mesa: add infra for ARB_shader_texture_image_samples
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
98 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
99 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
100 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
101
102 /**
103 * Determine if the given gl_varying_slot appears in the fragment shader.
104 */
105 static inline GLboolean
106 _mesa_varying_slot_in_fs(gl_varying_slot slot)
107 {
108 switch (slot) {
109 case VARYING_SLOT_PSIZ:
110 case VARYING_SLOT_BFC0:
111 case VARYING_SLOT_BFC1:
112 case VARYING_SLOT_EDGE:
113 case VARYING_SLOT_CLIP_VERTEX:
114 case VARYING_SLOT_LAYER:
115 case VARYING_SLOT_TESS_LEVEL_OUTER:
116 case VARYING_SLOT_TESS_LEVEL_INNER:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 struct gl_light *next; /**< double linked list with sentinel */
341 struct gl_light *prev;
342
343 GLfloat Ambient[4]; /**< ambient color */
344 GLfloat Diffuse[4]; /**< diffuse color */
345 GLfloat Specular[4]; /**< specular color */
346 GLfloat EyePosition[4]; /**< position in eye coordinates */
347 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
348 GLfloat SpotExponent;
349 GLfloat SpotCutoff; /**< in degrees */
350 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
351 GLfloat ConstantAttenuation;
352 GLfloat LinearAttenuation;
353 GLfloat QuadraticAttenuation;
354 GLboolean Enabled; /**< On/off flag */
355
356 /**
357 * \name Derived fields
358 */
359 /*@{*/
360 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
361
362 GLfloat _Position[4]; /**< position in eye/obj coordinates */
363 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
364 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
365 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
366 GLfloat _VP_inf_spot_attenuation;
367
368 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
369 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
370 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
371 /*@}*/
372 };
373
374
375 /**
376 * Light model state.
377 */
378 struct gl_lightmodel
379 {
380 GLfloat Ambient[4]; /**< ambient color */
381 GLboolean LocalViewer; /**< Local (or infinite) view point? */
382 GLboolean TwoSide; /**< Two (or one) sided lighting? */
383 GLenum ColorControl; /**< either GL_SINGLE_COLOR
384 * or GL_SEPARATE_SPECULAR_COLOR */
385 };
386
387
388 /**
389 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
390 */
391 struct gl_accum_attrib
392 {
393 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
394 };
395
396
397 /**
398 * Used for storing clear color, texture border color, etc.
399 * The float values are typically unclamped.
400 */
401 union gl_color_union
402 {
403 GLfloat f[4];
404 GLint i[4];
405 GLuint ui[4];
406 };
407
408
409 /**
410 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
411 */
412 struct gl_colorbuffer_attrib
413 {
414 GLuint ClearIndex; /**< Index for glClear */
415 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
416 GLuint IndexMask; /**< Color index write mask */
417 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
418
419 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
420
421 /**
422 * \name alpha testing
423 */
424 /*@{*/
425 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
426 GLenum AlphaFunc; /**< Alpha test function */
427 GLfloat AlphaRefUnclamped;
428 GLclampf AlphaRef; /**< Alpha reference value */
429 /*@}*/
430
431 /**
432 * \name Blending
433 */
434 /*@{*/
435 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
436
437 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
438 * control, only on the fixed-pointness of the render target.
439 * The query does however depend on fragment color clamping.
440 */
441 GLfloat BlendColorUnclamped[4]; /**< Blending color */
442 GLfloat BlendColor[4]; /**< Blending color */
443
444 struct
445 {
446 GLenum SrcRGB; /**< RGB blend source term */
447 GLenum DstRGB; /**< RGB blend dest term */
448 GLenum SrcA; /**< Alpha blend source term */
449 GLenum DstA; /**< Alpha blend dest term */
450 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
451 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
452 /**
453 * Set if any blend factor uses SRC1. Computed at the time blend factors
454 * get set.
455 */
456 GLboolean _UsesDualSrc;
457 } Blend[MAX_DRAW_BUFFERS];
458 /** Are the blend func terms currently different for each buffer/target? */
459 GLboolean _BlendFuncPerBuffer;
460 /** Are the blend equations currently different for each buffer/target? */
461 GLboolean _BlendEquationPerBuffer;
462 /*@}*/
463
464 /**
465 * \name Logic op
466 */
467 /*@{*/
468 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
469 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
470 GLenum LogicOp; /**< Logic operator */
471
472 /*@}*/
473
474 GLboolean DitherFlag; /**< Dither enable flag */
475
476 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
477 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
478 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
479
480 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
481 };
482
483
484 /**
485 * Current attribute group (GL_CURRENT_BIT).
486 */
487 struct gl_current_attrib
488 {
489 /**
490 * \name Current vertex attributes.
491 * \note Values are valid only after FLUSH_VERTICES has been called.
492 * \note Index and Edgeflag current values are stored as floats in the
493 * SIX and SEVEN attribute slots.
494 */
495 /* we need double storage for this for vertex attrib 64bit */
496 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
497
498 /**
499 * \name Current raster position attributes (always valid).
500 * \note This set of attributes is very similar to the SWvertex struct.
501 */
502 /*@{*/
503 GLfloat RasterPos[4];
504 GLfloat RasterDistance;
505 GLfloat RasterColor[4];
506 GLfloat RasterSecondaryColor[4];
507 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
508 GLboolean RasterPosValid;
509 /*@}*/
510 };
511
512
513 /**
514 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
515 */
516 struct gl_depthbuffer_attrib
517 {
518 GLenum Func; /**< Function for depth buffer compare */
519 GLclampd Clear; /**< Value to clear depth buffer to */
520 GLboolean Test; /**< Depth buffering enabled flag */
521 GLboolean Mask; /**< Depth buffer writable? */
522 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
523 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
524 };
525
526
527 /**
528 * Evaluator attribute group (GL_EVAL_BIT).
529 */
530 struct gl_eval_attrib
531 {
532 /**
533 * \name Enable bits
534 */
535 /*@{*/
536 GLboolean Map1Color4;
537 GLboolean Map1Index;
538 GLboolean Map1Normal;
539 GLboolean Map1TextureCoord1;
540 GLboolean Map1TextureCoord2;
541 GLboolean Map1TextureCoord3;
542 GLboolean Map1TextureCoord4;
543 GLboolean Map1Vertex3;
544 GLboolean Map1Vertex4;
545 GLboolean Map2Color4;
546 GLboolean Map2Index;
547 GLboolean Map2Normal;
548 GLboolean Map2TextureCoord1;
549 GLboolean Map2TextureCoord2;
550 GLboolean Map2TextureCoord3;
551 GLboolean Map2TextureCoord4;
552 GLboolean Map2Vertex3;
553 GLboolean Map2Vertex4;
554 GLboolean AutoNormal;
555 /*@}*/
556
557 /**
558 * \name Map Grid endpoints and divisions and calculated du values
559 */
560 /*@{*/
561 GLint MapGrid1un;
562 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
563 GLint MapGrid2un, MapGrid2vn;
564 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
565 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
566 /*@}*/
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 GLfloat ColorUnclamped[4]; /**< Fog color */
578 GLfloat Color[4]; /**< Fog color */
579 GLfloat Density; /**< Density >= 0.0 */
580 GLfloat Start; /**< Start distance in eye coords */
581 GLfloat End; /**< End distance in eye coords */
582 GLfloat Index; /**< Fog index */
583 GLenum Mode; /**< Fog mode */
584 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
585 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
586 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
587 };
588
589
590 /**
591 * Hint attribute group (GL_HINT_BIT).
592 *
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594 */
595 struct gl_hint_attrib
596 {
597 GLenum PerspectiveCorrection;
598 GLenum PointSmooth;
599 GLenum LineSmooth;
600 GLenum PolygonSmooth;
601 GLenum Fog;
602 GLenum TextureCompression; /**< GL_ARB_texture_compression */
603 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
604 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605 };
606
607
608 /**
609 * Lighting attribute group (GL_LIGHT_BIT).
610 */
611 struct gl_light_attrib
612 {
613 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
614 struct gl_lightmodel Model; /**< Lighting model */
615
616 /**
617 * Front and back material values.
618 * Note: must call FLUSH_VERTICES() before using.
619 */
620 struct gl_material Material;
621
622 GLboolean Enabled; /**< Lighting enabled flag */
623 GLboolean ColorMaterialEnabled;
624
625 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
626 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
627 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
628 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
629 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
630
631
632 GLboolean _ClampVertexColor;
633 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
634
635 /**
636 * Derived state for optimizations:
637 */
638 /*@{*/
639 GLboolean _NeedEyeCoords;
640 GLboolean _NeedVertices; /**< Use fast shader? */
641 struct gl_light EnabledList; /**< List sentinel */
642
643 GLfloat _BaseColor[2][3];
644 /*@}*/
645 };
646
647
648 /**
649 * Line attribute group (GL_LINE_BIT).
650 */
651 struct gl_line_attrib
652 {
653 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
654 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
655 GLushort StipplePattern; /**< Stipple pattern */
656 GLint StippleFactor; /**< Stipple repeat factor */
657 GLfloat Width; /**< Line width */
658 };
659
660
661 /**
662 * Display list attribute group (GL_LIST_BIT).
663 */
664 struct gl_list_attrib
665 {
666 GLuint ListBase;
667 };
668
669
670 /**
671 * Multisample attribute group (GL_MULTISAMPLE_BIT).
672 */
673 struct gl_multisample_attrib
674 {
675 GLboolean Enabled;
676 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
677 GLboolean SampleAlphaToCoverage;
678 GLboolean SampleAlphaToOne;
679 GLboolean SampleCoverage;
680 GLboolean SampleCoverageInvert;
681 GLboolean SampleShading;
682
683 /* ARB_texture_multisample / GL3.2 additions */
684 GLboolean SampleMask;
685
686 GLfloat SampleCoverageValue;
687 GLfloat MinSampleShadingValue;
688
689 /** The GL spec defines this as an array but >32x MSAA is madness */
690 GLbitfield SampleMaskValue;
691 };
692
693
694 /**
695 * A pixelmap (see glPixelMap)
696 */
697 struct gl_pixelmap
698 {
699 GLint Size;
700 GLfloat Map[MAX_PIXEL_MAP_TABLE];
701 };
702
703
704 /**
705 * Collection of all pixelmaps
706 */
707 struct gl_pixelmaps
708 {
709 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
710 struct gl_pixelmap GtoG;
711 struct gl_pixelmap BtoB;
712 struct gl_pixelmap AtoA;
713 struct gl_pixelmap ItoR;
714 struct gl_pixelmap ItoG;
715 struct gl_pixelmap ItoB;
716 struct gl_pixelmap ItoA;
717 struct gl_pixelmap ItoI;
718 struct gl_pixelmap StoS;
719 };
720
721
722 /**
723 * Pixel attribute group (GL_PIXEL_MODE_BIT).
724 */
725 struct gl_pixel_attrib
726 {
727 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
728
729 /*--- Begin Pixel Transfer State ---*/
730 /* Fields are in the order in which they're applied... */
731
732 /** Scale & Bias (index shift, offset) */
733 /*@{*/
734 GLfloat RedBias, RedScale;
735 GLfloat GreenBias, GreenScale;
736 GLfloat BlueBias, BlueScale;
737 GLfloat AlphaBias, AlphaScale;
738 GLfloat DepthBias, DepthScale;
739 GLint IndexShift, IndexOffset;
740 /*@}*/
741
742 /* Pixel Maps */
743 /* Note: actual pixel maps are not part of this attrib group */
744 GLboolean MapColorFlag;
745 GLboolean MapStencilFlag;
746
747 /*--- End Pixel Transfer State ---*/
748
749 /** glPixelZoom */
750 GLfloat ZoomX, ZoomY;
751 };
752
753
754 /**
755 * Point attribute group (GL_POINT_BIT).
756 */
757 struct gl_point_attrib
758 {
759 GLfloat Size; /**< User-specified point size */
760 GLfloat Params[3]; /**< GL_EXT_point_parameters */
761 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
762 GLfloat Threshold; /**< GL_EXT_point_parameters */
763 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
764 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
765 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
766 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
767 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
768 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
769 };
770
771
772 /**
773 * Polygon attribute group (GL_POLYGON_BIT).
774 */
775 struct gl_polygon_attrib
776 {
777 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
778 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
779 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
780 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
781 GLboolean CullFlag; /**< Culling on/off flag */
782 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
783 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
784 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
785 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
786 GLfloat OffsetUnits; /**< Polygon offset units, from user */
787 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
788 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
789 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
790 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
791 };
792
793
794 /**
795 * Scissor attributes (GL_SCISSOR_BIT).
796 */
797 struct gl_scissor_rect
798 {
799 GLint X, Y; /**< Lower left corner of box */
800 GLsizei Width, Height; /**< Size of box */
801 };
802 struct gl_scissor_attrib
803 {
804 GLbitfield EnableFlags; /**< Scissor test enabled? */
805 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
806 };
807
808
809 /**
810 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
811 *
812 * Three sets of stencil data are tracked so that OpenGL 2.0,
813 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
814 * simultaneously. In each of the stencil state arrays, element 0 corresponds
815 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
816 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
817 * GL_EXT_stencil_two_side GL_BACK state.
818 *
819 * The derived value \c _BackFace is either 1 or 2 depending on whether or
820 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
821 *
822 * The derived value \c _TestTwoSide is set when the front-face and back-face
823 * stencil state are different.
824 */
825 struct gl_stencil_attrib
826 {
827 GLboolean Enabled; /**< Enabled flag */
828 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
829 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
830 GLboolean _Enabled; /**< Enabled and stencil buffer present */
831 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
832 GLboolean _TestTwoSide;
833 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
834 GLenum Function[3]; /**< Stencil function */
835 GLenum FailFunc[3]; /**< Fail function */
836 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
837 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
838 GLint Ref[3]; /**< Reference value */
839 GLuint ValueMask[3]; /**< Value mask */
840 GLuint WriteMask[3]; /**< Write mask */
841 GLuint Clear; /**< Clear value */
842 };
843
844
845 /**
846 * An index for each type of texture object. These correspond to the GL
847 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
848 * Note: the order is from highest priority to lowest priority.
849 */
850 typedef enum
851 {
852 TEXTURE_2D_MULTISAMPLE_INDEX,
853 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
854 TEXTURE_CUBE_ARRAY_INDEX,
855 TEXTURE_BUFFER_INDEX,
856 TEXTURE_2D_ARRAY_INDEX,
857 TEXTURE_1D_ARRAY_INDEX,
858 TEXTURE_EXTERNAL_INDEX,
859 TEXTURE_CUBE_INDEX,
860 TEXTURE_3D_INDEX,
861 TEXTURE_RECT_INDEX,
862 TEXTURE_2D_INDEX,
863 TEXTURE_1D_INDEX,
864 NUM_TEXTURE_TARGETS
865 } gl_texture_index;
866
867
868 /**
869 * Bit flags for each type of texture object
870 */
871 /*@{*/
872 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
873 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
874 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
875 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
876 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
877 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
878 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
879 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
880 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
881 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
882 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
883 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
884 /*@}*/
885
886
887 /**
888 * Texture image state. Drivers will typically create a subclass of this
889 * with extra fields for memory buffers, etc.
890 */
891 struct gl_texture_image
892 {
893 GLint InternalFormat; /**< Internal format as given by the user */
894 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
895 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
896 * GL_INTENSITY, GL_DEPTH_COMPONENT or
897 * GL_DEPTH_STENCIL_EXT only. Used for
898 * choosing TexEnv arithmetic.
