texgen GenQ;
1410 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1411 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1412
1413 GLfloat LodBias; /**< for biasing mipmap levels */
1414 GLenum BumpTarget;
1415 GLfloat RotMatrix[4]; /* 2x2 matrix */
1416
1417 /** Current sampler object (GL_ARB_sampler_objects) */
1418 struct gl_sampler_object *Sampler;
1419
1420 /**
1421 * \name GL_EXT_texture_env_combine
1422 */
1423 struct gl_tex_env_combine_state Combine;
1424
1425 /**
1426 * Derived state based on \c EnvMode and the \c BaseFormat of the
1427 * currently enabled texture.
1428 */
1429 struct gl_tex_env_combine_state _EnvMode;
1430
1431 /**
1432 * Currently enabled combiner state. This will point to either
1433 * \c Combine or \c _EnvMode.
1434 */
1435 struct gl_tex_env_combine_state *_CurrentCombine;
1436
1437 /** Current texture object pointers */
1438 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1439
1440 /** Points to highest priority, complete and enabled texture object */
1441 struct gl_texture_object *_Current;
1442 };
1443
1444
1445 /**
1446 * Texture attribute group (GL_TEXTURE_BIT).
1447 */
1448 struct gl_texture_attrib
1449 {
1450 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1451 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1452
1453 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1454
1455 /** GL_ARB_texture_buffer_object */
1456 struct gl_buffer_object *BufferObject;
1457
1458 /** GL_ARB_seamless_cubemap */
1459 GLboolean CubeMapSeamless;
1460
1461 /** Texture units/samplers used by vertex or fragment texturing */
1462 GLbitfield _EnabledUnits;
1463
1464 /** Texture coord units/sets used for fragment texturing */
1465 GLbitfield _EnabledCoordUnits;
1466
1467 /** Texture coord units that have texgen enabled */
1468 GLbitfield _TexGenEnabled;
1469
1470 /** Texture coord units that have non-identity matrices */
1471 GLbitfield _TexMatEnabled;
1472
1473 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1474 GLbitfield _GenFlags;
1475 };
1476
1477
1478 /**
1479 * Data structure representing a single clip plane (e.g. one of the elements
1480 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1481 */
1482 typedef GLfloat gl_clip_plane[4];
1483
1484
1485 /**
1486 * Transformation attribute group (GL_TRANSFORM_BIT).
1487 */
1488 struct gl_transform_attrib
1489 {
1490 GLenum MatrixMode; /**< Matrix mode */
1491 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1492 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1493 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1494 GLboolean Normalize; /**< Normalize all normals? */
1495 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1496 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1497 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1498
1499 GLfloat CullEyePos[4];
1500 GLfloat CullObjPos[4];
1501 };
1502
1503
1504 /**
1505 * Viewport attribute group (GL_VIEWPORT_BIT).
1506 */
1507 struct gl_viewport_attrib
1508 {
1509 GLint X, Y; /**< position */
1510 GLsizei Width, Height; /**< size */
1511 GLfloat Near, Far; /**< Depth buffer range */
1512 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1513 };
1514
1515
1516 /**
1517 * GL_ARB_vertex/pixel_buffer_object buffer object
1518 */
1519 struct gl_buffer_object
1520 {
1521 _glthread_Mutex Mutex;
1522 GLint RefCount;
1523 GLuint Name;
1524 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1525 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1526 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1527 /** Fields describing a mapped buffer */
1528 /*@{*/
1529 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1530 GLvoid *Pointer; /**< User-space address of mapping */
1531 GLintptr Offset; /**< Mapped offset */
1532 GLsizeiptr Length; /**< Mapped length */
1533 /*@}*/
1534 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1535 GLboolean Written; /**< Ever written to? (for debugging) */
1536 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1537 };
1538
1539
1540 /**
1541 * Client pixel packing/unpacking attributes
1542 */
1543 struct gl_pixelstore_attrib
1544 {
1545 GLint Alignment;
1546 GLint RowLength;
1547 GLint SkipPixels;
1548 GLint SkipRows;
1549 GLint ImageHeight;
1550 GLint SkipImages;
1551 GLboolean SwapBytes;
1552 GLboolean LsbFirst;
1553 GLboolean Invert; /**< GL_MESA_pack_invert */
1554 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1555 };
1556
1557
1558 /**
1559 * Client vertex array attributes
1560 */
1561 struct gl_client_array
1562 {
1563 GLint Size; /**< components per element (1,2,3,4) */
1564 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1565 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1566 GLsizei Stride; /**< user-specified stride */
1567 GLsizei StrideB; /**< actual stride in bytes */
1568 const GLubyte *Ptr; /**< Points to array data */
1569 GLboolean Enabled; /**< Enabled flag is a boolean */
1570 GLboolean Normalized; /**< GL_ARB_vertex_program */
1571 GLboolean Integer; /**< Integer-valued? */
1572 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1573 GLuint _ElementSize; /**< size of each element in bytes */
1574
1575 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1576 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1577 };
1578
1579
1580 /**
1581 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1582 * extension, but a nice encapsulation in any case.
1583 */
1584 struct gl_array_object
1585 {
1586 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1587 GLuint Name;
1588
1589 GLint RefCount;
1590 _glthread_Mutex Mutex;
1591 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1592
1593 /** Conventional vertex arrays */
1594 /*@{*/
1595 struct gl_client_array Vertex;
1596 struct gl_client_array Weight;
1597 struct gl_client_array Normal;
1598 struct gl_client_array Color;
1599 struct gl_client_array SecondaryColor;
1600 struct gl_client_array FogCoord;
1601 struct gl_client_array Index;
1602 struct gl_client_array EdgeFlag;
1603 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1604 struct gl_client_array PointSize;
1605 /*@}*/
1606
1607 /**
1608 * Generic arrays for vertex programs/shaders.
1609 * For NV vertex programs, these attributes alias and take priority
1610 * over the conventional attribs above. For ARB vertex programs and
1611 * GLSL vertex shaders, these attributes are separate.
1612 */
1613 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1614
1615 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1616 GLbitfield _Enabled;
1617
1618 /**
1619 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1620 * we can determine the max legal (in bounds) glDrawElements array index.
