mesa: Add a BUFFER_BITS mask for depth+stencil
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /* Mask of bits for depth+stencil buffers */
193 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
194
195 /**
196 * Framebuffer configuration (aka visual / pixelformat)
197 * Note: some of these fields should be boolean, but it appears that
198 * code in drivers/dri/common/util.c requires int-sized fields.
199 */
200 struct gl_config
201 {
202 GLboolean rgbMode;
203 GLboolean floatMode;
204 GLuint doubleBufferMode;
205 GLuint stereoMode;
206
207 GLboolean haveAccumBuffer;
208 GLboolean haveDepthBuffer;
209 GLboolean haveStencilBuffer;
210
211 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
212 GLuint redMask, greenMask, blueMask, alphaMask;
213 GLint rgbBits; /* total bits for rgb */
214 GLint indexBits; /* total bits for colorindex */
215
216 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
217 GLint depthBits;
218 GLint stencilBits;
219
220 GLint numAuxBuffers;
221
222 GLint level;
223
224 /* EXT_visual_rating / GLX 1.2 */
225 GLint visualRating;
226
227 /* EXT_visual_info / GLX 1.2 */
228 GLint transparentPixel;
229 /* colors are floats scaled to ints */
230 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
231 GLint transparentIndex;
232
233 /* ARB_multisample / SGIS_multisample */
234 GLint sampleBuffers;
235 GLint samples;
236
237 /* SGIX_pbuffer / GLX 1.3 */
238 GLint maxPbufferWidth;
239 GLint maxPbufferHeight;
240 GLint maxPbufferPixels;
241 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
242 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
243
244 /* OML_swap_method */
245 GLint swapMethod;
246
247 /* EXT_texture_from_pixmap */
248 GLint bindToTextureRgb;
249 GLint bindToTextureRgba;
250 GLint bindToMipmapTexture;
251 GLint bindToTextureTargets;
252 GLint yInverted;
253
254 /* EXT_framebuffer_sRGB */
255 GLint sRGBCapable;
256 };
257
258
259 /**
260 * \name Bit flags used for updating material values.
261 */
262 /*@{*/
263 #define MAT_ATTRIB_FRONT_AMBIENT 0
264 #define MAT_ATTRIB_BACK_AMBIENT 1
265 #define MAT_ATTRIB_FRONT_DIFFUSE 2
266 #define MAT_ATTRIB_BACK_DIFFUSE 3
267 #define MAT_ATTRIB_FRONT_SPECULAR 4
268 #define MAT_ATTRIB_BACK_SPECULAR 5
269 #define MAT_ATTRIB_FRONT_EMISSION 6
270 #define MAT_ATTRIB_BACK_EMISSION 7
271 #define MAT_ATTRIB_FRONT_SHININESS 8
272 #define MAT_ATTRIB_BACK_SHININESS 9
273 #define MAT_ATTRIB_FRONT_INDEXES 10
274 #define MAT_ATTRIB_BACK_INDEXES 11
275 #define MAT_ATTRIB_MAX 12
276
277 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
278 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
279 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
280 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
281 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
282 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
283
284 #define MAT_INDEX_AMBIENT 0
285 #define MAT_INDEX_DIFFUSE 1
286 #define MAT_INDEX_SPECULAR 2
287
288 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
289 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
290 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
291 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
292 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
293 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
294 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
295 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
296 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
297 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
298 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
299 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
300
301
302 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
303 MAT_BIT_FRONT_AMBIENT | \
304 MAT_BIT_FRONT_DIFFUSE | \
305 MAT_BIT_FRONT_SPECULAR | \
306 MAT_BIT_FRONT_SHININESS | \
307 MAT_BIT_FRONT_INDEXES)
308
309 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
310 MAT_BIT_BACK_AMBIENT | \
311 MAT_BIT_BACK_DIFFUSE | \
312 MAT_BIT_BACK_SPECULAR | \
313 MAT_BIT_BACK_SHININESS | \
314 MAT_BIT_BACK_INDEXES)
315
316 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
317 /*@}*/
318
319
320 /**
321 * Material state.
322 */
323 struct gl_material
324 {
325 GLfloat Attrib[MAT_ATTRIB_MAX][4];
326 };
327
328
329 /**
330 * Light state flags.
331 */
332 /*@{*/
333 #define LIGHT_SPOT 0x1
334 #define LIGHT_LOCAL_VIEWER 0x2
335 #define LIGHT_POSITIONAL 0x4
336 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
337 /*@}*/
338
339
340 /**
341 * Light source state.