899 */
900 mesa_format TexFormat; /**< The actual texture memory format */
901
902 GLuint Border; /**< 0 or 1 */
903 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
904 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
905 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
906 GLuint Width2; /**< = Width - 2*Border */
907 GLuint Height2; /**< = Height - 2*Border */
908 GLuint Depth2; /**< = Depth - 2*Border */
909 GLuint WidthLog2; /**< = log2(Width2) */
910 GLuint HeightLog2; /**< = log2(Height2) */
911 GLuint DepthLog2; /**< = log2(Depth2) */
912 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
913 levels, computed from the dimensions */
914
915 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
916 GLuint Level; /**< Which mipmap level am I? */
917 /** Cube map face: index into gl_texture_object::Image[] array */
918 GLuint Face;
919
920 /** GL_ARB_texture_multisample */
921 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
922 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
923 };
924
925
926 /**
927 * Indexes for cube map faces.
928 */
929 typedef enum
930 {
931 FACE_POS_X = 0,
932 FACE_NEG_X = 1,
933 FACE_POS_Y = 2,
934 FACE_NEG_Y = 3,
935 FACE_POS_Z = 4,
936 FACE_NEG_Z = 5,
937 MAX_FACES = 6
938 } gl_face_index;
939
940
941 /**
942 * Sampler object state. These objects are new with GL_ARB_sampler_objects
943 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
944 */
945 struct gl_sampler_object
946 {
947 GLuint Name;
948 GLint RefCount;
949 GLchar *Label; /**< GL_KHR_debug */
950
951 GLenum WrapS; /**< S-axis texture image wrap mode */
952 GLenum WrapT; /**< T-axis texture image wrap mode */
953 GLenum WrapR; /**< R-axis texture image wrap mode */
954 GLenum MinFilter; /**< minification filter */
955 GLenum MagFilter; /**< magnification filter */
956 union gl_color_union BorderColor; /**< Interpreted according to texture format */
957 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
958 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
959 GLfloat LodBias; /**< OpenGL 1.4 */
960 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
961 GLenum CompareMode; /**< GL_ARB_shadow */
962 GLenum CompareFunc; /**< GL_ARB_shadow */
963 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
964 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
965 };
966
967
968 /**
969 * Texture object state. Contains the array of mipmap images, border color,
970 * wrap modes, filter modes, and shadow/texcompare state.
971 */
972 struct gl_texture_object
973 {
974 mtx_t Mutex; /**< for thread safety */
975 GLint RefCount; /**< reference count */
976 GLuint Name; /**< the user-visible texture object ID */
977 GLchar *Label; /**< GL_KHR_debug */
978 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
979 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
980 Only valid when Target is valid. */
981
982 struct gl_sampler_object Sampler;
983
984 GLenum DepthMode; /**< GL_ARB_depth_texture */
985 bool StencilSampling; /**< Should we sample stencil instead of depth? */
986
987 GLfloat Priority; /**< in [0,1] */
988 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
989 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
990 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
991 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
992 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
993 GLint CropRect[4]; /**< GL_OES_draw_texture */
994 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
995 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
996 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
997 GLboolean _BaseComplete; /**< Is the base texture level valid? */
998 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
999 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1000 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1001 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1002 pressure? */
1003 GLboolean Immutable; /**< GL_ARB_texture_storage */
1004 GLboolean _IsFloat; /**< GL_OES_float_texture */
1005 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1006
1007 GLuint MinLevel; /**< GL_ARB_texture_view */
1008 GLuint MinLayer; /**< GL_ARB_texture_view */
1009 GLuint NumLevels; /**< GL_ARB_texture_view */
1010 GLuint NumLayers; /**< GL_ARB_texture_view */
1011
1012 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1013 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1014
1015 /** GL_ARB_texture_buffer_object */
1016 struct gl_buffer_object *BufferObject;
1017 GLenum BufferObjectFormat;
1018 /** Equivalent Mesa format for BufferObjectFormat. */
1019 mesa_format _BufferObjectFormat;
1020 /** GL_ARB_texture_buffer_range */
1021 GLintptr BufferOffset;
1022 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1023
1024 /** GL_OES_EGL_image_external */
1025 GLint RequiredTextureImageUnits;
1026
1027 /** GL_ARB_shader_image_load_store */
1028 GLenum ImageFormatCompatibilityType;
1029 };
1030
1031
1032 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1033 #define MAX_COMBINER_TERMS 4
1034
1035
1036 /**
1037 * Texture combine environment state.
1038 */
1039 struct gl_tex_env_combine_state
1040 {
1041 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1042 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1043 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1044 GLenum SourceRGB[MAX_COMBINER_TERMS];
1045 GLenum SourceA[MAX_COMBINER_TERMS];
1046 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1047 GLenum OperandRGB[MAX_COMBINER_TERMS];
1048 GLenum OperandA[MAX_COMBINER_TERMS];
1049 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1050 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1051 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1052 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1053 };
1054
1055
1056 /**
1057 * TexGenEnabled flags.
1058 */
1059 /*@{*/
1060 #define S_BIT 1
1061 #define T_BIT 2
1062 #define R_BIT 4
1063 #define Q_BIT 8
1064 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1065 /*@}*/
1066
1067
1068 /**
1069 * Bit flag versions of the corresponding GL_ constants.
1070 */
1071 /*@{*/
1072 #define TEXGEN_SPHERE_MAP 0x1
1073 #define TEXGEN_OBJ_LINEAR 0x2
1074 #define TEXGEN_EYE_LINEAR 0x4
1075 #define TEXGEN_REFLECTION_MAP_NV 0x8
1076 #define TEXGEN_NORMAL_MAP_NV 0x10
1077
1078 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1079 TEXGEN_REFLECTION_MAP_NV | \
1080 TEXGEN_NORMAL_MAP_NV)
1081 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1082 TEXGEN_REFLECTION_MAP_NV | \
1083 TEXGEN_NORMAL_MAP_NV | \
1084 TEXGEN_EYE_LINEAR)
1085 /*@}*/
1086
1087
1088
1089 /** Tex-gen enabled for texture unit? */
1090 #define ENABLE_TEXGEN(unit) (1 << (unit))
1091
1092 /** Non-identity texture matrix for texture unit? */
1093 #define ENABLE_TEXMAT(unit) (1 << (unit))
1094
1095
1096 /**
1097 * Texture coord generation state.
1098 */
1099 struct gl_texgen
1100 {
1101 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1102 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1103 GLfloat ObjectPlane[4];
1104 GLfloat EyePlane[4];
1105 };
1106
1107
1108 /**
1109 * Texture unit state. Contains enable flags, texture environment/function/
1110 * combiners, texgen state, and pointers to current texture objects.
1111 */
1112 struct gl_texture_unit
1113 {
1114 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1115
1116 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1117 GLclampf EnvColor[4];
1118 GLfloat EnvColorUnclamped[4];
1119
1120 struct gl_texgen GenS;
1121 struct gl_texgen GenT;
1122 struct gl_texgen GenR;
1123 struct gl_texgen GenQ;
1124 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1125 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1126
1127 GLfloat LodBias; /**< for biasing mipmap levels */
1128
1129 /** Texture targets that have a non-default texture bound */
1130 GLbitfield _BoundTextures;
1131
1132 /** Current sampler object (GL_ARB_sampler_objects) */
1133 struct gl_sampler_object *Sampler;
1134
1135 /**
1136 * \name GL_EXT_texture_env_combine
1137 */
1138 struct gl_tex_env_combine_state Combine;
1139
1140 /**
1141 * Derived state based on \c EnvMode and the \c BaseFormat of the
1142 * currently enabled texture.
1143 */
1144 struct gl_tex_env_combine_state _EnvMode;
1145
1146 /**
1147 * Currently enabled combiner state. This will point to either
1148 * \c Combine or \c _EnvMode.
1149 */
1150 struct gl_tex_env_combine_state *_CurrentCombine;
1151
1152 /** Current texture object pointers */
1153 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1154
1155 /** Points to highest priority, complete and enabled texture object */
1156 struct gl_texture_object *_Current;
1157
1158 };
1159
1160
1161 /**
1162 * Texture attribute group (GL_TEXTURE_BIT).
1163 */
1164 struct gl_texture_attrib
1165 {
1166 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1167
1168 /** GL_ARB_seamless_cubemap */
1169 GLboolean CubeMapSeamless;
1170
1171 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1172
1173 /** GL_ARB_texture_buffer_object */
1174 struct gl_buffer_object *BufferObject;
1175
1176 /** Texture coord units/sets used for fragment texturing */
1177 GLbitfield _EnabledCoordUnits;
1178
1179 /** Texture coord units that have texgen enabled */
1180 GLbitfield _TexGenEnabled;
1181
1182 /** Texture coord units that have non-identity matrices */
1183 GLbitfield _TexMatEnabled;
1184
1185 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1186 GLbitfield _GenFlags;
1187
1188 /** Largest index of a texture unit with _Current != NULL. */
1189 GLint _MaxEnabledTexImageUnit;
1190
1191 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1192 GLint NumCurrentTexUsed;
1193
1194 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1195 };
1196
1197
1198 /**
1199 * Data structure representing a single clip plane (e.g. one of the elements
1200 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1201 */
1202 typedef GLfloat gl_clip_plane[4];
1203
1204
1205 /**
1206 * Transformation attribute group (GL_TRANSFORM_BIT).
1207 */
1208 struct gl_transform_attrib
1209 {
1210 GLenum MatrixMode; /**< Matrix mode */
1211 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1212 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1213 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1214 GLboolean Normalize; /**< Normalize all normals? */
1215 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1216 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1217 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1218 /** GL_ARB_clip_control */
1219 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1220 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1221 };
1222
1223
1224 /**
1225 * Viewport attribute group (GL_VIEWPORT_BIT).
1226 */
1227 struct gl_viewport_attrib
1228 {
1229 GLfloat X, Y; /**< position */
1230 GLfloat Width, Height; /**< size */
1231 GLdouble Near, Far; /**< Depth buffer range */
1232 };
1233
1234
1235 typedef enum {
1236 MAP_USER,
1237 MAP_INTERNAL,
1238
1239 MAP_COUNT
1240 } gl_map_buffer_index;
1241
1242
1243 /**
1244 * Fields describing a mapped buffer range.
1245 */
1246 struct gl_buffer_mapping {
1247 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1248 GLvoid *Pointer; /**< User-space address of mapping */
1249 GLintptr Offset; /**< Mapped offset */
1250 GLsizeiptr Length; /**< Mapped length */
1251 };
1252
1253
1254 /**
1255 * Usages we've seen for a buffer object.
1256 */
1257 typedef enum {
1258 USAGE_UNIFORM_BUFFER = 0x1,
1259 USAGE_TEXTURE_BUFFER = 0x2,
1260 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1261 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1262 } gl_buffer_usage;
1263
1264
1265 /**
1266 * GL_ARB_vertex/pixel_buffer_object buffer object
1267 */
1268 struct gl_buffer_object
1269 {
1270 mtx_t Mutex;
1271 GLint RefCount;
1272 GLuint Name;
1273 GLchar *Label; /**< GL_KHR_debug */
1274 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1275 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1276 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1277 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1278 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1279 GLboolean Written; /**< Ever written to? (for debugging) */
1280 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1281 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1282 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1283
1284 struct gl_buffer_mapping Mappings[MAP_COUNT];
1285 };
1286
1287
1288 /**
1289 * Client pixel packing/unpacking attributes
1290 */
1291 struct gl_pixelstore_attrib
1292 {
1293 GLint Alignment;
1294 GLint RowLength;
1295 GLint SkipPixels;
1296 GLint SkipRows;
1297 GLint ImageHeight;
1298 GLint SkipImages;
1299 GLboolean SwapBytes;
1300 GLboolean LsbFirst;
1301 GLboolean Invert; /**< GL_MESA_pack_invert */
1302 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1303 GLint CompressedBlockHeight;
1304 GLint CompressedBlockDepth;
1305 GLint CompressedBlockSize;
1306 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1307 };
1308
1309
1310 /**
1311 * Client vertex array attributes
1312 */
1313 struct gl_client_array
1314 {
1315 GLint Size; /**< components per element (1,2,3,4) */
1316 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1317 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1318 GLsizei Stride; /**< user-specified stride */
1319 GLsizei StrideB; /**< actual stride in bytes */
1320 GLuint _ElementSize; /**< size of each element in bytes */
1321 const GLubyte *Ptr; /**< Points to array data */
1322 GLboolean Enabled; /**< Enabled flag is a boolean */
1323 GLboolean Normalized; /**< GL_ARB_vertex_program */
1324 GLboolean Integer; /**< Integer-valued? */
1325 GLboolean Doubles; /**< double precision values are not converted to floats */
1326 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1327
1328 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1329 };
1330
1331
1332 /**
1333 * Vertex attribute array as seen by the client.
1334 *
1335 * Contains the size, type, format and normalization flag,
1336 * along with the index of a vertex buffer binding point.
1337 *
1338 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1339 * and is only present for backwards compatibility reasons.
1340 * Rendering always uses VERTEX_BINDING_STRIDE.
1341 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1342 * and VERTEX_BINDING_STRIDE to the same value, while
1343 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1344 */
1345 struct gl_vertex_attrib_array
1346 {
1347 GLint Size; /**< Components per element (1,2,3,4) */
1348 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1349 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1350 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1351 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1352 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1353 GLboolean Enabled; /**< Whether the array is enabled */
1354 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1355 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1356 GLboolean Doubles; /**< double precision values are not converted to floats */
1357 GLuint _ElementSize; /**< Size of each element in bytes */
1358 GLuint VertexBinding; /**< Vertex buffer binding */
1359 };
1360
1361
1362 /**
1363 * This describes the buffer object used for a vertex array (or
1364 * multiple vertex arrays). If BufferObj points to the default/null
1365 * buffer object, then the vertex array lives in user memory and not a VBO.
1366 */
1367 struct gl_vertex_buffer_binding
1368 {
1369 GLintptr Offset; /**< User-specified offset */
1370 GLsizei Stride; /**< User-specified stride */
1371 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1372 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1373 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1374 };
1375
1376
1377 /**
1378 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1379 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1380 * extension.
1381 */
1382 struct gl_vertex_array_object
1383 {
1384 /** Name of the VAO as received from glGenVertexArray. */
1385 GLuint Name;
1386
1387 GLint RefCount;
1388
1389 GLchar *Label; /**< GL_KHR_debug */
1390
1391 mtx_t Mutex;
1392
1393 /**
1394 * Does the VAO use ARB semantics or Apple semantics?
1395 *
1396 * There are several ways in which ARB_vertex_array_object and
1397 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1398 * least,
1399 *
1400 * - ARB VAOs require that all array data be sourced from vertex buffer
1401 * objects, but Apple VAOs do not.
1402 *
1403 * - ARB VAOs require that names come from GenVertexArrays.
1404 *
1405 * This flag notes which behavior governs this VAO.
1406 */
1407 GLboolean ARBsemantics;
1408
1409 /**
1410 * Has this array object been bound?
1411 */
1412 GLboolean EverBound;
1413
1414 /**
1415 * Derived vertex attribute arrays
1416 *
1417 * This is a legacy data structure created from gl_vertex_attrib_array and
1418 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1419 */
1420 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1421
1422 /** Vertex attribute arrays */
1423 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1424
1425 /** Vertex buffer bindings */
1426 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1427
1428 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1429 GLbitfield64 _Enabled;
1430
1431 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1432 GLbitfield64 NewArrays;
1433
1434 /** The index buffer (also known as the element array buffer in OpenGL). */
1435 struct gl_buffer_object *IndexBufferObj;
1436 };
1437
1438
1439 /** Used to signal when transitioning from one kind of drawing method
1440 * to another.