1621 */
1622 GLuint _MaxElement;
1623 };
1624
1625
1626 /**
1627 * Vertex array state
1628 */
1629 struct gl_array_attrib
1630 {
1631 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1632 struct gl_array_object *ArrayObj;
1633
1634 /** The default vertex array object */
1635 struct gl_array_object *DefaultArrayObj;
1636
1637 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1638 struct _mesa_HashTable *Objects;
1639
1640 GLint ActiveTexture; /**< Client Active Texture */
1641 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1642 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1643
1644 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1645 GLboolean PrimitiveRestart;
1646 GLuint RestartIndex;
1647
1648 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1649 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1650
1651 /* GL_ARB_vertex_buffer_object */
1652 struct gl_buffer_object *ArrayBufferObj;
1653 struct gl_buffer_object *ElementArrayBufferObj;
1654 };
1655
1656
1657 /**
1658 * Feedback buffer state
1659 */
1660 struct gl_feedback
1661 {
1662 GLenum Type;
1663 GLbitfield _Mask; /**< FB_* bits */
1664 GLfloat *Buffer;
1665 GLuint BufferSize;
1666 GLuint Count;
1667 };
1668
1669
1670 /**
1671 * Selection buffer state
1672 */
1673 struct gl_selection
1674 {
1675 GLuint *Buffer; /**< selection buffer */
1676 GLuint BufferSize; /**< size of the selection buffer */
1677 GLuint BufferCount; /**< number of values in the selection buffer */
1678 GLuint Hits; /**< number of records in the selection buffer */
1679 GLuint NameStackDepth; /**< name stack depth */
1680 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1681 GLboolean HitFlag; /**< hit flag */
1682 GLfloat HitMinZ; /**< minimum hit depth */
1683 GLfloat HitMaxZ; /**< maximum hit depth */
1684 };
1685
1686
1687 /**
1688 * 1-D Evaluator control points
1689 */
1690 struct gl_1d_map
1691 {
1692 GLuint Order; /**< Number of control points */
1693 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1694 GLfloat *Points; /**< Points to contiguous control points */
1695 };
1696
1697
1698 /**
1699 * 2-D Evaluator control points
1700 */
1701 struct gl_2d_map
1702 {
1703 GLuint Uorder; /**< Number of control points in U dimension */
1704 GLuint Vorder; /**< Number of control points in V dimension */
1705 GLfloat u1, u2, du;
1706 GLfloat v1, v2, dv;
1707 GLfloat *Points; /**< Points to contiguous control points */
1708 };
1709
1710
1711 /**
1712 * All evaluator control point state
1713 */
1714 struct gl_evaluators
1715 {
1716 /**
1717 * \name 1-D maps
1718 */
1719 /*@{*/
1720 struct gl_1d_map Map1Vertex3;
1721 struct gl_1d_map Map1Vertex4;
1722 struct gl_1d_map Map1Index;
1723 struct gl_1d_map Map1Color4;
1724 struct gl_1d_map Map1Normal;
1725 struct gl_1d_map Map1Texture1;
1726 struct gl_1d_map Map1Texture2;
1727 struct gl_1d_map Map1Texture3;
1728 struct gl_1d_map Map1Texture4;
1729 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1730 /*@}*/
1731
1732 /**
1733 * \name 2-D maps
1734 */
1735 /*@{*/
1736 struct gl_2d_map Map2Vertex3;
1737 struct gl_2d_map Map2Vertex4;
1738 struct gl_2d_map Map2Index;
1739 struct gl_2d_map Map2Color4;
1740 struct gl_2d_map Map2Normal;
1741 struct gl_2d_map Map2Texture1;
1742 struct gl_2d_map Map2Texture2;
1743 struct gl_2d_map Map2Texture3;
1744 struct gl_2d_map Map2Texture4;
1745 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1746 /*@}*/
1747 };
1748
1749
1750 /**
1751 * Names of the various vertex/fragment program register files, etc.
1752 *
1753 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1754 * All values should fit in a 4-bit field.
1755 *
1756 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1757 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1758 * be "uniform" variables since they can only be set outside glBegin/End.
1759 * They're also all stored in the same Parameters array.
1760 */
1761 typedef enum
1762 {
1763 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1764 PROGRAM_INPUT, /**< machine->Inputs[] */
1765 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1766 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1767 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1768 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1769 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1770 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1771 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1772 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1773 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1774 PROGRAM_ADDRESS, /**< machine->AddressReg */
1775 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1776 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1777 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1778 PROGRAM_FILE_MAX
1779 } gl_register_file;
1780
1781
1782 /**
1783 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1784 * one of these values.
1785 */
1786 typedef enum
1787 {
1788 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1789 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1790 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1791 SYSTEM_VALUE_MAX /**< Number of values */
1792 } gl_system_value;
1793
1794
1795 /**
1796 * The possible interpolation qualifiers that can be applied to a fragment
1797 * shader input in GLSL.
1798 *
1799 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1800 * gl_fragment_program data structure to 0 causes the default behavior.
1801 */
1802 enum glsl_interp_qualifier
1803 {
1804 INTERP_QUALIFIER_NONE = 0,
1805 INTERP_QUALIFIER_SMOOTH,
1806 INTERP_QUALIFIER_FLAT,
1807 INTERP_QUALIFIER_NOPERSPECTIVE
1808 };
1809
1810
1811 /** Vertex and fragment instructions */
1812 struct prog_instruction;
1813 struct gl_program_parameter_list;
1814 struct gl_uniform_list;
1815
1816 /** Post-link transform feedback info. */
1817 struct gl_transform_feedback_info {
1818 unsigned NumOutputs;
1819
1820 struct {
1821 unsigned OutputRegister;
1822 unsigned OutputBuffer;
1823 unsigned NumComponents;
1824 } Outputs[MAX_PROGRAM_OUTPUTS];
1825 };
1826
1827 /**
1828 * Base class for any kind of program object
1829 */
1830 struct gl_program
1831 {
1832 GLuint Id;
1833 GLubyte *String; /**< Null-terminated program text */
1834 GLint RefCount;
1835 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1836 GLenum Format; /**< String encoding format */
1837 GLboolean Resident;
1838
1839 struct prog_instruction *Instructions;
1840
1841 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1842 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1843 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1844 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1845 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1846 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1847 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1848 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1849
1850
1851 /** Named parameters, constants, etc. from program text */
1852 struct gl_program_parameter_list *Parameters;
1853 /** Numbered local parameters */
1854 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1855
1856 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1857 GLubyte SamplerUnits[MAX_SAMPLERS];
1858 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1859 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1860
1861 /** Bitmask of which register files are read/written with indirect
1862 * addressing. Mask of (1 << PROGRAM_x) bits.
1863 */
1864 GLbitfield IndirectRegisterFiles;
1865
1866 /** Logical counts */
1867 /*@{*/
1868 GLuint NumInstructions;
1869 GLuint NumTemporaries;
1870 GLuint NumParameters;
1871 GLuint NumAttributes;
1872 GLuint NumAddressRegs;
1873 GLuint NumAluInstructions;
1874 GLuint NumTexInstructions;
1875 GLuint NumTexIndirections;
1876 /*@}*/
1877 /** Native, actual h/w counts */
1878 /*@{*/
1879 GLuint NumNativeInstructions;
1880 GLuint NumNativeTemporaries;
1881 GLuint NumNativeParameters;
1882 GLuint NumNativeAttributes;
1883 GLuint NumNativeAddressRegs;
1884 GLuint NumNativeAluInstructions;
1885 GLuint NumNativeTexInstructions;
1886 GLuint NumNativeTexIndirections;
1887 /*@}*/
1888 };
1889
1890
1891 /** Vertex program object */
1892 struct gl_vertex_program
1893 {
1894 struct gl_program Base; /**< base class */
1895 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1896 GLboolean IsPositionInvariant;
1897 GLboolean UsesClipDistance;
1898 };
1899
1900
1901 /** Geometry program object */
1902 struct gl_geometry_program
1903 {
1904 struct gl_program Base; /**< base class */
1905
1906 GLint VerticesOut;
1907 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1908 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1909 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1910 };
1911
1912
1913 /** Fragment program object */
1914 struct gl_fragment_program
1915 {
1916 struct gl_program Base; /**< base class */
1917 GLboolean UsesKill; /**< shader uses KIL instruction */
1918 GLboolean OriginUpperLeft;
1919 GLboolean PixelCenterInteger;
1920 enum gl_frag_depth_layout FragDepthLayout;
1921
1922 /**
1923 * GLSL interpolation qualifier associated with each fragment shader input.
1924 * For inputs that do not have an interpolation qualifier specified in
1925 * GLSL, the value is INTERP_QUALIFIER_NONE.
1926 */
1927 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1928 };
1929
1930
1931 /**
1932 * State common to vertex and fragment programs.
1933 */
1934 struct gl_program_state
1935 {
1936 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1937 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1938 };
1939
1940
1941 /**
1942 * Context state for vertex programs.
1943 */
1944 struct gl_vertex_program_state
1945 {
1946 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1947 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1948 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1949 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1950 /** Computed two sided lighting for fixed function/programs. */
1951 GLboolean _TwoSideEnabled;
1952 struct gl_vertex_program *Current; /**< User-bound vertex program */
1953
1954 /** Currently enabled and valid vertex program (including internal
1955 * programs, user-defined vertex programs and GLSL vertex shaders).
1956 * This is the program we must use when rendering.