342 */
343 struct gl_light
344 {
345 GLfloat Ambient[4]; /**< ambient color */
346 GLfloat Diffuse[4]; /**< diffuse color */
347 GLfloat Specular[4]; /**< specular color */
348 GLfloat EyePosition[4]; /**< position in eye coordinates */
349 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
350 GLfloat SpotExponent;
351 GLfloat SpotCutoff; /**< in degrees */
352 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
353 GLfloat ConstantAttenuation;
354 GLfloat LinearAttenuation;
355 GLfloat QuadraticAttenuation;
356 GLboolean Enabled; /**< On/off flag */
357
358 /**
359 * \name Derived fields
360 */
361 /*@{*/
362 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
363
364 GLfloat _Position[4]; /**< position in eye/obj coordinates */
365 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
366 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
367 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
368 GLfloat _VP_inf_spot_attenuation;
369
370 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
371 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
372 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
373 /*@}*/
374 };
375
376
377 /**
378 * Light model state.
379 */
380 struct gl_lightmodel
381 {
382 GLfloat Ambient[4]; /**< ambient color */
383 GLboolean LocalViewer; /**< Local (or infinite) view point? */
384 GLboolean TwoSide; /**< Two (or one) sided lighting? */
385 GLenum ColorControl; /**< either GL_SINGLE_COLOR
386 * or GL_SEPARATE_SPECULAR_COLOR */
387 };
388
389
390 /**
391 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
392 */
393 struct gl_accum_attrib
394 {
395 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
396 };
397
398
399 /**
400 * Used for storing clear color, texture border color, etc.
401 * The float values are typically unclamped.
402 */
403 union gl_color_union
404 {
405 GLfloat f[4];
406 GLint i[4];
407 GLuint ui[4];
408 };
409
410
411 /**
412 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
413 */
414 struct gl_colorbuffer_attrib
415 {
416 GLuint ClearIndex; /**< Index for glClear */
417 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
418 GLuint IndexMask; /**< Color index write mask */
419 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
420
421 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
422
423 /**
424 * \name alpha testing
425 */
426 /*@{*/
427 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
428 GLenum AlphaFunc; /**< Alpha test function */
429 GLfloat AlphaRefUnclamped;
430 GLclampf AlphaRef; /**< Alpha reference value */
431 /*@}*/
432
433 /**
434 * \name Blending
435 */
436 /*@{*/
437 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
438
439 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
440 * control, only on the fixed-pointness of the render target.
441 * The query does however depend on fragment color clamping.
442 */
443 GLfloat BlendColorUnclamped[4]; /**< Blending color */
444 GLfloat BlendColor[4]; /**< Blending color */
445
446 struct
447 {
448 GLenum SrcRGB; /**< RGB blend source term */
449 GLenum DstRGB; /**< RGB blend dest term */
450 GLenum SrcA; /**< Alpha blend source term */
451 GLenum DstA; /**< Alpha blend dest term */
452 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
453 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
454 /**
455 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 * get set.
457 */
458 GLboolean _UsesDualSrc;
459 } Blend[MAX_DRAW_BUFFERS];
460 /** Are the blend func terms currently different for each buffer/target? */
461 GLboolean _BlendFuncPerBuffer;
462 /** Are the blend equations currently different for each buffer/target? */
463 GLboolean _BlendEquationPerBuffer;
464
465 /**
466 * Which advanced blending mode is in use (or BLEND_NONE).
467 *
468 * KHR_blend_equation_advanced only allows advanced blending with a single
469 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
470 * requires all draw buffers to match, so we only need a single value.
471 */
472 enum gl_advanced_blend_mode _AdvancedBlendMode;
473
474 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
475 bool BlendCoherent;
476 /*@}*/
477
478 /**
479 * \name Logic op
480 */
481 /*@{*/
482 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
483 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
484 GLenum LogicOp; /**< Logic operator */
485
486 /*@}*/
487
488 GLboolean DitherFlag; /**< Dither enable flag */
489
490 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
491 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
492 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493
494 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
495 };
496
497
498 /**
499 * Current attribute group (GL_CURRENT_BIT).
500 */
501 struct gl_current_attrib
502 {
503 /**
504 * \name Current vertex attributes (color, texcoords, etc).
505 * \note Values are valid only after FLUSH_VERTICES has been called.
506 * \note Index and Edgeflag current values are stored as floats in the
507 * SIX and SEVEN attribute slots.
508 * \note We need double storage for 64-bit vertex attributes
509 */
510 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
511
512 /**
513 * \name Current raster position attributes (always up to date after a
514 * glRasterPos call).