1441 */
1442 typedef enum {
1443 DRAW_NONE, /**< Initial value only */
1444 DRAW_BEGIN_END,
1445 DRAW_DISPLAY_LIST,
1446 DRAW_ARRAYS
1447 } gl_draw_method;
1448
1449 /**
1450 * Enum for the OpenGL APIs we know about and may support.
1451 *
1452 * NOTE: This must match the api_enum table in
1453 * src/mesa/main/get_hash_generator.py
1454 */
1455 typedef enum
1456 {
1457 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1458 API_OPENGLES,
1459 API_OPENGLES2,
1460 API_OPENGL_CORE,
1461 API_OPENGL_LAST = API_OPENGL_CORE
1462 } gl_api;
1463
1464 /**
1465 * Vertex array state
1466 */
1467 struct gl_array_attrib
1468 {
1469 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1470 struct gl_vertex_array_object *VAO;
1471
1472 /** The default vertex array object */
1473 struct gl_vertex_array_object *DefaultVAO;
1474
1475 /** The last VAO accessed by a DSA function */
1476 struct gl_vertex_array_object *LastLookedUpVAO;
1477
1478 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1479 struct _mesa_HashTable *Objects;
1480
1481 GLint ActiveTexture; /**< Client Active Texture */
1482 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1483 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1484
1485 /**
1486 * \name Primitive restart controls
1487 *
1488 * Primitive restart is enabled if either \c PrimitiveRestart or
1489 * \c PrimitiveRestartFixedIndex is set.
1490 */
1491 /*@{*/
1492 GLboolean PrimitiveRestart;
1493 GLboolean PrimitiveRestartFixedIndex;
1494 GLboolean _PrimitiveRestart;
1495 GLuint RestartIndex;
1496 /*@}*/
1497
1498 /** One of the DRAW_xxx flags, not consumed by drivers */
1499 gl_draw_method DrawMethod;
1500
1501 /* GL_ARB_vertex_buffer_object */
1502 struct gl_buffer_object *ArrayBufferObj;
1503
1504 /**
1505 * Vertex arrays as consumed by a driver.
1506 * The array pointer is set up only by the VBO module.
1507 */
1508 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1509
1510 /** Legal array datatypes and the API for which they have been computed */
1511 GLbitfield LegalTypesMask;
1512 gl_api LegalTypesMaskAPI;
1513 };
1514
1515
1516 /**
1517 * Feedback buffer state
1518 */
1519 struct gl_feedback
1520 {
1521 GLenum Type;
1522 GLbitfield _Mask; /**< FB_* bits */
1523 GLfloat *Buffer;
1524 GLuint BufferSize;
1525 GLuint Count;
1526 };
1527
1528
1529 /**
1530 * Selection buffer state
1531 */
1532 struct gl_selection
1533 {
1534 GLuint *Buffer; /**< selection buffer */
1535 GLuint BufferSize; /**< size of the selection buffer */
1536 GLuint BufferCount; /**< number of values in the selection buffer */
1537 GLuint Hits; /**< number of records in the selection buffer */
1538 GLuint NameStackDepth; /**< name stack depth */
1539 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1540 GLboolean HitFlag; /**< hit flag */
1541 GLfloat HitMinZ; /**< minimum hit depth */
1542 GLfloat HitMaxZ; /**< maximum hit depth */
1543 };
1544
1545
1546 /**
1547 * 1-D Evaluator control points
1548 */
1549 struct gl_1d_map
1550 {
1551 GLuint Order; /**< Number of control points */
1552 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1553 GLfloat *Points; /**< Points to contiguous control points */
1554 };
1555
1556
1557 /**
1558 * 2-D Evaluator control points
1559 */
1560 struct gl_2d_map
1561 {
1562 GLuint Uorder; /**< Number of control points in U dimension */
1563 GLuint Vorder; /**< Number of control points in V dimension */
1564 GLfloat u1, u2, du;
1565 GLfloat v1, v2, dv;
1566 GLfloat *Points; /**< Points to contiguous control points */
1567 };
1568
1569
1570 /**
1571 * All evaluator control point state
1572 */
1573 struct gl_evaluators
1574 {
1575 /**
1576 * \name 1-D maps
1577 */
1578 /*@{*/
1579 struct gl_1d_map Map1Vertex3;
1580 struct gl_1d_map Map1Vertex4;
1581 struct gl_1d_map Map1Index;
1582 struct gl_1d_map Map1Color4;
1583 struct gl_1d_map Map1Normal;
1584 struct gl_1d_map Map1Texture1;
1585 struct gl_1d_map Map1Texture2;
1586 struct gl_1d_map Map1Texture3;
1587 struct gl_1d_map Map1Texture4;
1588 /*@}*/
1589
1590 /**
1591 * \name 2-D maps
1592 */
1593 /*@{*/
1594 struct gl_2d_map Map2Vertex3;
1595 struct gl_2d_map Map2Vertex4;
1596 struct gl_2d_map Map2Index;
1597 struct gl_2d_map Map2Color4;
1598 struct gl_2d_map Map2Normal;
1599 struct gl_2d_map Map2Texture1;
1600 struct gl_2d_map Map2Texture2;
1601 struct gl_2d_map Map2Texture3;
1602 struct gl_2d_map Map2Texture4;
1603 /*@}*/
1604 };
1605
1606
1607 struct gl_transform_feedback_varying_info
1608 {
1609 char *Name;
1610 GLenum Type;
1611 GLint Size;
1612 };
1613
1614
1615 /**
1616 * Per-output info vertex shaders for transform feedback.
1617 */
1618 struct gl_transform_feedback_output
1619 {
1620 unsigned OutputRegister;
1621 unsigned OutputBuffer;
1622 unsigned NumComponents;
1623 unsigned StreamId;
1624
1625 /** offset (in DWORDs) of this output within the interleaved structure */
1626 unsigned DstOffset;
1627
1628 /**
1629 * Offset into the output register of the data to output. For example,
1630 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1631 * offset is in the y and z components of the output register.
1632 */
1633 unsigned ComponentOffset;
1634 };
1635
1636
1637 /** Post-link transform feedback info. */
1638 struct gl_transform_feedback_info
1639 {
1640 unsigned NumOutputs;
1641
1642 /**
1643 * Number of transform feedback buffers in use by this program.
1644 */
1645 unsigned NumBuffers;
1646
1647 struct gl_transform_feedback_output *Outputs;
1648
1649 /** Transform feedback varyings used for the linking of this shader program.
1650 *
1651 * Use for glGetTransformFeedbackVarying().
1652 */
1653 struct gl_transform_feedback_varying_info *Varyings;
1654 GLint NumVarying;
1655
1656 /**
1657 * Total number of components stored in each buffer. This may be used by
1658 * hardware back-ends to determine the correct stride when interleaving
1659 * multiple transform feedback outputs in the same buffer.
1660 */
1661 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1662
1663 /**
1664 * Which transform feedback stream this buffer binding is associated with.
1665 */
1666 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1667 };
1668
1669
1670 /**
1671 * Transform feedback object state
1672 */
1673 struct gl_transform_feedback_object
1674 {
1675 GLuint Name; /**< AKA the object ID */
1676 GLint RefCount;
1677 GLchar *Label; /**< GL_KHR_debug */
1678 GLboolean Active; /**< Is transform feedback enabled? */
1679 GLboolean Paused; /**< Is transform feedback paused? */
1680 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1681 at least once? */
1682 GLboolean EverBound; /**< Has this object been bound? */
1683
1684 /**
1685 * GLES: if Active is true, remaining number of primitives which can be
1686 * rendered without overflow. This is necessary to track because GLES
1687 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1688 * glDrawArraysInstanced would overflow transform feedback buffers.
1689 * Undefined if Active is false.
1690 *
1691 * Not tracked for desktop GL since it's unnecessary.
1692 */
1693 unsigned GlesRemainingPrims;
1694
1695 /**
1696 * The shader program active when BeginTransformFeedback() was called.
1697 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1698 * where stage is the pipeline stage that is the source of data for
1699 * transform feedback.
1700 */
1701 struct gl_shader_program *shader_program;
1702
1703 /** The feedback buffers */
1704 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1705 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1706
1707 /** Start of feedback data in dest buffer */
1708 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1709
1710 /**
1711 * Max data to put into dest buffer (in bytes). Computed based on
1712 * RequestedSize and the actual size of the buffer.
1713 */
1714 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1715
1716 /**
1717 * Size that was specified when the buffer was bound. If the buffer was
1718 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1719 * zero.
1720 */
1721 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1722 };
1723
1724
1725 /**
1726 * Context state for transform feedback.
1727 */
1728 struct gl_transform_feedback_state
1729 {
1730 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1731
1732 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1733 struct gl_buffer_object *CurrentBuffer;
1734
1735 /** The table of all transform feedback objects */
1736 struct _mesa_HashTable *Objects;
1737
1738 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1739 struct gl_transform_feedback_object *CurrentObject;
1740
1741 /** The default xform-fb object (Name==0) */
1742 struct gl_transform_feedback_object *DefaultObject;
1743 };
1744
1745
1746 /**
1747 * A "performance monitor" as described in AMD_performance_monitor.
1748 */
1749 struct gl_perf_monitor_object
1750 {
1751 GLuint Name;
1752
1753 /** True if the monitor is currently active (Begin called but not End). */
1754 GLboolean Active;
1755
1756 /**
1757 * True if the monitor has ended.
1758 *
1759 * This is distinct from !Active because it may never have began.
1760 */
1761 GLboolean Ended;
1762
1763 /**
1764 * A list of groups with currently active counters.
1765 *
1766 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1767 */
1768 unsigned *ActiveGroups;
1769
1770 /**
1771 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1772 *
1773 * Checking whether counter 'c' in group 'g' is active can be done via:
1774 *
1775 * BITSET_TEST(ActiveCounters[g], c)
1776 */
1777 GLuint **ActiveCounters;
1778 };
1779
1780
1781 union gl_perf_monitor_counter_value
1782 {
1783 float f;
1784 uint64_t u64;
1785 uint32_t u32;
1786 };
1787
1788
1789 struct gl_perf_monitor_counter
1790 {
1791 /** Human readable name for the counter. */
1792 const char *Name;
1793
1794 /**
1795 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1796 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1797 */
1798 GLenum Type;
1799
1800 /** Minimum counter value. */
1801 union gl_perf_monitor_counter_value Minimum;
1802
1803 /** Maximum counter value. */
1804 union gl_perf_monitor_counter_value Maximum;
1805 };
1806
1807
1808 struct gl_perf_monitor_group
1809 {
1810 /** Human readable name for the group. */
1811 const char *Name;
1812
1813 /**
1814 * Maximum number of counters in this group which can be active at the
1815 * same time.
1816 */
1817 GLuint MaxActiveCounters;
1818
1819 /** Array of counters within this group. */
1820 const struct gl_perf_monitor_counter *Counters;
1821 GLuint NumCounters;
1822 };
1823
1824
1825 /**
1826 * Context state for AMD_performance_monitor.
1827 */
1828 struct gl_perf_monitor_state
1829 {
1830 /** Array of performance monitor groups (indexed by group ID) */
1831 const struct gl_perf_monitor_group *Groups;
1832 GLuint NumGroups;
1833
1834 /** The table of all performance monitors. */
1835 struct _mesa_HashTable *Monitors;
1836 };
1837
1838
1839 /**
1840 * Names of the various vertex/fragment program register files, etc.
1841 *
1842 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1843 * All values should fit in a 4-bit field.
1844 *
1845 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1846 * considered to be "uniform" variables since they can only be set outside
1847 * glBegin/End. They're also all stored in the same Parameters array.
1848 */
1849 typedef enum
1850 {
1851 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1852 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1853 PROGRAM_INPUT, /**< machine->Inputs[] */
1854 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1855 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1856 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1857 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1858 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1859 PROGRAM_ADDRESS, /**< machine->AddressReg */
1860 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1861 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1862 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1863 PROGRAM_FILE_MAX
1864 } gl_register_file;
1865
1866
1867 /**
1868 * \brief Layout qualifiers for gl_FragDepth.
1869 *
1870 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1871 * a layout qualifier.
1872 *
1873 * \see enum ir_depth_layout
1874 */
1875 enum gl_frag_depth_layout
1876 {
1877 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1878 FRAG_DEPTH_LAYOUT_ANY,
1879 FRAG_DEPTH_LAYOUT_GREATER,
1880 FRAG_DEPTH_LAYOUT_LESS,
1881 FRAG_DEPTH_LAYOUT_UNCHANGED
1882 };
1883
1884
1885 /**
1886 * Base class for any kind of program object
1887 */
1888 struct gl_program
1889 {
1890 GLuint Id;
1891 GLint RefCount;
1892 GLubyte *String; /**< Null-terminated program text */
1893
1894 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1895 GLenum Format; /**< String encoding format */
1896
1897 struct prog_instruction *Instructions;
1898
1899 struct nir_shader *nir;
1900
1901 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1902 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1903 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1904 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1905 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1906 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1907 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1908 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1909 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1910
1911 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1912
1913 /**
1914 * For vertex and geometry shaders, true if the program uses the
1915 * gl_ClipDistance output. Ignored for fragment shaders.
1916 */
1917 GLboolean UsesClipDistanceOut;
1918
1919
1920 /** Named parameters, constants, etc. from program text */
1921 struct gl_program_parameter_list *Parameters;
1922
1923 /**
1924 * Local parameters used by the program.
1925 *
1926 * It's dynamically allocated because it is rarely used (just
1927 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1928 * allocated.
1929 */
1930 GLfloat (*LocalParams)[4];
1931
1932 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1933 GLubyte SamplerUnits[MAX_SAMPLERS];
1934
1935 /** Bitmask of which register files are read/written with indirect
1936 * addressing. Mask of (1 << PROGRAM_x) bits.
1937 */
1938 GLbitfield IndirectRegisterFiles;
1939
1940 /** Logical counts */
1941 /*@{*/
1942 GLuint NumInstructions;
1943 GLuint NumTemporaries;
1944 GLuint NumParameters;
1945 GLuint NumAttributes;
1946 GLuint NumAddressRegs;
1947 GLuint NumAluInstructions;
1948 GLuint NumTexInstructions;
1949 GLuint NumTexIndirections;
1950 /*@}*/
1951 /** Native, actual h/w counts */
1952 /*@{*/
1953 GLuint NumNativeInstructions;
1954 GLuint NumNativeTemporaries;
1955 GLuint NumNativeParameters;
1956 GLuint NumNativeAttributes;
1957 GLuint NumNativeAddressRegs;
1958 GLuint NumNativeAluInstructions;
1959 GLuint NumNativeTexInstructions;
1960 GLuint NumNativeTexIndirections;
1961 /*@}*/
1962 };
1963
1964
1965 /** Vertex program object */
1966 struct gl_vertex_program
1967 {
1968 struct gl_program Base; /**< base class */
1969 GLboolean IsPositionInvariant;
1970 };
1971
1972
1973 /** Tessellation control program object */
1974 struct gl_tess_ctrl_program
1975 {
1976 struct gl_program Base; /**< base class */
1977
1978 /* output layout */
1979 GLint VerticesOut;
1980 };
1981
1982
1983 /** Tessellation evaluation program object */
1984 struct gl_tess_eval_program
1985 {
1986 struct gl_program Base; /**< base class */
1987
1988 /* input layout */
1989 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1990 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1991 GLenum VertexOrder; /* GL_CW or GL_CCW */
1992 bool PointMode;
1993 };
1994
1995
1996 /** Geometry program object */
1997 struct gl_geometry_program
1998 {
1999 struct gl_program Base; /**< base class */
2000
2001 GLint VerticesIn;
2002 GLint VerticesOut;
2003 GLint Invocations;
2004 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2005 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2006 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2007 bool UsesEndPrimitive;
2008 bool UsesStreams;
2009 };
2010
2011
2012 /** Fragment program object */
2013 struct gl_fragment_program
2014 {
2015 struct gl_program Base; /**< base class */
2016 GLboolean UsesKill; /**< shader uses KIL instruction */
2017 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2018 GLboolean OriginUpperLeft;
2019 GLboolean PixelCenterInteger;
2020 enum gl_frag_depth_layout FragDepthLayout;
2021
2022 /**
2023 * GLSL interpolation qualifier associated with each fragment shader input.