1957 */
1958 struct gl_vertex_program *_Current;
1959
1960 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1961
1962 /* For GL_NV_vertex_program only: */
1963 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1964 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1965
1966 /** Should fixed-function T&L be implemented with a vertex prog? */
1967 GLboolean _MaintainTnlProgram;
1968
1969 /** Program to emulate fixed-function T&L (see above) */
1970 struct gl_vertex_program *_TnlProgram;
1971
1972 /** Cache of fixed-function programs */
1973 struct gl_program_cache *Cache;
1974
1975 GLboolean _Overriden;
1976 };
1977
1978
1979 /**
1980 * Context state for geometry programs.
1981 */
1982 struct gl_geometry_program_state
1983 {
1984 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1985 GLboolean _Enabled; /**< Enabled and valid program? */
1986 struct gl_geometry_program *Current; /**< user-bound geometry program */
1987
1988 /** Currently enabled and valid program (including internal programs
1989 * and compiled shader programs).
1990 */
1991 struct gl_geometry_program *_Current;
1992
1993 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1994
1995 /** Cache of fixed-function programs */
1996 struct gl_program_cache *Cache;
1997 };
1998
1999 /**
2000 * Context state for fragment programs.
2001 */
2002 struct gl_fragment_program_state
2003 {
2004 GLboolean Enabled; /**< User-set fragment program enable flag */
2005 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2006 struct gl_fragment_program *Current; /**< User-bound fragment program */
2007
2008 /** Currently enabled and valid fragment program (including internal
2009 * programs, user-defined fragment programs and GLSL fragment shaders).
2010 * This is the program we must use when rendering.
2011 */
2012 struct gl_fragment_program *_Current;
2013
2014 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2015
2016 /** Should fixed-function texturing be implemented with a fragment prog? */
2017 GLboolean _MaintainTexEnvProgram;
2018
2019 /** Program to emulate fixed-function texture env/combine (see above) */
2020 struct gl_fragment_program *_TexEnvProgram;
2021
2022 /** Cache of fixed-function programs */
2023 struct gl_program_cache *Cache;
2024 };
2025
2026
2027 /**
2028 * ATI_fragment_shader runtime state
2029 */
2030 #define ATI_FS_INPUT_PRIMARY 0
2031 #define ATI_FS_INPUT_SECONDARY 1
2032
2033 struct atifs_instruction;
2034 struct atifs_setupinst;
2035
2036 /**
2037 * ATI fragment shader
2038 */
2039 struct ati_fragment_shader
2040 {
2041 GLuint Id;
2042 GLint RefCount;
2043 struct atifs_instruction *Instructions[2];
2044 struct atifs_setupinst *SetupInst[2];
2045 GLfloat Constants[8][4];
2046 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2047 GLubyte numArithInstr[2];
2048 GLubyte regsAssigned[2];
2049 GLubyte NumPasses; /**< 1 or 2 */
2050 GLubyte cur_pass;
2051 GLubyte last_optype;
2052 GLboolean interpinp1;
2053 GLboolean isValid;
2054 GLuint swizzlerq;
2055 };
2056
2057 /**
2058 * Context state for GL_ATI_fragment_shader
2059 */
2060 struct gl_ati_fragment_shader_state
2061 {
2062 GLboolean Enabled;
2063 GLboolean _Enabled; /**< enabled and valid shader? */
2064 GLboolean Compiling;
2065 GLfloat GlobalConstants[8][4];
2066 struct ati_fragment_shader *Current;
2067 };
2068
2069
2070 /**
2071 * Occlusion/timer query object.
2072 */
2073 struct gl_query_object
2074 {
2075 GLenum Target; /**< The query target, when active */
2076 GLuint Id; /**< hash table ID/name */
2077 GLuint64EXT Result; /**< the counter */
2078 GLboolean Active; /**< inside Begin/EndQuery */
2079 GLboolean Ready; /**< result is ready? */
2080 };
2081
2082
2083 /**
2084 * Context state for query objects.
2085 */
2086 struct gl_query_state
2087 {
2088 struct _mesa_HashTable *QueryObjects;
2089 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2090 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2091
2092 /** GL_NV_conditional_render */
2093 struct gl_query_object *CondRenderQuery;
2094
2095 /** GL_EXT_transform_feedback */
2096 struct gl_query_object *PrimitivesGenerated;
2097 struct gl_query_object *PrimitivesWritten;
2098
2099 /** GL_ARB_timer_query */
2100 struct gl_query_object *TimeElapsed;
2101
2102 GLenum CondRenderMode;
2103 };
2104
2105
2106 /** Sync object state */
2107 struct gl_sync_object {
2108 struct simple_node link;
2109 GLenum Type; /**< GL_SYNC_FENCE */
2110 GLuint Name; /**< Fence name */
2111 GLint RefCount; /**< Reference count */
2112 GLboolean DeletePending; /**< Object was deleted while there were still
2113 * live references (e.g., sync not yet finished)
2114 */
2115 GLenum SyncCondition;
2116 GLbitfield Flags; /**< Flags passed to glFenceSync */
2117 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2118 };
2119
2120
2121 /** Set by #pragma directives */
2122 struct gl_sl_pragmas
2123 {
2124 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2125 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2126 GLboolean Optimize; /**< defaults on */
2127 GLboolean Debug; /**< defaults off */
2128 };
2129
2130
2131 /**
2132 * A GLSL vertex or fragment shader object.
2133 */
2134 struct gl_shader
2135 {
2136 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2137 GLuint Name; /**< AKA the handle */
2138 GLint RefCount; /**< Reference count */
2139 GLboolean DeletePending;
2140 GLboolean CompileStatus;
2141 const GLchar *Source; /**< Source code string */
2142 GLuint SourceChecksum; /**< for debug/logging purposes */
2143 struct gl_program *Program; /**< Post-compile assembly code */
2144 GLchar *InfoLog;
2145 struct gl_sl_pragmas Pragmas;
2146
2147 unsigned Version; /**< GLSL version used for linking */
2148
2149 unsigned num_samplers; /**< Number of samplers used by this shader.
2150 * This field is only set post-linking.
2151 */
2152 /**
2153 * Number of uniform components used by this shader.
2154 *
2155 * This field is only set post-linking.
2156 */
2157 unsigned num_uniform_components;
2158
2159 struct exec_list *ir;
2160 struct glsl_symbol_table *symbols;
2161
2162 /** Shaders containing built-in functions that are used for linking. */
2163 struct gl_shader *builtins_to_link[16];
2164 unsigned num_builtins_to_link;
2165 };
2166
2167
2168 /**
2169 * A GLSL program object.
2170 * Basically a linked collection of vertex and fragment shaders.
2171 */
2172 struct gl_shader_program
2173 {
2174 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2175 GLuint Name; /**< aka handle or ID */
2176 GLint RefCount; /**< Reference count */
2177 GLboolean DeletePending;
2178
2179 /**
2180 * Flags that the linker should not reject the program if it lacks
2181 * a vertex or fragment shader. GLES2 doesn't allow separate
2182 * shader objects, and would reject them. However, we internally
2183 * build separate shader objects for fixed function programs, which
2184 * we use for drivers/common/meta.c and for handling
2185 * _mesa_update_state with no program bound (for example in
2186 * glClear()).
2187 */
2188 GLboolean InternalSeparateShader;
2189
2190 GLuint NumShaders; /**< number of attached shaders */
2191 struct gl_shader **Shaders; /**< List of attached the shaders */
2192
2193 /**
2194 * User-defined attribute bindings
2195 *
2196 * These are set via \c glBindAttribLocation and are used to direct the
2197 * GLSL linker. These are \b not the values used in the compiled shader,
2198 * and they are \b not the values returned by \c glGetAttribLocation.
2199 */
2200 struct string_to_uint_map *AttributeBindings;
2201
2202 /**
2203 * User-defined fragment data bindings
2204 *
2205 * These are set via \c glBindFragDataLocation and are used to direct the
2206 * GLSL linker. These are \b not the values used in the compiled shader,
2207 * and they are \b not the values returned by \c glGetFragDataLocation.