515 */
516 GLfloat RasterPos[4];
517 GLfloat RasterDistance;
518 GLfloat RasterColor[4];
519 GLfloat RasterSecondaryColor[4];
520 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
521 GLboolean RasterPosValid;
522 };
523
524
525 /**
526 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
527 */
528 struct gl_depthbuffer_attrib
529 {
530 GLenum Func; /**< Function for depth buffer compare */
531 GLclampd Clear; /**< Value to clear depth buffer to */
532 GLboolean Test; /**< Depth buffering enabled flag */
533 GLboolean Mask; /**< Depth buffer writable? */
534 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
535 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
536 };
537
538
539 /**
540 * Evaluator attribute group (GL_EVAL_BIT).
541 */
542 struct gl_eval_attrib
543 {
544 /**
545 * \name Enable bits
546 */
547 /*@{*/
548 GLboolean Map1Color4;
549 GLboolean Map1Index;
550 GLboolean Map1Normal;
551 GLboolean Map1TextureCoord1;
552 GLboolean Map1TextureCoord2;
553 GLboolean Map1TextureCoord3;
554 GLboolean Map1TextureCoord4;
555 GLboolean Map1Vertex3;
556 GLboolean Map1Vertex4;
557 GLboolean Map2Color4;
558 GLboolean Map2Index;
559 GLboolean Map2Normal;
560 GLboolean Map2TextureCoord1;
561 GLboolean Map2TextureCoord2;
562 GLboolean Map2TextureCoord3;
563 GLboolean Map2TextureCoord4;
564 GLboolean Map2Vertex3;
565 GLboolean Map2Vertex4;
566 GLboolean AutoNormal;
567 /*@}*/
568
569 /**
570 * \name Map Grid endpoints and divisions and calculated du values
571 */
572 /*@{*/
573 GLint MapGrid1un;
574 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
575 GLint MapGrid2un, MapGrid2vn;
576 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
577 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
578 /*@}*/
579 };
580
581
582 /**
583 * Compressed fog mode.
584 */
585 enum gl_fog_mode
586 {
587 FOG_NONE,
588 FOG_LINEAR,
589 FOG_EXP,
590 FOG_EXP2,
591 };
592
593
594 /**
595 * Fog attribute group (GL_FOG_BIT).
596 */
597 struct gl_fog_attrib
598 {
599 GLboolean Enabled; /**< Fog enabled flag */
600 GLboolean ColorSumEnabled;
601 uint8_t _PackedMode; /**< Fog mode as 2 bits */
602 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
603 GLfloat ColorUnclamped[4]; /**< Fog color */
604 GLfloat Color[4]; /**< Fog color */
605 GLfloat Density; /**< Density >= 0.0 */
606 GLfloat Start; /**< Start distance in eye coords */
607 GLfloat End; /**< End distance in eye coords */
608 GLfloat Index; /**< Fog index */
609 GLenum Mode; /**< Fog mode */
610 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
611 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
612 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
613 };
614
615
616 /**
617 * Hint attribute group (GL_HINT_BIT).
618 *
619 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
620 */
621 struct gl_hint_attrib
622 {
623 GLenum PerspectiveCorrection;
624 GLenum PointSmooth;
625 GLenum LineSmooth;
626 GLenum PolygonSmooth;
627 GLenum Fog;
628 GLenum TextureCompression; /**< GL_ARB_texture_compression */
629 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
630 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
631 };
632
633
634 /**
635 * Lighting attribute group (GL_LIGHT_BIT).
636 */
637 struct gl_light_attrib
638 {
639 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
640 struct gl_lightmodel Model; /**< Lighting model */
641
642 /**
643 * Front and back material values.
644 * Note: must call FLUSH_VERTICES() before using.
645 */
646 struct gl_material Material;
647
648 GLboolean Enabled; /**< Lighting enabled flag */
649 GLboolean ColorMaterialEnabled;
650
651 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
652 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
653 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
654 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
655 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
656
657
658 GLboolean _ClampVertexColor;
659 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
660
661 /**
662 * Derived state for optimizations:
663 */
664 /*@{*/
665 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
666
667 GLboolean _NeedEyeCoords;
668 GLboolean _NeedVertices; /**< Use fast shader? */
669
670 GLfloat _BaseColor[2][3];
671 /*@}*/
672 };
673
674
675 /**
676 * Line attribute group (GL_LINE_BIT).