2024 * For inputs that do not have an interpolation qualifier specified in
2025 * GLSL, the value is INTERP_QUALIFIER_NONE.
2026 */
2027 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2028
2029 /**
2030 * Bitfield indicating, for each fragment shader input, 1 if that input
2031 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2032 */
2033 GLbitfield64 IsCentroid;
2034
2035 /**
2036 * Bitfield indicating, for each fragment shader input, 1 if that input
2037 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2038 */
2039 GLbitfield64 IsSample;
2040 };
2041
2042
2043 /** Compute program object */
2044 struct gl_compute_program
2045 {
2046 struct gl_program Base; /**< base class */
2047
2048 /**
2049 * Size specified using local_size_{x,y,z}.
2050 */
2051 unsigned LocalSize[3];
2052 };
2053
2054
2055 /**
2056 * State common to vertex and fragment programs.
2057 */
2058 struct gl_program_state
2059 {
2060 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2061 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2062 };
2063
2064
2065 /**
2066 * Context state for vertex programs.
2067 */
2068 struct gl_vertex_program_state
2069 {
2070 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2071 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2072 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2073 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2074 /** Computed two sided lighting for fixed function/programs. */
2075 GLboolean _TwoSideEnabled;
2076 struct gl_vertex_program *Current; /**< User-bound vertex program */
2077
2078 /** Currently enabled and valid vertex program (including internal
2079 * programs, user-defined vertex programs and GLSL vertex shaders).
2080 * This is the program we must use when rendering.
2081 */
2082 struct gl_vertex_program *_Current;
2083
2084 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2085
2086 /** Should fixed-function T&L be implemented with a vertex prog? */
2087 GLboolean _MaintainTnlProgram;
2088
2089 /** Program to emulate fixed-function T&L (see above) */
2090 struct gl_vertex_program *_TnlProgram;
2091
2092 /** Cache of fixed-function programs */
2093 struct gl_program_cache *Cache;
2094
2095 GLboolean _Overriden;
2096 };
2097
2098 /**
2099 * Context state for tessellation control programs.
2100 */
2101 struct gl_tess_ctrl_program_state
2102 {
2103 /** Currently bound and valid shader. */
2104 struct gl_tess_ctrl_program *_Current;
2105
2106 GLint patch_vertices;
2107 GLfloat patch_default_outer_level[4];
2108 GLfloat patch_default_inner_level[2];
2109 };
2110
2111 /**
2112 * Context state for tessellation evaluation programs.
2113 */
2114 struct gl_tess_eval_program_state
2115 {
2116 /** Currently bound and valid shader. */
2117 struct gl_tess_eval_program *_Current;
2118 };
2119
2120 /**
2121 * Context state for geometry programs.
2122 */
2123 struct gl_geometry_program_state
2124 {
2125 /** Currently enabled and valid program (including internal programs
2126 * and compiled shader programs).
2127 */
2128 struct gl_geometry_program *_Current;
2129 };
2130
2131 /**
2132 * Context state for fragment programs.
2133 */
2134 struct gl_fragment_program_state
2135 {
2136 GLboolean Enabled; /**< User-set fragment program enable flag */
2137 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2138 struct gl_fragment_program *Current; /**< User-bound fragment program */
2139
2140 /** Currently enabled and valid fragment program (including internal
2141 * programs, user-defined fragment programs and GLSL fragment shaders).
2142 * This is the program we must use when rendering.
2143 */
2144 struct gl_fragment_program *_Current;
2145
2146 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2147
2148 /** Should fixed-function texturing be implemented with a fragment prog? */
2149 GLboolean _MaintainTexEnvProgram;
2150
2151 /** Program to emulate fixed-function texture env/combine (see above) */
2152 struct gl_fragment_program *_TexEnvProgram;
2153
2154 /** Cache of fixed-function programs */
2155 struct gl_program_cache *Cache;
2156 };
2157
2158
2159 /**
2160 * Context state for compute programs.
2161 */
2162 struct gl_compute_program_state
2163 {
2164 /** Currently enabled and valid program (including internal programs
2165 * and compiled shader programs).
2166 */
2167 struct gl_compute_program *_Current;
2168 };
2169
2170
2171 /**
2172 * ATI_fragment_shader runtime state
2173 */
2174 #define ATI_FS_INPUT_PRIMARY 0
2175 #define ATI_FS_INPUT_SECONDARY 1
2176
2177 struct atifs_instruction;
2178 struct atifs_setupinst;
2179
2180 /**
2181 * ATI fragment shader
2182 */
2183 struct ati_fragment_shader
2184 {
2185 GLuint Id;
2186 GLint RefCount;
2187 struct atifs_instruction *Instructions[2];
2188 struct atifs_setupinst *SetupInst[2];
2189 GLfloat Constants[8][4];
2190 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2191 GLubyte numArithInstr[2];
2192 GLubyte regsAssigned[2];
2193 GLubyte NumPasses; /**< 1 or 2 */
2194 GLubyte cur_pass;
2195 GLubyte last_optype;
2196 GLboolean interpinp1;
2197 GLboolean isValid;
2198 GLuint swizzlerq;
2199 };
2200
2201 /**
2202 * Context state for GL_ATI_fragment_shader
2203 */
2204 struct gl_ati_fragment_shader_state
2205 {
2206 GLboolean Enabled;
2207 GLboolean _Enabled; /**< enabled and valid shader? */
2208 GLboolean Compiling;
2209 GLfloat GlobalConstants[8][4];
2210 struct ati_fragment_shader *Current;
2211 };
2212
2213 /**
2214 * Shader subroutine function definition
2215 */
2216 struct gl_subroutine_function
2217 {
2218 char *name;
2219 int num_compat_types;
2220 const struct glsl_type **types;
2221 };
2222
2223 /**
2224 * A GLSL vertex or fragment shader object.
2225 */
2226 struct gl_shader
2227 {
2228 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2229 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2230 * Must be the first field.
2231 */
2232 GLenum Type;
2233 gl_shader_stage Stage;
2234 GLuint Name; /**< AKA the handle */
2235 GLint RefCount; /**< Reference count */
2236 GLchar *Label; /**< GL_KHR_debug */
2237 GLboolean DeletePending;
2238 GLboolean CompileStatus;
2239 bool IsES; /**< True if this shader uses GLSL ES */
2240
2241 GLuint SourceChecksum; /**< for debug/logging purposes */
2242 const GLchar *Source; /**< Source code string */
2243
2244 struct gl_program *Program; /**< Post-compile assembly code */
2245 GLchar *InfoLog;
2246
2247 unsigned Version; /**< GLSL version used for linking */
2248
2249 /**
2250 * \name Sampler tracking
2251 *
2252 * \note Each of these fields is only set post-linking.
2253 */
2254 /*@{*/
2255 unsigned num_samplers; /**< Number of samplers used by this shader. */
2256 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2257 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2258 /*@}*/
2259
2260 /**
2261 * Map from sampler unit to texture unit (set by glUniform1i())
2262 *
2263 * A sampler unit is associated with each sampler uniform by the linker.
2264 * The sampler unit associated with each uniform is stored in the
2265 * \c gl_uniform_storage::sampler field.
2266 */
2267 GLubyte SamplerUnits[MAX_SAMPLERS];
2268 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2269 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2270
2271 /**
2272 * Number of default uniform block components used by this shader.
2273 *
2274 * This field is only set post-linking.
2275 */
2276 unsigned num_uniform_components;
2277
2278 /**
2279 * Number of combined uniform components used by this shader.
2280 *
2281 * This field is only set post-linking. It is the sum of the uniform block
2282 * sizes divided by sizeof(float), and num_uniform_compoennts.
2283 */
2284 unsigned num_combined_uniform_components;
2285
2286 /**
2287 * This shader's uniform block information.
2288 *
2289 * These fields are only set post-linking.
2290 */
2291 unsigned NumUniformBlocks;
2292 struct gl_uniform_block *UniformBlocks;
2293
2294 struct exec_list *ir;
2295 struct glsl_symbol_table *symbols;
2296
2297 bool uses_builtin_functions;
2298 bool uses_gl_fragcoord;
2299 bool redeclares_gl_fragcoord;
2300 bool ARB_fragment_coord_conventions_enable;
2301
2302 /**
2303 * Fragment shader state from GLSL 1.50 layout qualifiers.
2304 */
2305 bool origin_upper_left;
2306 bool pixel_center_integer;
2307
2308 /**
2309 * Tessellation Control shader state from layout qualifiers.
2310 */
2311 struct {
2312 /**
2313 * 0 - vertices not declared in shader, or
2314 * 1 .. GL_MAX_PATCH_VERTICES
2315 */
2316 GLint VerticesOut;
2317 } TessCtrl;
2318
2319 /**
2320 * Tessellation Evaluation shader state from layout qualifiers.
2321 */
2322 struct {
2323 /**
2324 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2325 * in this shader.
2326 */
2327 GLenum PrimitiveMode;
2328 /**
2329 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2330 * in this shader.
2331 */
2332 GLenum Spacing;
2333 /**
2334 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2335 */
2336 GLenum VertexOrder;
2337 /**
2338 * 1, 0, or -1 if it's not set in this shader.
2339 */
2340 int PointMode;
2341 } TessEval;
2342
2343 /**
2344 * Geometry shader state from GLSL 1.50 layout qualifiers.
2345 */
2346 struct {
2347 GLint VerticesOut;
2348 /**
2349 * 0 - Invocations count not declared in shader, or
2350 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2351 */
2352 GLint Invocations;
2353 /**
2354 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2355 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2356 * shader.
2357 */
2358 GLenum InputType;
2359 /**
2360 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2361 * it's not set in this shader.
2362 */
2363 GLenum OutputType;
2364 } Geom;
2365
2366 /**
2367 * Map from image uniform index to image unit (set by glUniform1i())
2368 *
2369 * An image uniform index is associated with each image uniform by
2370 * the linker. The image index associated with each uniform is
2371 * stored in the \c gl_uniform_storage::image field.
2372 */
2373 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2374
2375 /**
2376 * Access qualifier specified in the shader for each image uniform
2377 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2378 * GL_READ_WRITE.
2379 *
2380 * It may be different, though only more strict than the value of
2381 * \c gl_image_unit::Access for the corresponding image unit.
2382 */
2383 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2384
2385 /**
2386 * Number of image uniforms defined in the shader. It specifies
2387 * the number of valid elements in the \c ImageUnits and \c
2388 * ImageAccess arrays above.
2389 */
2390 GLuint NumImages;
2391
2392 /**
2393 * Whether early fragment tests are enabled as defined by
2394 * ARB_shader_image_load_store.
2395 */
2396 bool EarlyFragmentTests;
2397
2398 /**
2399 * Compute shader state from ARB_compute_shader layout qualifiers.
2400 */
2401 struct {
2402 /**
2403 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2404 * it's not set in this shader.
2405 */
2406 unsigned LocalSize[3];
2407 } Comp;
2408
2409 /**
2410 * Number of types for subroutine uniforms.
2411 */
2412 GLuint NumSubroutineUniformTypes;
2413
2414 /**
2415 * Subroutine uniform remap table
2416 * based on the program level uniform remap table.
2417 */
2418 GLuint NumSubroutineUniformRemapTable;
2419 struct gl_uniform_storage **SubroutineUniformRemapTable;
2420
2421 /**
2422 * Num of subroutine functions for this stage
2423 * and storage for them.
2424 */
2425 GLuint NumSubroutineFunctions;
2426 struct gl_subroutine_function *SubroutineFunctions;
2427 };
2428
2429
2430 struct gl_uniform_buffer_variable
2431 {
2432 char *Name;
2433
2434 /**
2435 * Name of the uniform as seen by glGetUniformIndices.
2436 *
2437 * glGetUniformIndices requires that the block instance index \b not be
2438 * present in the name of queried uniforms.
2439 *
2440 * \note
2441 * \c gl_uniform_buffer_variable::IndexName and
2442 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2443 */
2444 char *IndexName;
2445
2446 const struct glsl_type *Type;
2447 unsigned int Offset;
2448 GLboolean RowMajor;
2449 };
2450
2451
2452 enum gl_uniform_block_packing
2453 {
2454 ubo_packing_std140,
2455 ubo_packing_shared,
2456 ubo_packing_packed
2457 };
2458
2459
2460 struct gl_uniform_block
2461 {
2462 /** Declared name of the uniform block */
2463 char *Name;
2464
2465 /** Array of supplemental information about UBO ir_variables. */
2466 struct gl_uniform_buffer_variable *Uniforms;
2467 GLuint NumUniforms;
2468
2469 /**
2470 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2471 * with glBindBufferBase to bind a buffer object to this uniform block. When
2472 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2473 */
2474 GLuint Binding;
2475
2476 /**
2477 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2478 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2479 */
2480 GLuint UniformBufferSize;
2481
2482 /**
2483 * Is this actually an interface block for a shader storage buffer?
2484 */
2485 bool IsShaderStorage;
2486
2487 /**
2488 * Layout specified in the shader
2489 *
2490 * This isn't accessible through the API, but it is used while
2491 * cross-validating uniform blocks.
2492 */
2493 enum gl_uniform_block_packing _Packing;
2494 };
2495
2496 /**
2497 * Structure that represents a reference to an atomic buffer from some
2498 * shader program.
2499 */
2500 struct gl_active_atomic_buffer
2501 {
2502 /** Uniform indices of the atomic counters declared within it. */
2503 GLuint *Uniforms;
2504 GLuint NumUniforms;
2505
2506 /** Binding point index associated with it. */
2507 GLuint Binding;
2508
2509 /** Minimum reasonable size it is expected to have. */
2510 GLuint MinimumSize;
2511
2512 /** Shader stages making use of it. */
2513 GLboolean StageReferences[MESA_SHADER_STAGES];
2514 };
2515
2516 /**
2517 * Active resource in a gl_shader_program
2518 */
2519 struct gl_program_resource
2520 {
2521 GLenum Type; /** Program interface type. */
2522 const void *Data; /** Pointer to resource associated data structure. */
2523 uint8_t StageReferences; /** Bitmask of shader stage references. */
2524 };
2525
2526 /**
2527 * A GLSL program object.
2528 * Basically a linked collection of vertex and fragment shaders.
2529 */
2530 struct gl_shader_program
2531 {
2532 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2533 GLuint Name; /**< aka handle or ID */
2534 GLchar *Label; /**< GL_KHR_debug */
2535 GLint RefCount; /**< Reference count */
2536 GLboolean DeletePending;
2537
2538 /**
2539 * Is the application intending to glGetProgramBinary this program?
2540 */
2541 GLboolean BinaryRetreivableHint;
2542
2543 /**
2544 * Indicates whether program can be bound for individual pipeline stages
2545 * using UseProgramStages after it is next linked.