2208 */
2209 struct string_to_uint_map *FragDataBindings;
2210
2211 /** Transform feedback varyings */
2212 struct {
2213 GLenum BufferMode;
2214 GLuint NumVarying;
2215 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2216 } TransformFeedback;
2217
2218 /** Post-link transform feedback info. */
2219 struct gl_transform_feedback_info LinkedTransformFeedback;
2220
2221 /** Geometry shader state - copied into gl_geometry_program at link time */
2222 struct {
2223 GLint VerticesOut;
2224 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2225 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2226 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2227 } Geom;
2228
2229 /** Vertex shader state - copied into gl_vertex_program at link time */
2230 struct {
2231 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2232 } Vert;
2233
2234 /* post-link info: */
2235 unsigned NumUserUniformStorage;
2236 struct gl_uniform_storage *UniformStorage;
2237
2238 /**
2239 * Map of active uniform names to locations
2240 *
2241 * Maps any active uniform that is not an array element to a location.
2242 * Each active uniform, including individual structure members will appear
2243 * in this map. This roughly corresponds to the set of names that would be
2244 * enumerated by \c glGetActiveUniform.
2245 */
2246 struct string_to_uint_map *UniformHash;
2247
2248 /**
2249 * Map from sampler unit to texture unit (set by glUniform1i())
2250 *
2251 * A sampler unit is associated with each sampler uniform by the linker.
2252 * The sampler unit associated with each uniform is stored in the
2253 * \c gl_uniform_storage::sampler field.
2254 */
2255 GLubyte SamplerUnits[MAX_SAMPLERS];
2256 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2257 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2258
2259 struct gl_program_parameter_list *Varying;
2260 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2261 GLboolean Validated;
2262 GLboolean _Used; /**< Ever used for drawing? */
2263 GLchar *InfoLog;
2264
2265 unsigned Version; /**< GLSL version used for linking */
2266
2267 /**
2268 * Per-stage shaders resulting from the first stage of linking.
2269 *
2270 * Set of linked shaders for this program. The array is accessed using the
2271 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2272 * \c NULL.
2273 */
2274 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2275 };
2276
2277
2278 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2279 #define GLSL_LOG 0x2 /**< Write shaders to files */
2280 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2281 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2282 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2283 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2284 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2285 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2286
2287
2288 /**
2289 * Context state for GLSL vertex/fragment shaders.
2290 */
2291 struct gl_shader_state
2292 {
2293 /**
2294 * Programs used for rendering
2295 *
2296 * There is a separate program set for each shader stage. If
2297 * GL_EXT_separate_shader_objects is not supported, each of these must point
2298 * to \c NULL or to the same program.
2299 */
2300 struct gl_shader_program *CurrentVertexProgram;
2301 struct gl_shader_program *CurrentGeometryProgram;
2302 struct gl_shader_program *CurrentFragmentProgram;
2303
2304 /**
2305 * Program used by glUniform calls.
2306 *
2307 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2308 */
2309 struct gl_shader_program *ActiveProgram;
2310
2311 GLbitfield Flags; /**< Mask of GLSL_x flags */
2312 };
2313
2314 /**
2315 * Compiler options for a single GLSL shaders type
2316 */
2317 struct gl_shader_compiler_options
2318 {
2319 /** Driver-selectable options: */
2320 GLboolean EmitCondCodes; /**< Use condition codes? */
2321 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2322 GLboolean EmitNoLoops;
2323 GLboolean EmitNoFunctions;
2324 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2325 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2326 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2327 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2328 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2329
2330 /**
2331 * \name Forms of indirect addressing the driver cannot do.
2332 */
2333 /*@{*/
2334 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2335 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2336 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2337 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2338 /*@}*/
2339
2340 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2341 GLuint MaxUnrollIterations;
2342
2343 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2344 };
2345
2346 /**
2347 * Transform feedback object state
2348 */
2349 struct gl_transform_feedback_object
2350 {
2351 GLuint Name; /**< AKA the object ID */
2352 GLint RefCount;
2353 GLboolean Active; /**< Is transform feedback enabled? */
2354 GLboolean Paused; /**< Is transform feedback paused? */
2355
2356 /** The feedback buffers */
2357 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2358 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2359
2360 /** Start of feedback data in dest buffer */
2361 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2362 /** Max data to put into dest buffer (in bytes) */
2363 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2364 };
2365
2366
2367 /**
2368 * Context state for transform feedback.
2369 */
2370 struct gl_transform_feedback
2371 {
2372 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2373
2374 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2375
2376 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2377 struct gl_buffer_object *CurrentBuffer;
2378
2379 /** The table of all transform feedback objects */
2380 struct _mesa_HashTable *Objects;
2381
2382 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2383 struct gl_transform_feedback_object *CurrentObject;
2384
2385 /** The default xform-fb object (Name==0) */
2386 struct gl_transform_feedback_object *DefaultObject;
2387 };
2388
2389
2390
2391 /**
2392 * State which can be shared by multiple contexts:
2393 */
2394 struct gl_shared_state
2395 {
2396 _glthread_Mutex Mutex; /**< for thread safety */
2397 GLint RefCount; /**< Reference count */
2398 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2399 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2400
2401 /** Default texture objects (shared by all texture units) */
2402 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2403
2404 /** Fallback texture used when a bound texture is incomplete */
2405 struct gl_texture_object *FallbackTex;
2406
2407 /**
2408 * \name Thread safety and statechange notification for texture
2409 * objects.
2410 *
2411 * \todo Improve the granularity of locking.
2412 */
2413 /*@{*/
2414 _glthread_Mutex TexMutex; /**< texobj thread safety */
2415 GLuint TextureStateStamp; /**< state notification for shared tex */
2416 /*@}*/
2417
2418 /** Default buffer object for vertex arrays that aren't in VBOs */
2419 struct gl_buffer_object *NullBufferObj;
2420
2421 /**
2422 * \name Vertex/geometry/fragment programs
2423 */
2424 /*@{*/
2425 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2426 struct gl_vertex_program *DefaultVertexProgram;
2427 struct gl_fragment_program *DefaultFragmentProgram;
2428 struct gl_geometry_program *DefaultGeometryProgram;
2429 /*@}*/
2430
2431 /* GL_ATI_fragment_shader */
2432 struct _mesa_HashTable *ATIShaders;
2433 struct ati_fragment_shader *DefaultFragmentShader;
2434
2435 struct _mesa_HashTable *BufferObjects;
2436
2437 /** Table of both gl_shader and gl_shader_program objects */
2438 struct _mesa_HashTable *ShaderObjects;
2439
2440 /* GL_EXT_framebuffer_object */
2441 struct _mesa_HashTable *RenderBuffers;
2442 struct _mesa_HashTable *FrameBuffers;
2443
2444 /* GL_ARB_sync */
2445 struct simple_node SyncObjects;
2446
2447 /** GL_ARB_sampler_objects */
2448 struct _mesa_HashTable *SamplerObjects;
2449
2450 void *DriverData; /**< Device driver shared state */
2451 };
2452
2453
2454
2455
2456 /**
2457 * A renderbuffer stores colors or depth values or stencil values.
2458 * A framebuffer object will have a collection of these.
2459 * Data are read/written to the buffer with a handful of Get/Put functions.
2460 *
2461 * Instances of this object are allocated with the Driver's NewRenderbuffer
2462 * hook. Drivers will likely wrap this class inside a driver-specific
2463 * class to simulate inheritance.
2464 */
2465 struct gl_renderbuffer
2466 {
2467 _glthread_Mutex Mutex; /**< for thread safety */
2468 GLuint ClassID; /**< Useful for drivers */
2469 GLuint Name;
2470 GLint RefCount;
2471 GLuint Width, Height;
2472 GLint RowStride; /**< Padded width in units of pixels */
2473 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2474
2475 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2476
2477 GLubyte NumSamples;
2478
2479 GLenum InternalFormat; /**< The user-specified format */
2480 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2481 GL_STENCIL_INDEX. */
2482 gl_format Format; /**< The actual renderbuffer memory format */
2483
2484 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2485 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2486
2487 /* Used to wrap one renderbuffer around another: */
2488 struct gl_renderbuffer *Wrapped;
2489
2490 /* Delete this renderbuffer */
2491 void (*Delete)(struct gl_renderbuffer *rb);
2492
2493 /* Allocate new storage for this renderbuffer */
2494 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2495 GLenum internalFormat,
2496 GLuint width, GLuint height);
2497
2498 /* Lock/Unlock are called before/after calling the Get/Put functions.