2546 */
2547 GLboolean SeparateShader;
2548
2549 GLuint NumShaders; /**< number of attached shaders */
2550 struct gl_shader **Shaders; /**< List of attached the shaders */
2551
2552 /**
2553 * User-defined attribute bindings
2554 *
2555 * These are set via \c glBindAttribLocation and are used to direct the
2556 * GLSL linker. These are \b not the values used in the compiled shader,
2557 * and they are \b not the values returned by \c glGetAttribLocation.
2558 */
2559 struct string_to_uint_map *AttributeBindings;
2560
2561 /**
2562 * User-defined fragment data bindings
2563 *
2564 * These are set via \c glBindFragDataLocation and are used to direct the
2565 * GLSL linker. These are \b not the values used in the compiled shader,
2566 * and they are \b not the values returned by \c glGetFragDataLocation.
2567 */
2568 struct string_to_uint_map *FragDataBindings;
2569 struct string_to_uint_map *FragDataIndexBindings;
2570
2571 /**
2572 * Transform feedback varyings last specified by
2573 * glTransformFeedbackVaryings().
2574 *
2575 * For the current set of transform feedback varyings used for transform
2576 * feedback output, see LinkedTransformFeedback.
2577 */
2578 struct {
2579 GLenum BufferMode;
2580 GLuint NumVarying;
2581 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2582 } TransformFeedback;
2583
2584 /** Post-link transform feedback info. */
2585 struct gl_transform_feedback_info LinkedTransformFeedback;
2586
2587 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2588 enum gl_frag_depth_layout FragDepthLayout;
2589
2590 /**
2591 * Tessellation Control shader state from layout qualifiers.
2592 */
2593 struct {
2594 /**
2595 * 0 - vertices not declared in shader, or
2596 * 1 .. GL_MAX_PATCH_VERTICES
2597 */
2598 GLint VerticesOut;
2599 } TessCtrl;
2600
2601 /**
2602 * Tessellation Evaluation shader state from layout qualifiers.
2603 */
2604 struct {
2605 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2606 GLenum PrimitiveMode;
2607 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2608 GLenum Spacing;
2609 /** GL_CW or GL_CCW */
2610 GLenum VertexOrder;
2611 bool PointMode;
2612 /**
2613 * True if gl_ClipDistance is written to. Copied into
2614 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2615 */
2616 GLboolean UsesClipDistance;
2617 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2618 0 if not present. */
2619 } TessEval;
2620
2621 /**
2622 * Geometry shader state - copied into gl_geometry_program by
2623 * _mesa_copy_linked_program_data().
2624 */
2625 struct {
2626 GLint VerticesIn;
2627 GLint VerticesOut;
2628 /**
2629 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2630 */
2631 GLint Invocations;
2632 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2633 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2634 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2635 /**
2636 * True if gl_ClipDistance is written to. Copied into
2637 * gl_geometry_program by _mesa_copy_linked_program_data().
2638 */
2639 GLboolean UsesClipDistance;
2640 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2641 0 if not present. */
2642 bool UsesEndPrimitive;
2643 bool UsesStreams;
2644 } Geom;
2645
2646 /** Vertex shader state */
2647 struct {
2648 /**
2649 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2650 * by _mesa_copy_linked_program_data().
2651 */
2652 GLboolean UsesClipDistance;
2653 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2654 0 if not present. */
2655 } Vert;
2656
2657 /**
2658 * Compute shader state - copied into gl_compute_program by
2659 * _mesa_copy_linked_program_data().
2660 */
2661 struct {
2662 /**
2663 * If this shader contains a compute stage, size specified using
2664 * local_size_{x,y,z}. Otherwise undefined.
2665 */
2666 unsigned LocalSize[3];
2667 } Comp;
2668
2669 /* post-link info: */
2670 unsigned NumUniformStorage;
2671 unsigned NumHiddenUniforms;
2672 struct gl_uniform_storage *UniformStorage;
2673
2674 /**
2675 * Mapping from GL uniform locations returned by \c glUniformLocation to
2676 * UniformStorage entries. Arrays will have multiple contiguous slots
2677 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2678 */
2679 unsigned NumUniformRemapTable;
2680 struct gl_uniform_storage **UniformRemapTable;
2681
2682 /**
2683 * Size of the gl_ClipDistance array that is output from the last pipeline
2684 * stage before the fragment shader.
2685 */
2686 unsigned LastClipDistanceArraySize;
2687
2688 unsigned NumUniformBlocks;
2689 struct gl_uniform_block *UniformBlocks;
2690
2691 /**
2692 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2693 * they're used in, or -1.
2694 *
2695 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2696 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2697 */
2698 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2699
2700 /**
2701 * Map of active uniform names to locations
2702 *
2703 * Maps any active uniform that is not an array element to a location.
2704 * Each active uniform, including individual structure members will appear
2705 * in this map. This roughly corresponds to the set of names that would be
2706 * enumerated by \c glGetActiveUniform.
2707 */
2708 struct string_to_uint_map *UniformHash;
2709
2710 struct gl_active_atomic_buffer *AtomicBuffers;
2711 unsigned NumAtomicBuffers;
2712
2713 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2714 GLboolean Validated;
2715 GLboolean _Used; /**< Ever used for drawing? */
2716 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2717 GLchar *InfoLog;
2718
2719 unsigned Version; /**< GLSL version used for linking */
2720 bool IsES; /**< True if this program uses GLSL ES */
2721
2722 /**
2723 * Per-stage shaders resulting from the first stage of linking.
2724 *
2725 * Set of linked shaders for this program. The array is accessed using the
2726 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2727 * \c NULL.
2728 */
2729 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2730
2731 /** List of all active resources after linking. */
2732 struct gl_program_resource *ProgramResourceList;
2733 unsigned NumProgramResourceList;
2734
2735 /* True if any of the fragment shaders attached to this program use:
2736 * #extension ARB_fragment_coord_conventions: enable
2737 */
2738 GLboolean ARB_fragment_coord_conventions_enable;
2739 };
2740
2741
2742 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2743 #define GLSL_LOG 0x2 /**< Write shaders to files */
2744 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2745 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2746 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2747 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2748 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2749 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2750 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2751 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2752
2753
2754 /**
2755 * Context state for GLSL vertex/fragment shaders.
2756 * Extended to support pipeline object
2757 */
2758 struct gl_pipeline_object
2759 {
2760 /** Name of the pipeline object as received from glGenProgramPipelines.
2761 * It would be 0 for shaders without separate shader objects.
2762 */
2763 GLuint Name;
2764
2765 GLint RefCount;
2766
2767 mtx_t Mutex;
2768
2769 GLchar *Label; /**< GL_KHR_debug */
2770
2771 /**
2772 * Programs used for rendering
2773 *
2774 * There is a separate program set for each shader stage.
2775 */
2776 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2777
2778 struct gl_shader_program *_CurrentFragmentProgram;
2779
2780 /**
2781 * Program used by glUniform calls.
2782 *
2783 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2784 */
2785 struct gl_shader_program *ActiveProgram;
2786
2787 GLbitfield Flags; /**< Mask of GLSL_x flags */
2788
2789 GLboolean EverBound; /**< Has the pipeline object been created */
2790
2791 GLboolean Validated; /**< Pipeline Validation status */
2792
2793 GLchar *InfoLog;
2794 };
2795
2796 /**
2797 * Context state for GLSL pipeline shaders.
2798 */
2799 struct gl_pipeline_shader_state
2800 {
2801 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2802 struct gl_pipeline_object *Current;
2803
2804 /* Default Object to ensure that _Shader is never NULL */
2805 struct gl_pipeline_object *Default;
2806
2807 /** Pipeline objects */
2808 struct _mesa_HashTable *Objects;
2809 };
2810
2811 /**
2812 * Compiler options for a single GLSL shaders type
2813 */
2814 struct gl_shader_compiler_options
2815 {
2816 /** Driver-selectable options: */
2817 GLboolean EmitCondCodes; /**< Use condition codes? */
2818 GLboolean EmitNoLoops;
2819 GLboolean EmitNoFunctions;
2820 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2821 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2822 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2823 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2824 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2825 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2826
2827 /**
2828 * \name Forms of indirect addressing the driver cannot do.
2829 */
2830 /*@{*/
2831 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2832 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2833 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2834 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2835 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2836 /*@}*/
2837
2838 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2839 GLuint MaxUnrollIterations;
2840
2841 /**
2842 * Optimize code for array of structures backends.
2843 *
2844 * This is a proxy for:
2845 * - preferring DP4 instructions (rather than MUL/MAD) for
2846 * matrix * vector operations, such as position transformation.
2847 */
2848 GLboolean OptimizeForAOS;
2849
2850 const struct nir_shader_compiler_options *NirOptions;
2851 };
2852
2853
2854 /**
2855 * Occlusion/timer query object.
2856 */
2857 struct gl_query_object
2858 {
2859 GLenum Target; /**< The query target, when active */
2860 GLuint Id; /**< hash table ID/name */
2861 GLchar *Label; /**< GL_KHR_debug */
2862 GLuint64EXT Result; /**< the counter */
2863 GLboolean Active; /**< inside Begin/EndQuery */
2864 GLboolean Ready; /**< result is ready? */
2865 GLboolean EverBound;/**< has query object ever been bound */
2866 GLuint Stream; /**< The stream */
2867 };
2868
2869
2870 /**
2871 * Context state for query objects.
2872 */
2873 struct gl_query_state
2874 {
2875 struct _mesa_HashTable *QueryObjects;
2876 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2877 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2878
2879 /** GL_NV_conditional_render */
2880 struct gl_query_object *CondRenderQuery;
2881
2882 /** GL_EXT_transform_feedback */
2883 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2884 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2885
2886 /** GL_ARB_timer_query */
2887 struct gl_query_object *TimeElapsed;
2888
2889 /** GL_ARB_pipeline_statistics_query */
2890 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2891
2892 GLenum CondRenderMode;
2893 };
2894
2895
2896 /** Sync object state */
2897 struct gl_sync_object
2898 {
2899 GLenum Type; /**< GL_SYNC_FENCE */
2900 GLuint Name; /**< Fence name */
2901 GLchar *Label; /**< GL_KHR_debug */
2902 GLint RefCount; /**< Reference count */
2903 GLboolean DeletePending; /**< Object was deleted while there were still
2904 * live references (e.g., sync not yet finished)
2905 */
2906 GLenum SyncCondition;
2907 GLbitfield Flags; /**< Flags passed to glFenceSync */
2908 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2909 };
2910
2911
2912 /**
2913 * State which can be shared by multiple contexts:
2914 */
2915 struct gl_shared_state
2916 {
2917 mtx_t Mutex; /**< for thread safety */
2918 GLint RefCount; /**< Reference count */
2919 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2920 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2921
2922 /** Default texture objects (shared by all texture units) */
2923 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2924
2925 /** Fallback texture used when a bound texture is incomplete */
2926 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2927
2928 /**
2929 * \name Thread safety and statechange notification for texture
2930 * objects.
2931 *
2932 * \todo Improve the granularity of locking.
2933 */
2934 /*@{*/
2935 mtx_t TexMutex; /**< texobj thread safety */
2936 GLuint TextureStateStamp; /**< state notification for shared tex */
2937 /*@}*/
2938
2939 /** Default buffer object for vertex arrays that aren't in VBOs */
2940 struct gl_buffer_object *NullBufferObj;
2941
2942 /**
2943 * \name Vertex/geometry/fragment programs
2944 */
2945 /*@{*/
2946 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2947 struct gl_vertex_program *DefaultVertexProgram;
2948 struct gl_fragment_program *DefaultFragmentProgram;
2949 /*@}*/
2950
2951 /* GL_ATI_fragment_shader */
2952 struct _mesa_HashTable *ATIShaders;
2953 struct ati_fragment_shader *DefaultFragmentShader;
2954
2955 struct _mesa_HashTable *BufferObjects;
2956
2957 /** Table of both gl_shader and gl_shader_program objects */
2958 struct _mesa_HashTable *ShaderObjects;
2959
2960 /* GL_EXT_framebuffer_object */
2961 struct _mesa_HashTable *RenderBuffers;
2962 struct _mesa_HashTable *FrameBuffers;
2963
2964 /* GL_ARB_sync */
2965 struct set *SyncObjects;
2966
2967 /** GL_ARB_sampler_objects */
2968 struct _mesa_HashTable *SamplerObjects;
2969
2970 /**
2971 * Some context in this share group was affected by a GPU reset
2972 *
2973 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2974 * been affected by a GPU reset must also return
2975 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2976 *
2977 * Once this field becomes true, it is never reset to false.
2978 */
2979 bool ShareGroupReset;
2980 };
2981
2982
2983
2984 /**
2985 * Renderbuffers represent drawing surfaces such as color, depth and/or
2986 * stencil. A framebuffer object has a set of renderbuffers.
2987 * Drivers will typically derive subclasses of this type.
2988 */
2989 struct gl_renderbuffer
2990 {
2991 mtx_t Mutex; /**< for thread safety */
2992 GLuint ClassID; /**< Useful for drivers */
2993 GLuint Name;
2994 GLchar *Label; /**< GL_KHR_debug */
2995 GLint RefCount;
2996 GLuint Width, Height;
2997 GLuint Depth;
2998 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2999 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3000 /**
3001 * True for renderbuffers that wrap textures, giving the driver a chance to
3002 * flush render caches through the FinishRenderTexture hook.
3003 *
3004 * Drivers may also set this on renderbuffers other than those generated by
3005 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3006 * called without a rb->TexImage.
3007 */
3008 GLboolean NeedsFinishRenderTexture;
3009 GLubyte NumSamples;
3010 GLenum InternalFormat; /**< The user-specified format */
3011 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3012 GL_STENCIL_INDEX. */
3013 mesa_format Format; /**< The actual renderbuffer memory format */
3014 /**
3015 * Pointer to the texture image if this renderbuffer wraps a texture,
3016 * otherwise NULL.
3017 *
3018 * Note that the reference on the gl_texture_object containing this
3019 * TexImage is held by the gl_renderbuffer_attachment.
3020 */
3021 struct gl_texture_image *TexImage;
3022
3023 /** Delete this renderbuffer */
3024 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3025
3026 /** Allocate new storage for this renderbuffer */
3027 GLboolean (*AllocStorage)(struct gl_context *ctx,
3028 struct gl_renderbuffer *rb,
3029 GLenum internalFormat,
3030 GLuint width, GLuint height);
3031 };
3032
3033
3034 /**
3035 * A renderbuffer attachment points to either a texture object (and specifies
3036 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3037 */
3038 struct gl_renderbuffer_attachment
3039 {
3040 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3041 GLboolean Complete;
3042
3043 /**
3044 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3045 * application supplied renderbuffer object.
3046 */
3047 struct gl_renderbuffer *Renderbuffer;
3048
3049 /**
3050 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3051 * supplied texture object.
3052 */
3053 struct gl_texture_object *Texture;
3054 GLuint TextureLevel; /**< Attached mipmap level. */
3055 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3056 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3057 * and 2D array textures */
3058 GLboolean Layered;
3059 };
3060
3061
3062 /**
3063 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3064 * In C++ terms, think of this as a base class from which device drivers
3065 * will make derived classes.
3066 */
3067 struct gl_framebuffer
3068 {
3069 mtx_t Mutex; /**< for thread safety */
3070 /**
3071 * If zero, this is a window system framebuffer. If non-zero, this
3072 * is a FBO framebuffer; note that for some devices (i.e. those with
3073 * a natural pixel coordinate system for FBOs that differs from the
3074 * OpenGL/Mesa coordinate system), this means that the viewport,
3075 * polygon face orientation, and polygon stipple will have to be inverted.