2499 * Not sure this is the right place for these yet.
2500 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2501 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2502 */
2503
2504 /* Return a pointer to the element/pixel at (x,y).
2505 * Should return NULL if the buffer memory can't be directly addressed.
2506 */
2507 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2508 GLint x, GLint y);
2509
2510 /* Get/Read a row of values.
2511 * The values will be of format _BaseFormat and type DataType.
2512 */
2513 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2514 GLint x, GLint y, void *values);
2515
2516 /* Get/Read values at arbitrary locations.
2517 * The values will be of format _BaseFormat and type DataType.
2518 */
2519 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2520 const GLint x[], const GLint y[], void *values);
2521
2522 /* Put/Write a row of values.
2523 * The values will be of format _BaseFormat and type DataType.
2524 */
2525 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2526 GLint x, GLint y, const void *values, const GLubyte *mask);
2527
2528 /* Put/Write a row of RGB values. This is a special-case routine that's
2529 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2530 * a common case for glDrawPixels and some triangle routines.
2531 * The values will be of format GL_RGB and type DataType.
2532 */
2533 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2534 GLint x, GLint y, const void *values, const GLubyte *mask);
2535
2536
2537 /* Put/Write a row of identical values.
2538 * The values will be of format _BaseFormat and type DataType.
2539 */
2540 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2541 GLint x, GLint y, const void *value, const GLubyte *mask);
2542
2543 /* Put/Write values at arbitrary locations.
2544 * The values will be of format _BaseFormat and type DataType.
2545 */
2546 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2547 const GLint x[], const GLint y[], const void *values,
2548 const GLubyte *mask);
2549 /* Put/Write identical values at arbitrary locations.
2550 * The values will be of format _BaseFormat and type DataType.
2551 */
2552 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2553 GLuint count, const GLint x[], const GLint y[],
2554 const void *value, const GLubyte *mask);
2555 };
2556
2557
2558 /**
2559 * A renderbuffer attachment points to either a texture object (and specifies
2560 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2561 */
2562 struct gl_renderbuffer_attachment
2563 {
2564 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2565 GLboolean Complete;
2566
2567 /**
2568 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2569 * application supplied renderbuffer object.
2570 */
2571 struct gl_renderbuffer *Renderbuffer;
2572
2573 /**
2574 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2575 * supplied texture object.
2576 */
2577 struct gl_texture_object *Texture;
2578 GLuint TextureLevel; /**< Attached mipmap level. */
2579 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2580 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2581 * and 2D array textures */
2582 };
2583
2584
2585 /**
2586 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2587 * In C++ terms, think of this as a base class from which device drivers
2588 * will make derived classes.
2589 */
2590 struct gl_framebuffer
2591 {
2592 _glthread_Mutex Mutex; /**< for thread safety */
2593 /**
2594 * If zero, this is a window system framebuffer. If non-zero, this
2595 * is a FBO framebuffer; note that for some devices (i.e. those with
2596 * a natural pixel coordinate system for FBOs that differs from the
2597 * OpenGL/Mesa coordinate system), this means that the viewport,
2598 * polygon face orientation, and polygon stipple will have to be inverted.
2599 */
2600 GLuint Name;
2601
2602 GLint RefCount;
2603 GLboolean DeletePending;
2604
2605 /**
2606 * The framebuffer's visual. Immutable if this is a window system buffer.
2607 * Computed from attachments if user-made FBO.
2608 */
2609 struct gl_config Visual;
2610
2611 GLboolean Initialized;
2612
2613 GLuint Width, Height; /**< size of frame buffer in pixels */
2614
2615 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2616 /*@{*/
2617 GLint _Xmin, _Xmax; /**< inclusive */
2618 GLint _Ymin, _Ymax; /**< exclusive */
2619 /*@}*/
2620
2621 /** \name Derived Z buffer stuff */
2622 /*@{*/
2623 GLuint _DepthMax; /**< Max depth buffer value */
2624 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2625 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2626 /*@}*/
2627
2628 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2629 GLenum _Status;
2630
2631 /** Integer color values */
2632 GLboolean _IntegerColor;
2633
2634 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2635 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2636
2637 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2638 * attribute group and GL_PIXEL attribute group, respectively.
2639 */
2640 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2641 GLenum ColorReadBuffer;
2642
2643 /** Computed from ColorDraw/ReadBuffer above */
2644 GLuint _NumColorDrawBuffers;
2645 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2646 GLint _ColorReadBufferIndex; /* -1 = None */
2647 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2648 struct gl_renderbuffer *_ColorReadBuffer;
2649
2650 /** The Actual depth/stencil buffers to use. May be wrappers around the
2651 * depth/stencil buffers attached above. */
2652 struct gl_renderbuffer *_DepthBuffer;
2653 struct gl_renderbuffer *_StencilBuffer;
2654
2655 /** Delete this framebuffer */
2656 void (*Delete)(struct gl_framebuffer *fb);
2657 };
2658
2659
2660 /**
2661 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2662 */
2663 struct gl_precision
2664 {
2665 GLushort RangeMin; /**< min value exponent */
2666 GLushort RangeMax; /**< max value exponent */
2667 GLushort Precision; /**< number of mantissa bits */
2668 };
2669
2670
2671 /**
2672 * Limits for vertex, geometry and fragment programs/shaders.
2673 */
2674 struct gl_program_constants
2675 {
2676 /* logical limits */
2677 GLuint MaxInstructions;
2678 GLuint MaxAluInstructions;
2679 GLuint MaxTexInstructions;
2680 GLuint MaxTexIndirections;
2681 GLuint MaxAttribs;
2682 GLuint MaxTemps;
2683 GLuint MaxAddressRegs;
2684 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2685 GLuint MaxParameters;
2686 GLuint MaxLocalParams;
2687 GLuint MaxEnvParams;
2688 /* native/hardware limits */
2689 GLuint MaxNativeInstructions;
2690 GLuint MaxNativeAluInstructions;
2691 GLuint MaxNativeTexInstructions;
2692 GLuint MaxNativeTexIndirections;
2693 GLuint MaxNativeAttribs;
2694 GLuint MaxNativeTemps;
2695 GLuint MaxNativeAddressRegs;
2696 GLuint MaxNativeParameters;
2697 /* For shaders */
2698 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2699 /* ES 2.0 and GL_ARB_ES2_compatibility */
2700 struct gl_precision LowFloat, MediumFloat, HighFloat;
2701 struct gl_precision LowInt, MediumInt, HighInt;
2702 };
2703
2704
2705 /**
2706 * Constants which may be overridden by device driver during context creation
2707 * but are never changed after that.
2708 */
2709 struct gl_constants
2710 {
2711 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2712 GLint MaxTextureLevels; /**< Max mipmap levels. */
2713 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2714 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2715 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2716 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2717 GLuint MaxTextureCoordUnits;
2718 GLuint MaxTextureImageUnits;
2719 GLuint MaxVertexTextureImageUnits;
2720 GLuint MaxCombinedTextureImageUnits;
2721 GLuint MaxGeometryTextureImageUnits;
2722 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2723 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2724 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2725 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2726
2727 GLuint MaxArrayLockSize;
2728
2729 GLint SubPixelBits;
2730
2731 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2732 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2733 GLfloat PointSizeGranularity;
2734 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2735 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2736 GLfloat LineWidthGranularity;
2737
2738 GLuint MaxColorTableSize;
2739
2740 GLuint MaxClipPlanes;
2741 GLuint MaxLights;
2742 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2743 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2744
2745 GLuint MaxViewportWidth, MaxViewportHeight;
2746
2747 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2748 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2749 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2750 GLuint MaxProgramMatrices;
2751 GLuint MaxProgramMatrixStackDepth;
2752
2753 /** vertex array / buffer object bounds checking */
2754 GLboolean CheckArrayBounds;
2755
2756 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2757
2758 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2759 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2760 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2761
2762 /** Number of varying vectors between vertex and fragment shaders */
2763 GLuint MaxVarying;
2764 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2765 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2766
2767 /** GL_ARB_geometry_shader4 */
2768 GLuint MaxGeometryOutputVertices;
2769 GLuint MaxGeometryTotalOutputComponents;
2770
2771 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2772
2773 /**
2774 * Does the driver support real 32-bit integers? (Otherwise, integers are
2775 * simulated via floats.)
2776 */
2777 GLboolean NativeIntegers;
2778
2779 /**
2780 * If the driver supports real 32-bit integers, what integer value should be
2781 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2782 */
2783 GLuint UniformBooleanTrue;
2784
2785 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2786 GLbitfield SupportedBumpUnits;
2787
2788 /**
2789 * Maximum amount of time, measured in nanseconds, that the server can wait.
2790 */
2791 GLuint64 MaxServerWaitTimeout;
2792
2793 /** GL_EXT_provoking_vertex */
2794 GLboolean QuadsFollowProvokingVertexConvention;
2795
2796 /** OpenGL version 3.0 */
2797 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2798
2799 /** OpenGL version 3.2 */
2800 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2801
2802 /** GL_EXT_transform_feedback */
2803 GLuint MaxTransformFeedbackSeparateAttribs;
2804 GLuint MaxTransformFeedbackSeparateComponents;
2805 GLuint MaxTransformFeedbackInterleavedComponents;
2806
2807 /** GL_EXT_gpu_shader4 */
2808 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2809
2810 /* GL_EXT_framebuffer_sRGB */
2811 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2812
2813 /* GL_ARB_robustness */
2814 GLenum ResetStrategy;
2815
2816 /**
2817 * Whether the implementation strips out and ignores texture borders.
2818 *
2819 * Many GPU hardware implementations don't support rendering with texture
2820 * borders and mipmapped textures. (Note: not static border color, but the
2821 * old 1-pixel border around each edge). Implementations then have to do
2822 * slow fallbacks to be correct, or just ignore the border and be fast but
2823 * wrong. Setting the flag stripts the border off of TexImage calls,
2824 * providing "fast but wrong" at significantly reduced driver complexity.
2825 *
2826 * Texture borders are deprecated in GL 3.0.
2827 **/
2828 GLboolean StripTextureBorder;
2829 };
2830
2831
2832 /**
2833 * Enable flag for each OpenGL extension. Different device drivers will
2834 * enable different extensions at runtime.
2835 */
2836 struct gl_extensions
2837 {
2838 GLboolean dummy; /* don't remove this! */
2839 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2840 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2841 GLboolean ARB_ES2_compatibility;
2842 GLboolean ARB_blend_func_extended;
2843 GLboolean ARB_color_buffer_float;
2844 GLboolean ARB_copy_buffer;
2845 GLboolean ARB_depth_buffer_float;
2846 GLboolean ARB_depth_clamp;
2847 GLboolean ARB_depth_texture;
2848 GLboolean ARB_draw_buffers_blend;
2849 GLboolean ARB_draw_elements_base_vertex;
2850 GLboolean ARB_draw_instanced;
2851 GLboolean ARB_fragment_coord_conventions;
2852 GLboolean ARB_fragment_program;
2853 GLboolean ARB_fragment_program_shadow;
2854 GLboolean ARB_fragment_shader;
2855 GLboolean ARB_framebuffer_object;
2856 GLboolean ARB_explicit_attrib_location;
2857 GLboolean ARB_geometry_shader4;
2858 GLboolean ARB_half_float_pixel;
2859 GLboolean ARB_half_float_vertex;
2860 GLboolean ARB_instanced_arrays;
2861 GLboolean ARB_map_buffer_range;
2862 GLboolean ARB_occlusion_query;
2863 GLboolean ARB_occlusion_query2;
2864 GLboolean ARB_point_sprite;
2865 GLboolean ARB_sampler_objects;
2866 GLboolean ARB_seamless_cube_map;
2867 GLboolean ARB_shader_objects;
2868 GLboolean ARB_shader_stencil_export;
2869 GLboolean ARB_shader_texture_lod;
2870 GLboolean ARB_shading_language_100;
2871 GLboolean ARB_shadow;
2872 GLboolean ARB_shadow_ambient;
2873 GLboolean ARB_sync;
2874 GLboolean ARB_texture_border_clamp;
2875 GLboolean ARB_texture_buffer_object;
2876 GLboolean ARB_texture_compression_rgtc;
2877 GLboolean ARB_texture_cube_map;
2878 GLboolean ARB_texture_env_combine;
2879 GLboolean ARB_texture_env_crossbar;
2880 GLboolean ARB_texture_env_dot3;
2881 GLboolean ARB_texture_float;
2882 GLboolean ARB_texture_multisample;
2883 GLboolean ARB_texture_non_power_of_two;
2884 GLboolean ARB_texture_rg;
2885 GLboolean ARB_texture_rgb10_a2ui;
2886 GLboolean ARB_texture_storage;
2887 GLboolean ARB_timer_query;
2888 GLboolean ARB_transform_feedback2;
2889 GLboolean ARB_transpose_matrix;
2890 GLboolean ARB_uniform_buffer_object;
2891 GLboolean ARB_vertex_array_object;
2892 GLboolean ARB_vertex_program;
2893 GLboolean ARB_vertex_shader;
2894 GLboolean ARB_vertex_type_2_10_10_10_rev;
2895 GLboolean ARB_window_pos;
2896 GLboolean EXT_blend_color;
2897 GLboolean EXT_blend_equation_separate;
2898 GLboolean EXT_blend_func_separate;
2899 GLboolean EXT_blend_minmax;
2900 GLboolean EXT_clip_volume_hint;
2901 GLboolean EXT_compiled_vertex_array;
2902 GLboolean EXT_depth_bounds_test;
2903 GLboolean EXT_draw_buffers2;
2904 GLboolean EXT_draw_range_elements;
2905 GLboolean EXT_fog_coord;
2906 GLboolean EXT_framebuffer_blit;
2907 GLboolean EXT_framebuffer_multisample;
2908 GLboolean EXT_framebuffer_object;
2909 GLboolean EXT_framebuffer_sRGB;
2910 GLboolean EXT_gpu_program_parameters;
2911 GLboolean EXT_gpu_shader4;
2912 GLboolean EXT_packed_depth_stencil;
2913 GLboolean EXT_packed_float;
2914 GLboolean EXT_packed_pixels;
2915 GLboolean EXT_pixel_buffer_object;
2916 GLboolean EXT_point_parameters;
2917 GLboolean EXT_provoking_vertex;
2918 GLboolean EXT_rescale_normal;
2919 GLboolean EXT_shadow_funcs;
2920 GLboolean EXT_secondary_color;
2921 GLboolean EXT_separate_shader_objects;
2922 GLboolean EXT_separate_specular_color;
2923 GLboolean EXT_stencil_two_side;
2924 GLboolean EXT_texture3D;
2925 GLboolean EXT_texture_array;
2926 GLboolean EXT_texture_compression_latc;
2927 GLboolean EXT_texture_compression_s3tc;
2928 GLboolean EXT_texture_env_dot3;
2929 GLboolean EXT_texture_filter_anisotropic;
2930 GLboolean EXT_texture_integer;
2931 GLboolean EXT_texture_mirror_clamp;
2932 GLboolean EXT_texture_shared_exponent;
2933 GLboolean EXT_texture_snorm;
2934 GLboolean EXT_texture_sRGB;
2935 GLboolean EXT_texture_sRGB_decode;
2936 GLboolean EXT_texture_swizzle;
2937 GLboolean EXT_transform_feedback;
2938 GLboolean EXT_timer_query;
2939 GLboolean EXT_vertex_array_bgra;
2940 GLboolean OES_standard_derivatives;
2941 /* vendor extensions */
2942 GLboolean AMD_conservative_depth;
2943 GLboolean AMD_seamless_cubemap_per_texture;
2944 GLboolean APPLE_packed_pixels;
2945 GLboolean APPLE_vertex_array_object;
2946 GLboolean APPLE_object_purgeable;
2947 GLboolean ATI_envmap_bumpmap;
2948 GLboolean ATI_texture_compression_3dc;
2949 GLboolean ATI_texture_mirror_once;
2950 GLboolean ATI_texture_env_combine3;
2951 GLboolean ATI_fragment_shader;
2952 GLboolean ATI_separate_stencil;
2953 GLboolean IBM_rasterpos_clip;
2954 GLboolean IBM_multimode_draw_arrays;
2955 GLboolean MESA_pack_invert;
2956 GLboolean MESA_resize_buffers;
2957 GLboolean MESA_ycbcr_texture;
2958 GLboolean MESA_texture_array;
2959 GLboolean NV_blend_square;
2960 GLboolean NV_conditional_render;
2961 GLboolean NV_fog_distance;
2962 GLboolean NV_fragment_program;
2963 GLboolean NV_fragment_program_option;
2964 GLboolean NV_light_max_exponent;
2965 GLboolean NV_point_sprite;
2966 GLboolean NV_primitive_restart;
2967 GLboolean NV_texture_barrier;
2968 GLboolean NV_texgen_reflection;
2969 GLboolean NV_texture_env_combine4;
2970 GLboolean NV_texture_rectangle;
2971 GLboolean NV_vertex_program;
2972 GLboolean NV_vertex_program1_1;
2973 GLboolean SGIS_texture_lod;
2974 GLboolean TDFX_texture_compression_FXT1;
2975 GLboolean S3_s3tc;
2976 GLboolean OES_EGL_image;
2977 GLboolean OES_draw_texture;
2978 GLboolean OES_EGL_image_external;
2979 GLboolean extension_sentinel;
2980 /** The extension string */
2981 const GLubyte *String;
2982 /** Number of supported extensions */
2983 GLuint Count;
2984 };
2985
2986
2987 /**
2988 * A stack of matrices (projection, modelview, color, texture, etc).