3076 */
3077 GLuint Name;
3078 GLint RefCount;
3079
3080 GLchar *Label; /**< GL_KHR_debug */
3081
3082 GLboolean DeletePending;
3083
3084 /**
3085 * The framebuffer's visual. Immutable if this is a window system buffer.
3086 * Computed from attachments if user-made FBO.
3087 */
3088 struct gl_config Visual;
3089
3090 /**
3091 * Size of frame buffer in pixels. If there are no attachments, then both
3092 * of these are 0.
3093 */
3094 GLuint Width, Height;
3095
3096 /**
3097 * In the case that the framebuffer has no attachment (i.e.
3098 * GL_ARB_framebuffer_no_attachments) then the geometry of
3099 * the framebuffer is specified by the default values.
3100 */
3101 struct {
3102 GLuint Width, Height, Layers, NumSamples;
3103 GLboolean FixedSampleLocations;
3104 } DefaultGeometry;
3105
3106 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3107 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3108 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3109 */
3110 /*@{*/
3111 GLint _Xmin, _Xmax;
3112 GLint _Ymin, _Ymax;
3113 /*@}*/
3114
3115 /** \name Derived Z buffer stuff */
3116 /*@{*/
3117 GLuint _DepthMax; /**< Max depth buffer value */
3118 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3119 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3120 /*@}*/
3121
3122 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3123 GLenum _Status;
3124
3125 /** Whether one of Attachment has Type != GL_NONE
3126 * NOTE: the values for Width and Height are set to 0 in case of having
3127 * no attachments, a backend driver supporting the extension
3128 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3129 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3130 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3131 * _Ymax do NOT take into account _HasAttachments being false). To get the
3132 * geometry of the framebuffer, the helper functions
3133 * _mesa_geometric_width(),
3134 * _mesa_geometric_height(),
3135 * _mesa_geometric_samples() and
3136 * _mesa_geometric_layers()
3137 * are available that check _HasAttachments.
3138 */
3139 bool _HasAttachments;
3140
3141 /** Integer color values */
3142 GLboolean _IntegerColor;
3143
3144 /* ARB_color_buffer_float */
3145 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3146 GLboolean _HasSNormOrFloatColorBuffer;
3147
3148 /**
3149 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3150 * is not layered. For cube maps and cube map arrays, each cube face
3151 * counts as a layer. As the case for Width, Height a backend driver
3152 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3153 * in the case that _HasAttachments is false
3154 */
3155 GLuint MaxNumLayers;
3156
3157 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3158 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3159
3160 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3161 * attribute group and GL_PIXEL attribute group, respectively.
3162 */
3163 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3164 GLenum ColorReadBuffer;
3165
3166 /** Computed from ColorDraw/ReadBuffer above */
3167 GLuint _NumColorDrawBuffers;
3168 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3169 GLint _ColorReadBufferIndex; /* -1 = None */
3170 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3171 struct gl_renderbuffer *_ColorReadBuffer;
3172
3173 /** Delete this framebuffer */
3174 void (*Delete)(struct gl_framebuffer *fb);
3175 };
3176
3177
3178 /**
3179 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3180 */
3181 struct gl_precision
3182 {
3183 GLushort RangeMin; /**< min value exponent */
3184 GLushort RangeMax; /**< max value exponent */
3185 GLushort Precision; /**< number of mantissa bits */
3186 };
3187
3188
3189 /**
3190 * Limits for vertex, geometry and fragment programs/shaders.
3191 */
3192 struct gl_program_constants
3193 {
3194 /* logical limits */
3195 GLuint MaxInstructions;
3196 GLuint MaxAluInstructions;
3197 GLuint MaxTexInstructions;
3198 GLuint MaxTexIndirections;
3199 GLuint MaxAttribs;
3200 GLuint MaxTemps;
3201 GLuint MaxAddressRegs;
3202 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3203 GLuint MaxParameters;
3204 GLuint MaxLocalParams;
3205 GLuint MaxEnvParams;
3206 /* native/hardware limits */
3207 GLuint MaxNativeInstructions;
3208 GLuint MaxNativeAluInstructions;
3209 GLuint MaxNativeTexInstructions;
3210 GLuint MaxNativeTexIndirections;
3211 GLuint MaxNativeAttribs;
3212 GLuint MaxNativeTemps;
3213 GLuint MaxNativeAddressRegs;
3214 GLuint MaxNativeParameters;
3215 /* For shaders */
3216 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3217
3218 /**
3219 * \name Per-stage input / output limits
3220 *
3221 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3222 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3223 * ES). This is stored as \c gl_constants::MaxVarying.
3224 *
3225 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3226 * variables. Each stage as a certain number of outputs that it can feed
3227 * to the next stage and a certain number inputs that it can consume from
3228 * the previous stage.
3229 *
3230 * Vertex shader inputs do not participate this in this accounting.
3231 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3232 *
3233 * Fragment shader outputs do not participate this in this accounting.
3234 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3235 */
3236 /*@{*/
3237 GLuint MaxInputComponents;
3238 GLuint MaxOutputComponents;
3239 /*@}*/
3240
3241 /* ES 2.0 and GL_ARB_ES2_compatibility */
3242 struct gl_precision LowFloat, MediumFloat, HighFloat;
3243 struct gl_precision LowInt, MediumInt, HighInt;
3244 /* GL_ARB_uniform_buffer_object */
3245 GLuint MaxUniformBlocks;
3246 GLuint MaxCombinedUniformComponents;
3247 GLuint MaxTextureImageUnits;
3248
3249 /* GL_ARB_shader_atomic_counters */
3250 GLuint MaxAtomicBuffers;
3251 GLuint MaxAtomicCounters;
3252
3253 /* GL_ARB_shader_image_load_store */
3254 GLuint MaxImageUniforms;
3255
3256 /* GL_ARB_shader_storage_buffer_object */
3257 GLuint MaxShaderStorageBlocks;
3258 };
3259
3260
3261 /**
3262 * Constants which may be overridden by device driver during context creation
3263 * but are never changed after that.
3264 */
3265 struct gl_constants
3266 {
3267 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3268 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3269 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3270 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3271 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3272 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3273 GLuint MaxTextureCoordUnits;
3274 GLuint MaxCombinedTextureImageUnits;
3275 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3276 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3277 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3278 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3279
3280 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3281
3282 GLuint MaxArrayLockSize;
3283
3284 GLint SubPixelBits;
3285
3286 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3287 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3288 GLfloat PointSizeGranularity;
3289 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3290 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3291 GLfloat LineWidthGranularity;
3292
3293 GLuint MaxClipPlanes;
3294 GLuint MaxLights;
3295 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3296 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3297
3298 GLuint MaxViewportWidth, MaxViewportHeight;
3299 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3300 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3301 struct {
3302 GLfloat Min;
3303 GLfloat Max;
3304 } ViewportBounds; /**< GL_ARB_viewport_array */
3305
3306 struct gl_program_constants Program[MESA_SHADER_STAGES];
3307 GLuint MaxProgramMatrices;
3308 GLuint MaxProgramMatrixStackDepth;
3309
3310 struct {
3311 GLuint SamplesPassed;
3312 GLuint TimeElapsed;
3313 GLuint Timestamp;
3314 GLuint PrimitivesGenerated;
3315 GLuint PrimitivesWritten;
3316 GLuint VerticesSubmitted;
3317 GLuint PrimitivesSubmitted;
3318 GLuint VsInvocations;
3319 GLuint TessPatches;
3320 GLuint TessInvocations;
3321 GLuint GsInvocations;
3322 GLuint GsPrimitives;
3323 GLuint FsInvocations;
3324 GLuint ComputeInvocations;
3325 GLuint ClInPrimitives;
3326 GLuint ClOutPrimitives;
3327 } QueryCounterBits;
3328
3329 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3330
3331 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3332 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3333 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3334
3335 /**
3336 * GL_ARB_framebuffer_no_attachments
3337 */
3338 GLuint MaxFramebufferWidth;
3339 GLuint MaxFramebufferHeight;
3340 GLuint MaxFramebufferLayers;
3341 GLuint MaxFramebufferSamples;
3342
3343 /** Number of varying vectors between any two shader stages. */
3344 GLuint MaxVarying;
3345
3346 /** @{
3347 * GL_ARB_uniform_buffer_object
3348 */
3349 GLuint MaxCombinedUniformBlocks;
3350 GLuint MaxUniformBufferBindings;
3351 GLuint MaxUniformBlockSize;
3352 GLuint UniformBufferOffsetAlignment;
3353 /** @} */
3354
3355 /** @{
3356 * GL_ARB_shader_storage_buffer_object
3357 */
3358 GLuint MaxCombinedShaderStorageBlocks;
3359 GLuint MaxShaderStorageBufferBindings;
3360 GLuint MaxShaderStorageBlockSize;
3361 GLuint ShaderStorageBufferOffsetAlignment;
3362 /** @} */
3363
3364 /**
3365 * GL_ARB_explicit_uniform_location
3366 */
3367 GLuint MaxUserAssignableUniformLocations;
3368
3369 /** GL_ARB_geometry_shader4 */
3370 GLuint MaxGeometryOutputVertices;
3371 GLuint MaxGeometryTotalOutputComponents;
3372
3373 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3374
3375 /**
3376 * Changes default GLSL extension behavior from "error" to "warn". It's out
3377 * of spec, but it can make some apps work that otherwise wouldn't.
3378 */
3379 GLboolean ForceGLSLExtensionsWarn;
3380
3381 /**
3382 * If non-zero, forces GLSL shaders to behave as if they began
3383 * with "#version ForceGLSLVersion".
3384 */
3385 GLuint ForceGLSLVersion;
3386
3387 /**
3388 * Allow GLSL #extension directives in the middle of shaders.
3389 */
3390 GLboolean AllowGLSLExtensionDirectiveMidShader;
3391
3392 /**
3393 * Does the driver support real 32-bit integers? (Otherwise, integers are
3394 * simulated via floats.)
3395 */
3396 GLboolean NativeIntegers;
3397
3398 /**
3399 * Does VertexID count from zero or from base vertex?
3400 *
3401 * \note
3402 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3403 * ignored and need not be set.
3404 */
3405 bool VertexID_is_zero_based;
3406
3407 /**
3408 * If the driver supports real 32-bit integers, what integer value should be
3409 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3410 */
3411 GLuint UniformBooleanTrue;
3412
3413 /**
3414 * Maximum amount of time, measured in nanseconds, that the server can wait.
3415 */
3416 GLuint64 MaxServerWaitTimeout;
3417
3418 /** GL_EXT_provoking_vertex */
3419 GLboolean QuadsFollowProvokingVertexConvention;
3420
3421 /** OpenGL version 3.0 */
3422 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3423
3424 /** OpenGL version 3.2 */
3425 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3426
3427 /** OpenGL version 4.4 */
3428 GLuint MaxVertexAttribStride;
3429
3430 /** GL_EXT_transform_feedback */
3431 GLuint MaxTransformFeedbackBuffers;
3432 GLuint MaxTransformFeedbackSeparateComponents;
3433 GLuint MaxTransformFeedbackInterleavedComponents;
3434 GLuint MaxVertexStreams;
3435
3436 /** GL_EXT_gpu_shader4 */
3437 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3438
3439 /** GL_ARB_texture_gather */
3440 GLuint MinProgramTextureGatherOffset;
3441 GLuint MaxProgramTextureGatherOffset;
3442 GLuint MaxProgramTextureGatherComponents;
3443
3444 /* GL_ARB_robustness */
3445 GLenum ResetStrategy;
3446
3447 /* GL_ARB_blend_func_extended */
3448 GLuint MaxDualSourceDrawBuffers;
3449
3450 /**
3451 * Whether the implementation strips out and ignores texture borders.
3452 *
3453 * Many GPU hardware implementations don't support rendering with texture
3454 * borders and mipmapped textures. (Note: not static border color, but the
3455 * old 1-pixel border around each edge). Implementations then have to do
3456 * slow fallbacks to be correct, or just ignore the border and be fast but
3457 * wrong. Setting the flag strips the border off of TexImage calls,
3458 * providing "fast but wrong" at significantly reduced driver complexity.
3459 *
3460 * Texture borders are deprecated in GL 3.0.
3461 **/
3462 GLboolean StripTextureBorder;
3463
3464 /**
3465 * For drivers which can do a better job at eliminating unused uniforms
3466 * than the GLSL compiler.
3467 *
3468 * XXX Remove these as soon as a better solution is available.
3469 */
3470 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3471
3472 /**
3473 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3474 * than passing the transform feedback object to the drawing function.
3475 */
3476 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3477
3478 /** GL_ARB_map_buffer_alignment */
3479 GLuint MinMapBufferAlignment;
3480
3481 /**
3482 * Disable varying packing. This is out of spec, but potentially useful
3483 * for older platforms that supports a limited number of texture
3484 * indirections--on these platforms, unpacking the varyings in the fragment
3485 * shader increases the number of texture indirections by 1, which might
3486 * make some shaders not executable at all.
3487 *
3488 * Drivers that support transform feedback must set this value to GL_FALSE.
3489 */
3490 GLboolean DisableVaryingPacking;
3491
3492 /**
3493 * Should meaningful names be generated for compiler temporary variables?
3494 *
3495 * Generally, it is not useful to have the compiler generate "meaningful"
3496 * names for temporary variables that it creates. This can, however, be a
3497 * useful debugging aid. In Mesa debug builds or release builds when
3498 * MESA_GLSL is set at run-time, meaningful names will be generated.
3499 * Drivers can also force names to be generated by setting this field.
3500 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3501 * vertex shader assembly) is set at run-time.
3502 */
3503 bool GenerateTemporaryNames;
3504
3505 /*
3506 * Maximum value supported for an index in DrawElements and friends.
3507 *
3508 * This must be at least (1ull<<24)-1. The default value is
3509 * (1ull<<32)-1.
3510 *
3511 * \since ES 3.0 or GL_ARB_ES3_compatibility
3512 * \sa _mesa_init_constants
3513 */
3514 GLuint64 MaxElementIndex;
3515
3516 /**
3517 * Disable interpretation of line continuations (lines ending with a
3518 * backslash character ('\') in GLSL source.
3519 */
3520 GLboolean DisableGLSLLineContinuations;
3521
3522 /** GL_ARB_texture_multisample */
3523 GLint MaxColorTextureSamples;
3524 GLint MaxDepthTextureSamples;
3525 GLint MaxIntegerSamples;
3526
3527 /**
3528 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3529 * samples are laid out in a rectangular grid roughly corresponding to
3530 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3531 * are used to map indices of rectangular grid to sample numbers within
3532 * a pixel. This mapping of indices to sample numbers must be initialized
3533 * by the driver for the target hardware. For example, if we have the 8X
3534 * MSAA sample number layout (sample positions) for XYZ hardware:
3535 *
3536 * sample indices layout sample number layout
3537 * --------- ---------
3538 * | 0 | 1 | | a | b |
3539 * --------- ---------
3540 * | 2 | 3 | | c | d |
3541 * --------- ---------
3542 * | 4 | 5 | | e | f |
3543 * --------- ---------
3544 * | 6 | 7 | | g | h |
3545 * --------- ---------
3546 *
3547 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3548 *
3549 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3550 * below:
3551 * SampleMap8x = {a, b, c, d, e, f, g, h};
3552 *
3553 * Follow the logic for other sample counts.