2989 */
2990 struct gl_matrix_stack
2991 {
2992 GLmatrix *Top; /**< points into Stack */
2993 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2994 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2995 GLuint MaxDepth; /**< size of Stack[] array */
2996 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2997 };
2998
2999
3000 /**
3001 * \name Bits for image transfer operations
3002 * \sa __struct gl_contextRec::ImageTransferState.
3003 */
3004 /*@{*/
3005 #define IMAGE_SCALE_BIAS_BIT 0x1
3006 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3007 #define IMAGE_MAP_COLOR_BIT 0x4
3008 #define IMAGE_CLAMP_BIT 0x800
3009
3010
3011 /** Pixel Transfer ops */
3012 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3013 IMAGE_SHIFT_OFFSET_BIT | \
3014 IMAGE_MAP_COLOR_BIT)
3015
3016 /**
3017 * \name Bits to indicate what state has changed.
3018 */
3019 /*@{*/
3020 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3021 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3022 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3023 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3024 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3025 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3026 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3027 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3028 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3029 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3030 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3031 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3032 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3033 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3034 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3035 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3036 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3037 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3038 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3039 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3040 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3041 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3042 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3043 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3044 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3045 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3046 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3047 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3048 #define _NEW_BUFFER_OBJECT (1 << 28)
3049 #define _NEW_FRAG_CLAMP (1 << 29)
3050 #define _NEW_ALL ~0
3051 /*@}*/
3052
3053
3054 /**
3055 * \name Bits to track array state changes
3056 *
3057 * Also used to summarize array enabled.
3058 */
3059 /*@{*/
3060 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3061 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3062 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3063 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3064 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3065 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3066 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3067 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3068 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3069 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3070 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3071 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3072 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3073 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3074 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3075 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3076 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3077 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3078 #define _NEW_ARRAY_ALL 0xffffffff
3079
3080
3081 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3082 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3083 /*@}*/
3084
3085
3086
3087 /**
3088 * \name A bunch of flags that we think might be useful to drivers.
3089 *
3090 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3091 */
3092 /*@{*/
3093 #define DD_FLATSHADE 0x1
3094 #define DD_SEPARATE_SPECULAR 0x2
3095 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3096 #define DD_TRI_LIGHT_TWOSIDE 0x8
3097 #define DD_TRI_UNFILLED 0x10
3098 #define DD_TRI_SMOOTH 0x20
3099 #define DD_TRI_STIPPLE 0x40
3100 #define DD_TRI_OFFSET 0x80
3101 #define DD_LINE_SMOOTH 0x100
3102 #define DD_LINE_STIPPLE 0x200
3103 #define DD_POINT_SMOOTH 0x400
3104 #define DD_POINT_ATTEN 0x800
3105 #define DD_TRI_TWOSTENCIL 0x1000
3106 /*@}*/
3107
3108
3109 /**
3110 * \name Define the state changes under which each of these bits might change
3111 */
3112 /*@{*/
3113 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3114 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3115 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3116 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3117 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3118 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3119 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3120 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3121 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3122 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3123 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3124 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3125 #define _DD_NEW_POINT_SIZE _NEW_POINT
3126 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3127 /*@}*/
3128
3129
3130 /**
3131 * Composite state flags
3132 */
3133 /*@{*/
3134 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3135 _NEW_TEXTURE | \
3136 _NEW_POINT | \
3137 _NEW_PROGRAM | \
3138 _NEW_MODELVIEW)
3139 /*@}*/
3140
3141
3142
3143
3144 /* This has to be included here. */
3145 #include "dd.h"
3146
3147
3148 /**
3149 * Display list flags.
3150 * Strictly this is a tnl-private concept, but it doesn't seem
3151 * worthwhile adding a tnl private structure just to hold this one bit
3152 * of information:
3153 */
3154 #define DLIST_DANGLING_REFS 0x1
3155
3156
3157 /** Opaque declaration of display list payload data type */
3158 union gl_dlist_node;
3159
3160
3161 /**
3162 * Provide a location where information about a display list can be
3163 * collected. Could be extended with driverPrivate structures,
3164 * etc. in the future.
3165 */
3166 struct gl_display_list
3167 {
3168 GLuint Name;
3169 GLbitfield Flags; /**< DLIST_x flags */
3170 /** The dlist commands are in a linked list of nodes */
3171 union gl_dlist_node *Head;
3172 };
3173
3174
3175 /**
3176 * State used during display list compilation and execution.
3177 */
3178 struct gl_dlist_state
3179 {
3180 GLuint CallDepth; /**< Current recursion calling depth */
3181
3182 struct gl_display_list *CurrentList; /**< List currently being compiled */
3183 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3184 GLuint CurrentPos; /**< Index into current block of nodes */
3185
3186 GLvertexformat ListVtxfmt;
3187
3188 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3189 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3190
3191 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3192 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3193
3194 GLubyte ActiveIndex;
3195 GLfloat CurrentIndex;
3196
3197 GLubyte ActiveEdgeFlag;
3198 GLboolean CurrentEdgeFlag;
3199
3200 struct {
3201 /* State known to have been set by the currently-compiling display
3202 * list. Used to eliminate some redundant state changes.
3203 */
3204 GLenum ShadeModel;
3205 } Current;
3206 };
3207
3208
3209 /**
3210 * Enum for the OpenGL APIs we know about and may support.
3211 */
3212 typedef enum
3213 {
3214 API_OPENGL,
3215 API_OPENGLES,
3216 API_OPENGLES2
3217 } gl_api;
3218
3219
3220 /**
3221 * Mesa rendering context.