3554 */
3555 uint8_t SampleMap2x[2];
3556 uint8_t SampleMap4x[4];
3557 uint8_t SampleMap8x[8];
3558
3559 /** GL_ARB_shader_atomic_counters */
3560 GLuint MaxAtomicBufferBindings;
3561 GLuint MaxAtomicBufferSize;
3562 GLuint MaxCombinedAtomicBuffers;
3563 GLuint MaxCombinedAtomicCounters;
3564
3565 /** GL_ARB_vertex_attrib_binding */
3566 GLint MaxVertexAttribRelativeOffset;
3567 GLint MaxVertexAttribBindings;
3568
3569 /* GL_ARB_shader_image_load_store */
3570 GLuint MaxImageUnits;
3571 GLuint MaxCombinedShaderOutputResources;
3572 GLuint MaxImageSamples;
3573 GLuint MaxCombinedImageUniforms;
3574
3575 /** GL_ARB_compute_shader */
3576 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3577 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3578 GLuint MaxComputeWorkGroupInvocations;
3579
3580 /** GL_ARB_gpu_shader5 */
3581 GLfloat MinFragmentInterpolationOffset;
3582 GLfloat MaxFragmentInterpolationOffset;
3583
3584 GLboolean FakeSWMSAA;
3585
3586 /** GL_KHR_context_flush_control */
3587 GLenum ContextReleaseBehavior;
3588
3589 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3590
3591 /** GL_ARB_tessellation_shader */
3592 GLuint MaxPatchVertices;
3593 GLuint MaxTessGenLevel;
3594 GLuint MaxTessPatchComponents;
3595 GLuint MaxTessControlTotalOutputComponents;
3596 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3597 };
3598
3599
3600 /**
3601 * Enable flag for each OpenGL extension. Different device drivers will
3602 * enable different extensions at runtime.
3603 */
3604 struct gl_extensions
3605 {
3606 GLboolean dummy; /* don't remove this! */
3607 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3608 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3609 GLboolean ANGLE_texture_compression_dxt;
3610 GLboolean ARB_ES2_compatibility;
3611 GLboolean ARB_ES3_compatibility;
3612 GLboolean ARB_arrays_of_arrays;
3613 GLboolean ARB_base_instance;
3614 GLboolean ARB_blend_func_extended;
3615 GLboolean ARB_buffer_storage;
3616 GLboolean ARB_clear_texture;
3617 GLboolean ARB_clip_control;
3618 GLboolean ARB_color_buffer_float;
3619 GLboolean ARB_compute_shader;
3620 GLboolean ARB_conditional_render_inverted;
3621 GLboolean ARB_conservative_depth;
3622 GLboolean ARB_copy_image;
3623 GLboolean ARB_depth_buffer_float;
3624 GLboolean ARB_depth_clamp;
3625 GLboolean ARB_depth_texture;
3626 GLboolean ARB_derivative_control;
3627 GLboolean ARB_draw_buffers_blend;
3628 GLboolean ARB_draw_elements_base_vertex;
3629 GLboolean ARB_draw_indirect;
3630 GLboolean ARB_draw_instanced;
3631 GLboolean ARB_fragment_coord_conventions;
3632 GLboolean ARB_fragment_layer_viewport;
3633 GLboolean ARB_fragment_program;
3634 GLboolean ARB_fragment_program_shadow;
3635 GLboolean ARB_fragment_shader;
3636 GLboolean ARB_framebuffer_no_attachments;
3637 GLboolean ARB_framebuffer_object;
3638 GLboolean ARB_explicit_attrib_location;
3639 GLboolean ARB_explicit_uniform_location;
3640 GLboolean ARB_geometry_shader4;
3641 GLboolean ARB_gpu_shader5;
3642 GLboolean ARB_gpu_shader_fp64;
3643 GLboolean ARB_half_float_vertex;
3644 GLboolean ARB_instanced_arrays;
3645 GLboolean ARB_internalformat_query;
3646 GLboolean ARB_map_buffer_range;
3647 GLboolean ARB_occlusion_query;
3648 GLboolean ARB_occlusion_query2;
3649 GLboolean ARB_pipeline_statistics_query;
3650 GLboolean ARB_point_sprite;
3651 GLboolean ARB_sample_shading;
3652 GLboolean ARB_seamless_cube_map;
3653 GLboolean ARB_shader_atomic_counters;
3654 GLboolean ARB_shader_bit_encoding;
3655 GLboolean ARB_shader_image_load_store;
3656 GLboolean ARB_shader_image_size;
3657 GLboolean ARB_shader_precision;
3658 GLboolean ARB_shader_stencil_export;
3659 GLboolean ARB_shader_storage_buffer_object;
3660 GLboolean ARB_shader_subroutine;
3661 GLboolean ARB_shader_texture_image_samples;
3662 GLboolean ARB_shader_texture_lod;
3663 GLboolean ARB_shading_language_packing;
3664 GLboolean ARB_shading_language_420pack;
3665 GLboolean ARB_shadow;
3666 GLboolean ARB_stencil_texturing;
3667 GLboolean ARB_sync;
3668 GLboolean ARB_tessellation_shader;
3669 GLboolean ARB_texture_border_clamp;
3670 GLboolean ARB_texture_buffer_object;
3671 GLboolean ARB_texture_buffer_object_rgb32;
3672 GLboolean ARB_texture_buffer_range;
3673 GLboolean ARB_texture_compression_bptc;
3674 GLboolean ARB_texture_compression_rgtc;
3675 GLboolean ARB_texture_cube_map;
3676 GLboolean ARB_texture_cube_map_array;
3677 GLboolean ARB_texture_env_combine;
3678 GLboolean ARB_texture_env_crossbar;
3679 GLboolean ARB_texture_env_dot3;
3680 GLboolean ARB_texture_float;
3681 GLboolean ARB_texture_gather;
3682 GLboolean ARB_texture_mirror_clamp_to_edge;
3683 GLboolean ARB_texture_multisample;
3684 GLboolean ARB_texture_non_power_of_two;
3685 GLboolean ARB_texture_stencil8;
3686 GLboolean ARB_texture_query_levels;
3687 GLboolean ARB_texture_query_lod;
3688 GLboolean ARB_texture_rg;
3689 GLboolean ARB_texture_rgb10_a2ui;
3690 GLboolean ARB_texture_view;
3691 GLboolean ARB_timer_query;
3692 GLboolean ARB_transform_feedback2;
3693 GLboolean ARB_transform_feedback3;
3694 GLboolean ARB_transform_feedback_instanced;
3695 GLboolean ARB_uniform_buffer_object;
3696 GLboolean ARB_vertex_attrib_64bit;
3697 GLboolean ARB_vertex_program;
3698 GLboolean ARB_vertex_shader;
3699 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3700 GLboolean ARB_vertex_type_2_10_10_10_rev;
3701 GLboolean ARB_viewport_array;
3702 GLboolean EXT_blend_color;
3703 GLboolean EXT_blend_equation_separate;
3704 GLboolean EXT_blend_func_separate;
3705 GLboolean EXT_blend_minmax;
3706 GLboolean EXT_depth_bounds_test;
3707 GLboolean EXT_draw_buffers2;
3708 GLboolean EXT_framebuffer_multisample;
3709 GLboolean EXT_framebuffer_multisample_blit_scaled;
3710 GLboolean EXT_framebuffer_sRGB;
3711 GLboolean EXT_gpu_program_parameters;
3712 GLboolean EXT_gpu_shader4;
3713 GLboolean EXT_packed_float;
3714 GLboolean EXT_pixel_buffer_object;
3715 GLboolean EXT_point_parameters;
3716 GLboolean EXT_polygon_offset_clamp;
3717 GLboolean EXT_provoking_vertex;
3718 GLboolean EXT_shader_integer_mix;
3719 GLboolean EXT_stencil_two_side;
3720 GLboolean EXT_texture3D;
3721 GLboolean EXT_texture_array;
3722 GLboolean EXT_texture_compression_latc;
3723 GLboolean EXT_texture_compression_s3tc;
3724 GLboolean EXT_texture_env_dot3;
3725 GLboolean EXT_texture_filter_anisotropic;
3726 GLboolean EXT_texture_integer;
3727 GLboolean EXT_texture_mirror_clamp;
3728 GLboolean EXT_texture_shared_exponent;
3729 GLboolean EXT_texture_snorm;
3730 GLboolean EXT_texture_sRGB;
3731 GLboolean EXT_texture_sRGB_decode;
3732 GLboolean EXT_texture_swizzle;
3733 GLboolean EXT_transform_feedback;
3734 GLboolean EXT_timer_query;
3735 GLboolean EXT_vertex_array_bgra;
3736 GLboolean OES_standard_derivatives;
3737 /* vendor extensions */
3738 GLboolean AMD_performance_monitor;
3739 GLboolean AMD_pinned_memory;
3740 GLboolean AMD_seamless_cubemap_per_texture;
3741 GLboolean AMD_vertex_shader_layer;
3742 GLboolean AMD_vertex_shader_viewport_index;
3743 GLboolean APPLE_object_purgeable;
3744 GLboolean ATI_texture_compression_3dc;
3745 GLboolean ATI_texture_mirror_once;
3746 GLboolean ATI_texture_env_combine3;
3747 GLboolean ATI_fragment_shader;
3748 GLboolean ATI_separate_stencil;
3749 GLboolean INTEL_performance_query;
3750 GLboolean KHR_texture_compression_astc_hdr;
3751 GLboolean KHR_texture_compression_astc_ldr;
3752 GLboolean MESA_pack_invert;
3753 GLboolean MESA_ycbcr_texture;
3754 GLboolean NV_conditional_render;
3755 GLboolean NV_fog_distance;
3756 GLboolean NV_fragment_program_option;
3757 GLboolean NV_point_sprite;
3758 GLboolean NV_primitive_restart;
3759 GLboolean NV_texture_barrier;
3760 GLboolean NV_texture_env_combine4;
3761 GLboolean NV_texture_rectangle;
3762 GLboolean NV_vdpau_interop;
3763 GLboolean TDFX_texture_compression_FXT1;
3764 GLboolean OES_EGL_image;
3765 GLboolean OES_draw_texture;
3766 GLboolean OES_depth_texture_cube_map;
3767 GLboolean OES_EGL_image_external;
3768 GLboolean OES_texture_float;
3769 GLboolean OES_texture_float_linear;
3770 GLboolean OES_texture_half_float;
3771 GLboolean OES_texture_half_float_linear;
3772 GLboolean OES_compressed_ETC1_RGB8_texture;
3773 GLboolean extension_sentinel;
3774 /** The extension string */
3775 const GLubyte *String;
3776 /** Number of supported extensions */
3777 GLuint Count;
3778 };
3779
3780
3781 /**
3782 * A stack of matrices (projection, modelview, color, texture, etc).
3783 */
3784 struct gl_matrix_stack
3785 {
3786 GLmatrix *Top; /**< points into Stack */
3787 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3788 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3789 GLuint MaxDepth; /**< size of Stack[] array */
3790 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3791 };
3792
3793
3794 /**
3795 * \name Bits for image transfer operations
3796 * \sa __struct gl_contextRec::ImageTransferState.
3797 */
3798 /*@{*/
3799 #define IMAGE_SCALE_BIAS_BIT 0x1
3800 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3801 #define IMAGE_MAP_COLOR_BIT 0x4
3802 #define IMAGE_CLAMP_BIT 0x800
3803
3804
3805 /** Pixel Transfer ops */
3806 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3807 IMAGE_SHIFT_OFFSET_BIT | \
3808 IMAGE_MAP_COLOR_BIT)
3809
3810 /**
3811 * \name Bits to indicate what state has changed.
3812 */
3813 /*@{*/
3814 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3815 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3816 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3817 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3818 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3819 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3820 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3821 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3822 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3823 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3824 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3825 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3826 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3827 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3828 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3829 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3830 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3831 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3832 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3833 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3834 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3835 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3836 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3837 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3838 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3839 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3840 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3841 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3842 #define _NEW_BUFFER_OBJECT (1 << 28)
3843 #define _NEW_FRAG_CLAMP (1 << 29)
3844 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3845 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3846 #define _NEW_ALL ~0
3847 /*@}*/
3848
3849
3850 /**
3851 * Composite state flags
3852 */
3853 /*@{*/
3854 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3855 _NEW_TEXTURE | \
3856 _NEW_POINT | \
3857 _NEW_PROGRAM | \
3858 _NEW_MODELVIEW)
3859
3860 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3861 _NEW_FOG | \
3862 _NEW_PROGRAM)
3863
3864
3865 /*@}*/
3866
3867
3868
3869
3870 /* This has to be included here. */
3871 #include "dd.h"
3872
3873
3874 /**
3875 * Display list flags.
3876 * Strictly this is a tnl-private concept, but it doesn't seem
3877 * worthwhile adding a tnl private structure just to hold this one bit
3878 * of information:
3879 */
3880 #define DLIST_DANGLING_REFS 0x1
3881
3882
3883 /** Opaque declaration of display list payload data type */
3884 union gl_dlist_node;
3885
3886
3887 /**
3888 * Provide a location where information about a display list can be
3889 * collected. Could be extended with driverPrivate structures,
3890 * etc. in the future.
3891 */
3892 struct gl_display_list
3893 {
3894 GLuint Name;
3895 GLchar *Label; /**< GL_KHR_debug */
3896 GLbitfield Flags; /**< DLIST_x flags */
3897 /** The dlist commands are in a linked list of nodes */
3898 union gl_dlist_node *Head;
3899 };
3900
3901
3902 /**
3903 * State used during display list compilation and execution.
3904 */
3905 struct gl_dlist_state
3906 {
3907 GLuint CallDepth; /**< Current recursion calling depth */
3908
3909 struct gl_display_list *CurrentList; /**< List currently being compiled */
3910 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3911 GLuint CurrentPos; /**< Index into current block of nodes */
3912
3913 GLvertexformat ListVtxfmt;
3914
3915 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3916 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3917
3918 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3919 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3920
3921 struct {
3922 /* State known to have been set by the currently-compiling display
3923 * list. Used to eliminate some redundant state changes.
3924 */
3925 GLenum ShadeModel;
3926 } Current;
3927 };
3928
3929 /** @{
3930 *
3931 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3932 * to small enums suitable for use as an array index.
3933 */
3934
3935 enum mesa_debug_source {
3936 MESA_DEBUG_SOURCE_API,
3937 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3938 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3939 MESA_DEBUG_SOURCE_THIRD_PARTY,
3940 MESA_DEBUG_SOURCE_APPLICATION,
3941 MESA_DEBUG_SOURCE_OTHER,
3942 MESA_DEBUG_SOURCE_COUNT
3943 };
3944
3945 enum mesa_debug_type {
3946 MESA_DEBUG_TYPE_ERROR,
3947 MESA_DEBUG_TYPE_DEPRECATED,
3948 MESA_DEBUG_TYPE_UNDEFINED,
3949 MESA_DEBUG_TYPE_PORTABILITY,
3950 MESA_DEBUG_TYPE_PERFORMANCE,
3951 MESA_DEBUG_TYPE_OTHER,
3952 MESA_DEBUG_TYPE_MARKER,
3953 MESA_DEBUG_TYPE_PUSH_GROUP,
3954 MESA_DEBUG_TYPE_POP_GROUP,
3955 MESA_DEBUG_TYPE_COUNT
3956 };
3957
3958 enum mesa_debug_severity {
3959 MESA_DEBUG_SEVERITY_LOW,
3960 MESA_DEBUG_SEVERITY_MEDIUM,
3961 MESA_DEBUG_SEVERITY_HIGH,
3962 MESA_DEBUG_SEVERITY_NOTIFICATION,
3963 MESA_DEBUG_SEVERITY_COUNT
3964 };
3965
3966 /** @} */
3967
3968 /**
3969 * Driver-specific state flags.
3970 *
3971 * These are or'd with gl_context::NewDriverState to notify a driver about
3972 * a state change. The driver sets the flags at context creation and
3973 * the meaning of the bits set is opaque to core Mesa.
3974 */
3975 struct gl_driver_flags
3976 {
3977 /** gl_context::Array::_DrawArrays (vertex array state) */
3978 uint64_t NewArray;
3979
3980 /** gl_context::TransformFeedback::CurrentObject */
3981 uint64_t NewTransformFeedback;
3982
3983 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3984 uint64_t NewTransformFeedbackProg;
3985
3986 /** gl_context::RasterDiscard */
3987 uint64_t NewRasterizerDiscard;
3988
3989 /**
3990 * gl_context::UniformBufferBindings
3991 * gl_shader_program::UniformBlocks
3992 */
3993 uint64_t NewUniformBuffer;
3994
3995 /**
3996 * gl_context::ShaderStorageBufferBindings
3997 * gl_shader_program::ShaderStorageBlocks
3998 */
3999 uint64_t NewShaderStorageBuffer;
4000
4001 uint64_t NewTextureBuffer;
4002
4003 /**
4004 * gl_context::AtomicBufferBindings
4005 */
4006 uint64_t NewAtomicBuffer;
4007
4008 /**
4009 * gl_context::ImageUnits
4010 */
4011 uint64_t NewImageUnits;
4012
4013 /**
4014 * gl_context::TessCtrlProgram::patch_default_*
4015 */
4016 uint64_t NewDefaultTessLevels;
4017 };
4018
4019 struct gl_uniform_buffer_binding
4020 {
4021 struct gl_buffer_object *BufferObject;
4022 /** Start of uniform block data in the buffer */
4023 GLintptr Offset;
4024 /** Size of data allowed to be referenced from the buffer (in bytes) */
4025 GLsizeiptr Size;
4026 /**
4027 * glBindBufferBase() indicates that the Size should be ignored and only
4028 * limited by the current size of the BufferObject.
4029 */
4030 GLboolean AutomaticSize;
4031 };
4032
4033 struct gl_shader_storage_buffer_binding
4034 {
4035 struct gl_buffer_object *BufferObject;
4036 /** Start of shader storage block data in the buffer */
4037 GLintptr Offset;
4038 /** Size of data allowed to be referenced from the buffer (in bytes) */
4039 GLsizeiptr Size;
4040 /**
4041 * glBindBufferBase() indicates that the Size should be ignored and only
4042 * limited by the current size of the BufferObject.
4043 */
4044 GLboolean AutomaticSize;
4045 };
4046
4047 /**
4048 * ARB_shader_image_load_store image unit.
4049 */
4050 struct gl_image_unit
4051 {
4052 /**
4053 * Texture object bound to this unit.
4054 */
4055 struct gl_texture_object *TexObj;
4056
4057 /**
4058 * Level of the texture object bound to this unit.
4059 */
4060 GLuint Level;
4061
4062 /**
4063 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4064 * GL_FALSE if only some specific layer of the texture is bound.
4065 * \sa Layer
4066 */
4067 GLboolean Layered;
4068
4069 /**
4070 * GL_TRUE if the state of this image unit is valid and access from
4071 * the shader is allowed. Otherwise loads from this unit should
4072 * return zero and stores should have no effect.
4073 */
4074 GLboolean _Valid;
4075
4076 /**
4077 * Layer of the texture object bound to this unit as specified by the
4078 * application.
4079 */
4080 GLuint Layer;
4081
4082 /**
4083 * Layer of the texture object bound to this unit, or zero if the
4084 * whole level is bound.
4085 */
4086 GLuint _Layer;
4087
4088 /**
4089 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4090 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4091 */
4092 GLenum Access;
4093
4094 /**
4095 * GL internal format that determines the interpretation of the
4096 * image memory when shader image operations are performed through
4097 * this unit.
4098 */
4099 GLenum Format;
4100
4101 /**
4102 * Mesa format corresponding to \c Format.
4103 */
4104 mesa_format _ActualFormat;
4105
4106 };
4107
4108 /**
4109 * Binding point for an atomic counter buffer object.
4110 */
4111 struct gl_atomic_buffer_binding
4112 {
4113 struct gl_buffer_object *BufferObject;
4114 GLintptr Offset;
4115 GLsizeiptr Size;
4116 };
4117
4118 /**
4119 * Mesa rendering context.
4120 *
4121 * This is the central context data structure for Mesa. Almost all
4122 * OpenGL state is contained in this structure.
4123 * Think of this as a base class from which device drivers will derive
4124 * sub classes.
4125 */
4126 struct gl_context
4127 {
4128 /** State possibly shared with other contexts in the address space */
4129 struct gl_shared_state *Shared;
4130
4131 /** \name API function pointer tables */
4132 /*@{*/
4133 gl_api API;
4134 /**
4135 * The current dispatch table for non-displaylist-saving execution, either
4136 * BeginEnd or OutsideBeginEnd
4137 */
4138 struct _glapi_table *Exec;
4139 /**
4140 * The normal dispatch table for non-displaylist-saving, non-begin/end
4141 */
4142 struct _glapi_table *OutsideBeginEnd;
4143 /** The dispatch table used between glNewList() and glEndList() */
4144 struct _glapi_table *Save;
4145 /**
4146 * The dispatch table used between glBegin() and glEnd() (outside of a
4147 * display list). Only valid functions between those two are set, which is
4148 * mostly just the set in a GLvertexformat struct.
4149 */
4150 struct _glapi_table *BeginEnd;
4151 /**
4152 * Tracks the current dispatch table out of the 3 above, so that it can be
4153 * re-set on glXMakeCurrent().
4154 */
4155 struct _glapi_table *CurrentDispatch;
4156 /*@}*/
4157
4158 struct gl_config Visual;
4159 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4160 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4161 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4162 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4163
4164 /**
4165 * Device driver function pointer table
4166 */
4167 struct dd_function_table Driver;
4168
4169 /** Core/Driver constants */
4170 struct gl_constants Const;
4171
4172 /** \name The various 4x4 matrix stacks */
4173 /*@{*/
4174 struct gl_matrix_stack ModelviewMatrixStack;
4175 struct gl_matrix_stack ProjectionMatrixStack;
4176 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4177 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4178 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4179 /*@}*/
4180
4181 /** Combined modelview and projection matrix */
4182 GLmatrix _ModelProjectMatrix;
4183
4184 /** \name Display lists */
4185 struct gl_dlist_state ListState;
4186
4187 GLboolean ExecuteFlag; /**< Execute GL commands? */
4188 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4189
4190 /** Extension information */
4191 struct gl_extensions Extensions;
4192
4193 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4194 GLuint Version;
4195 char *VersionString;
4196
4197 /** \name State attribute stack (for glPush/PopAttrib) */
4198 /*@{*/
4199 GLuint AttribStackDepth;
4200 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4201 /*@}*/
4202
4203 /** \name Renderer attribute groups
4204 *
4205 * We define a struct for each attribute group to make pushing and popping
4206 * attributes easy. Also it's a good organization.
4207 */
4208 /*@{*/
4209 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4210 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4211 struct gl_current_attrib Current; /**< Current attributes */
4212 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4213 struct gl_eval_attrib Eval; /**< Eval attributes */
4214 struct gl_fog_attrib Fog; /**< Fog attributes */
4215 struct gl_hint_attrib Hint; /**< Hint attributes */
4216 struct gl_light_attrib Light; /**< Light attributes */
4217 struct gl_line_attrib Line; /**< Line attributes */
4218 struct gl_list_attrib List; /**< List attributes */
4219 struct gl_multisample_attrib Multisample;
4220 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4221 struct gl_point_attrib Point; /**< Point attributes */
4222 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4223 GLuint PolygonStipple[32]; /**< Polygon stipple */
4224 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4225 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4226 struct gl_texture_attrib Texture; /**< Texture attributes */
4227 struct gl_transform_attrib Transform; /**< Transformation attributes */
4228 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4229 /*@}*/
4230
4231 /** \name Client attribute stack */
4232 /*@{*/
4233 GLuint ClientAttribStackDepth;
4234 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4235 /*@}*/
4236
4237 /** \name Client attribute groups */
4238 /*@{*/
4239 struct gl_array_attrib Array; /**< Vertex arrays */
4240 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4241 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4242 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4243 /*@}*/
4244
4245 /** \name Other assorted state (not pushed/popped on attribute stack) */
4246 /*@{*/
4247 struct gl_pixelmaps PixelMaps;
4248
4249 struct gl_evaluators EvalMap; /**< All evaluators */
4250 struct gl_feedback Feedback; /**< Feedback */
4251 struct gl_selection Select; /**< Selection */
4252
4253 struct gl_program_state Program; /**< general program state */
4254 struct gl_vertex_program_state VertexProgram;
4255 struct gl_fragment_program_state FragmentProgram;
4256 struct gl_geometry_program_state GeometryProgram;
4257 struct gl_compute_program_state ComputeProgram;
4258 struct gl_tess_ctrl_program_state TessCtrlProgram;
4259 struct gl_tess_eval_program_state TessEvalProgram;
4260 struct gl_ati_fragment_shader_state ATIFragmentShader;
4261
4262 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4263 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4264
4265 /**
4266 * Current active shader pipeline state
4267 *
4268 * Almost all internal users want ::_Shader instead of ::Shader. The
4269 * exceptions are bits of legacy GLSL API that do not know about separate
4270 * shader objects.
4271 *
4272 * If a program is active via \c glUseProgram, this will point to
4273 * \c ::Shader.
4274 *
4275 * If a program pipeline is active via \c glBindProgramPipeline, this will
4276 * point to \c ::Pipeline.Current.
4277 *
4278 * If neither a program nor a program pipeline is active, this will point to
4279 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4280 * \c NULL.
4281 */
4282 struct gl_pipeline_object *_Shader;
4283
4284 struct gl_query_state Query; /**< occlusion, timer queries */
4285
4286 struct gl_transform_feedback_state TransformFeedback;
4287
4288 struct gl_perf_monitor_state PerfMonitor;
4289
4290 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4291
4292 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4293 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4294
4295 /**
4296 * Current GL_ARB_uniform_buffer_object binding referenced by
4297 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4298 */
4299 struct gl_buffer_object *UniformBuffer;
4300
4301 /**
4302 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4303 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4304 */
4305 struct gl_buffer_object *ShaderStorageBuffer;
4306
4307 /**
4308 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4309 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4310 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4311 * shader program.
4312 */
4313 struct gl_uniform_buffer_binding
4314 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4315
4316 /**
4317 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4318 * and GL 4.3. This is set up using glBindBufferRange() or
4319 * glBindBufferBase(). They are associated with shader storage blocks by
4320 * glShaderStorageBlockBinding()'s state in the shader program.
4321 */
4322 struct gl_shader_storage_buffer_binding
4323 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4324
4325 /**
4326 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4327 * target.
4328 */
4329 struct gl_buffer_object *AtomicBuffer;
4330
4331 /**
4332 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4333 * target.
4334 */
4335 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4336
4337 /**
4338 * Array of atomic counter buffer binding points.
4339 */
4340 struct gl_atomic_buffer_binding
4341 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4342
4343 /**
4344 * Array of image units for ARB_shader_image_load_store.
4345 */
4346 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4347
4348 /*@}*/
4349
4350 struct gl_meta_state *Meta; /**< for "meta" operations */
4351
4352 /* GL_EXT_framebuffer_object */
4353 struct gl_renderbuffer *CurrentRenderbuffer;
4354
4355 GLenum ErrorValue; /**< Last error code */
4356
4357 /**
4358 * Recognize and silence repeated error debug messages in buggy apps.
4359 */
4360 const char *ErrorDebugFmtString;
4361 GLuint ErrorDebugCount;
4362
4363 /* GL_ARB_debug_output/GL_KHR_debug */
4364 mtx_t DebugMutex;
4365 struct gl_debug_state *Debug;
4366
4367 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4368 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4369 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4370
4371 struct gl_driver_flags DriverFlags;
4372
4373 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4374
4375 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4376
4377 /** \name Derived state */
4378 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4379 GLfloat _EyeZDir[3];
4380 GLfloat _ModelViewInvScale;
4381 GLboolean _NeedEyeCoords;
4382 GLboolean _ForceEyeCoords;
4383
4384 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4385
4386 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4387
4388 /** \name For debugging/development only */
4389 /*@{*/
4390 GLboolean FirstTimeCurrent;
4391 /*@}*/
4392
4393 /**
4394 * False if this context was created without a config. This is needed
4395 * because the initial state of glDrawBuffers depends on this
4396 */
4397 GLboolean HasConfig;
4398
4399 /** software compression/decompression supported or not */
4400 GLboolean Mesa_DXTn;
4401
4402 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4403
4404 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4405
4406 /**
4407 * \name Hooks for module contexts.
4408 *
4409 * These will eventually live in the driver or elsewhere.
4410 */
4411 /*@{*/
4412 void *swrast_context;
4413 void *swsetup_context;
4414 void *swtnl_context;
4415 struct vbo_context *vbo_context;
4416 struct st_context *st;
4417 void *aelt_context;
4418 /*@}*/
4419
4420 /**
4421 * \name NV_vdpau_interop
4422 */
4423 /*@{*/
4424 const void *vdpDevice;
4425 const void *vdpGetProcAddress;
4426 struct set *vdpSurfaces;
4427 /*@}*/
4428
4429 /**
4430 * Has this context observed a GPU reset in any context in the share group?
4431 *
4432 * Once this field becomes true, it is never reset to false.
4433 */
4434 GLboolean ShareGroupReset;
4435 };
4436
4437
4438 #ifdef DEBUG
4439 extern int MESA_VERBOSE;
4440 extern int MESA_DEBUG_FLAGS;
4441 # define MESA_FUNCTION __func__
4442 #else
4443 # define MESA_VERBOSE 0
4444 # define MESA_DEBUG_FLAGS 0
4445 # define MESA_FUNCTION "a function"
4446 #endif
4447
4448
4449 /** The MESA_VERBOSE var is a bitmask of these flags */
4450 enum _verbose
4451 {
4452 VERBOSE_VARRAY = 0x0001,
4453 VERBOSE_TEXTURE = 0x0002,
4454 VERBOSE_MATERIAL = 0x0004,
4455 VERBOSE_PIPELINE = 0x0008,
4456 VERBOSE_DRIVER = 0x0010,
4457 VERBOSE_STATE = 0x0020,
4458 VERBOSE_API = 0x0040,
4459 VERBOSE_DISPLAY_LIST = 0x0100,
4460 VERBOSE_LIGHTING = 0x0200,
4461 VERBOSE_PRIMS = 0x0400,
4462 VERBOSE_VERTS = 0x0800,
4463 VERBOSE_DISASSEM = 0x1000,
4464 VERBOSE_DRAW = 0x2000,
4465 VERBOSE_SWAPBUFFERS = 0x4000
4466 };
4467
4468
4469 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4470 enum _debug
4471 {
4472 DEBUG_SILENT = (1 << 0),
4473 DEBUG_ALWAYS_FLUSH = (1 << 1),
4474 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4475 DEBUG_INCOMPLETE_FBO = (1 << 3)
4476 };
4477
4478 static inline bool
4479 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4480 {
4481 return ctx->Shader._CurrentFragmentProgram != NULL &&
4482 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4483 }
4484
4485 #ifdef __cplusplus
4486 }
4487 #endif
4488
4489 #endif /* MTYPES_H */