3222 *
3223 * This is the central context data structure for Mesa. Almost all
3224 * OpenGL state is contained in this structure.
3225 * Think of this as a base class from which device drivers will derive
3226 * sub classes.
3227 *
3228 * The struct gl_context typedef names this structure.
3229 */
3230 struct gl_context
3231 {
3232 /** State possibly shared with other contexts in the address space */
3233 struct gl_shared_state *Shared;
3234
3235 /** \name API function pointer tables */
3236 /*@{*/
3237 gl_api API;
3238 struct _glapi_table *Save; /**< Display list save functions */
3239 struct _glapi_table *Exec; /**< Execute functions */
3240 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3241 /*@}*/
3242
3243 struct gl_config Visual;
3244 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3245 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3246 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3247 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3248
3249 /**
3250 * Device driver function pointer table
3251 */
3252 struct dd_function_table Driver;
3253
3254 void *DriverCtx; /**< Points to device driver context/state */
3255
3256 /** Core/Driver constants */
3257 struct gl_constants Const;
3258
3259 /** \name The various 4x4 matrix stacks */
3260 /*@{*/
3261 struct gl_matrix_stack ModelviewMatrixStack;
3262 struct gl_matrix_stack ProjectionMatrixStack;
3263 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3264 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3265 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3266 /*@}*/
3267
3268 /** Combined modelview and projection matrix */
3269 GLmatrix _ModelProjectMatrix;
3270
3271 /** \name Display lists */
3272 struct gl_dlist_state ListState;
3273
3274 GLboolean ExecuteFlag; /**< Execute GL commands? */
3275 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3276
3277 /** Extension information */
3278 struct gl_extensions Extensions;
3279
3280 /** Version info */
3281 GLuint VersionMajor, VersionMinor;
3282 char *VersionString;
3283
3284 /** \name State attribute stack (for glPush/PopAttrib) */
3285 /*@{*/
3286 GLuint AttribStackDepth;
3287 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3288 /*@}*/
3289
3290 /** \name Renderer attribute groups
3291 *
3292 * We define a struct for each attribute group to make pushing and popping
3293 * attributes easy. Also it's a good organization.
3294 */
3295 /*@{*/
3296 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3297 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3298 struct gl_current_attrib Current; /**< Current attributes */
3299 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3300 struct gl_eval_attrib Eval; /**< Eval attributes */
3301 struct gl_fog_attrib Fog; /**< Fog attributes */
3302 struct gl_hint_attrib Hint; /**< Hint attributes */
3303 struct gl_light_attrib Light; /**< Light attributes */
3304 struct gl_line_attrib Line; /**< Line attributes */
3305 struct gl_list_attrib List; /**< List attributes */
3306 struct gl_multisample_attrib Multisample;
3307 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3308 struct gl_point_attrib Point; /**< Point attributes */
3309 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3310 GLuint PolygonStipple[32]; /**< Polygon stipple */
3311 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3312 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3313 struct gl_texture_attrib Texture; /**< Texture attributes */
3314 struct gl_transform_attrib Transform; /**< Transformation attributes */
3315 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3316 /*@}*/
3317
3318 /** \name Client attribute stack */
3319 /*@{*/
3320 GLuint ClientAttribStackDepth;
3321 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3322 /*@}*/
3323
3324 /** \name Client attribute groups */
3325 /*@{*/
3326 struct gl_array_attrib Array; /**< Vertex arrays */
3327 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3328 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3329 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3330 /*@}*/
3331
3332 /** \name Other assorted state (not pushed/popped on attribute stack) */
3333 /*@{*/
3334 struct gl_pixelmaps PixelMaps;
3335
3336 struct gl_evaluators EvalMap; /**< All evaluators */
3337 struct gl_feedback Feedback; /**< Feedback */
3338 struct gl_selection Select; /**< Selection */
3339
3340 struct gl_program_state Program; /**< general program state */
3341 struct gl_vertex_program_state VertexProgram;
3342 struct gl_fragment_program_state FragmentProgram;
3343 struct gl_geometry_program_state GeometryProgram;
3344 struct gl_ati_fragment_shader_state ATIFragmentShader;
3345
3346 struct gl_shader_state Shader; /**< GLSL shader object state */
3347 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3348
3349 struct gl_query_state Query; /**< occlusion, timer queries */
3350
3351 struct gl_transform_feedback TransformFeedback;
3352
3353 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3354 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3355 /*@}*/
3356
3357 struct gl_meta_state *Meta; /**< for "meta" operations */
3358
3359 /* GL_EXT_framebuffer_object */
3360 struct gl_renderbuffer *CurrentRenderbuffer;
3361
3362 GLenum ErrorValue; /**< Last error code */
3363
3364 /* GL_ARB_robustness */
3365 GLenum ResetStatus;
3366
3367 /**
3368 * Recognize and silence repeated error debug messages in buggy apps.
3369 */
3370 const char *ErrorDebugFmtString;
3371 GLuint ErrorDebugCount;
3372
3373 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3374 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3375
3376 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3377
3378 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3379
3380 /** \name Derived state */
3381 /*@{*/
3382 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3383 * state validation so they need to always be current.
3384 */
3385 GLbitfield _TriangleCaps;
3386 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3387 GLfloat _EyeZDir[3];
3388 GLfloat _ModelViewInvScale;
3389 GLboolean _NeedEyeCoords;
3390 GLboolean _ForceEyeCoords;
3391
3392 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3393
3394 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3395 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3396 /**@}*/
3397
3398 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3399
3400 /** \name For debugging/development only */
3401 /*@{*/
3402 GLboolean FirstTimeCurrent;
3403 /*@}*/
3404
3405 /** software compression/decompression supported or not */
3406 GLboolean Mesa_DXTn;
3407
3408 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3409
3410 /**
3411 * Use dp4 (rather than mul/mad) instructions for position
3412 * transformation?
3413 */
3414 GLboolean mvp_with_dp4;
3415
3416 /**
3417 * \name Hooks for module contexts.
3418 *
3419 * These will eventually live in the driver or elsewhere.
3420 */
3421 /*@{*/
3422 void *swrast_context;
3423 void *swsetup_context;
3424 void *swtnl_context;
3425 void *swtnl_im;
3426 struct st_context *st;
3427 void *aelt_context;
3428 /*@}*/
3429 };
3430
3431
3432 #ifdef DEBUG
3433 extern int MESA_VERBOSE;
3434 extern int MESA_DEBUG_FLAGS;
3435 # define MESA_FUNCTION __FUNCTION__
3436 #else
3437 # define MESA_VERBOSE 0
3438 # define MESA_DEBUG_FLAGS 0
3439 # define MESA_FUNCTION "a function"
3440 # ifndef NDEBUG
3441 # define NDEBUG
3442 # endif
3443 #endif
3444
3445
3446 /** The MESA_VERBOSE var is a bitmask of these flags */
3447 enum _verbose
3448 {
3449 VERBOSE_VARRAY = 0x0001,
3450 VERBOSE_TEXTURE = 0x0002,
3451 VERBOSE_MATERIAL = 0x0004,
3452 VERBOSE_PIPELINE = 0x0008,
3453 VERBOSE_DRIVER = 0x0010,
3454 VERBOSE_STATE = 0x0020,
3455 VERBOSE_API = 0x0040,
3456 VERBOSE_DISPLAY_LIST = 0x0100,
3457 VERBOSE_LIGHTING = 0x0200,
3458 VERBOSE_PRIMS = 0x0400,
3459 VERBOSE_VERTS = 0x0800,
3460 VERBOSE_DISASSEM = 0x1000,
3461 VERBOSE_DRAW = 0x2000,
3462 VERBOSE_SWAPBUFFERS = 0x4000
3463 };
3464
3465
3466 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3467 enum _debug
3468 {
3469 DEBUG_ALWAYS_FLUSH = 0x1
3470 };
3471
3472
3473
3474 #ifdef __cplusplus
3475 }
3476 #endif
3477
3478 #endif /* MTYPES_H */