677 */
678 struct gl_line_attrib
679 {
680 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
681 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
682 GLushort StipplePattern; /**< Stipple pattern */
683 GLint StippleFactor; /**< Stipple repeat factor */
684 GLfloat Width; /**< Line width */
685 };
686
687
688 /**
689 * Display list attribute group (GL_LIST_BIT).
690 */
691 struct gl_list_attrib
692 {
693 GLuint ListBase;
694 };
695
696
697 /**
698 * Multisample attribute group (GL_MULTISAMPLE_BIT).
699 */
700 struct gl_multisample_attrib
701 {
702 GLboolean Enabled;
703 GLboolean SampleAlphaToCoverage;
704 GLboolean SampleAlphaToOne;
705 GLboolean SampleCoverage;
706 GLboolean SampleCoverageInvert;
707 GLboolean SampleShading;
708
709 /* ARB_texture_multisample / GL3.2 additions */
710 GLboolean SampleMask;
711
712 GLfloat SampleCoverageValue; /**< In range [0, 1] */
713 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
714
715 /** The GL spec defines this as an array but >32x MSAA is madness */
716 GLbitfield SampleMaskValue;
717 };
718
719
720 /**
721 * A pixelmap (see glPixelMap)
722 */
723 struct gl_pixelmap
724 {
725 GLint Size;
726 GLfloat Map[MAX_PIXEL_MAP_TABLE];
727 };
728
729
730 /**
731 * Collection of all pixelmaps
732 */
733 struct gl_pixelmaps
734 {
735 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
736 struct gl_pixelmap GtoG;
737 struct gl_pixelmap BtoB;
738 struct gl_pixelmap AtoA;
739 struct gl_pixelmap ItoR;
740 struct gl_pixelmap ItoG;
741 struct gl_pixelmap ItoB;
742 struct gl_pixelmap ItoA;
743 struct gl_pixelmap ItoI;
744 struct gl_pixelmap StoS;
745 };
746
747
748 /**
749 * Pixel attribute group (GL_PIXEL_MODE_BIT).
750 */
751 struct gl_pixel_attrib
752 {
753 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
754
755 /*--- Begin Pixel Transfer State ---*/
756 /* Fields are in the order in which they're applied... */
757
758 /** Scale & Bias (index shift, offset) */
759 /*@{*/
760 GLfloat RedBias, RedScale;
761 GLfloat GreenBias, GreenScale;
762 GLfloat BlueBias, BlueScale;
763 GLfloat AlphaBias, AlphaScale;
764 GLfloat DepthBias, DepthScale;
765 GLint IndexShift, IndexOffset;
766 /*@}*/
767
768 /* Pixel Maps */
769 /* Note: actual pixel maps are not part of this attrib group */
770 GLboolean MapColorFlag;
771 GLboolean MapStencilFlag;
772
773 /*--- End Pixel Transfer State ---*/
774
775 /** glPixelZoom */
776 GLfloat ZoomX, ZoomY;
777 };
778
779
780 /**
781 * Point attribute group (GL_POINT_BIT).
782 */
783 struct gl_point_attrib
784 {
785 GLfloat Size; /**< User-specified point size */
786 GLfloat Params[3]; /**< GL_EXT_point_parameters */
787 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
788 GLfloat Threshold; /**< GL_EXT_point_parameters */
789 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
790 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
791 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
792 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
793 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
794 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
795 };
796
797
798 /**
799 * Polygon attribute group (GL_POLYGON_BIT).
800 */
801 struct gl_polygon_attrib
802 {
803 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
804 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
805 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
807 GLboolean CullFlag; /**< Culling on/off flag */
808 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
809 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
810 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
811 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
812 GLfloat OffsetUnits; /**< Polygon offset units, from user */
813 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
814 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
815 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
816 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
817 };
818
819
820 /**
821 * Scissor attributes (GL_SCISSOR_BIT).
822 */
823 struct gl_scissor_rect
824 {
825 GLint X, Y; /**< Lower left corner of box */
826 GLsizei Width, Height; /**< Size of box */
827 };
828 struct gl_scissor_attrib
829 {
830 GLbitfield EnableFlags; /**< Scissor test enabled? */
831 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
832 GLint NumWindowRects; /**< Count of enabled window rectangles */
833 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
834 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
835 };
836
837
838 /**
839 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
840 *
841 * Three sets of stencil data are tracked so that OpenGL 2.0,
842 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
843 * simultaneously. In each of the stencil state arrays, element 0 corresponds
844 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
845 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
846 * GL_EXT_stencil_two_side GL_BACK state.
847 *
848 * The derived value \c _BackFace is either 1 or 2 depending on whether or
849 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
850 *
851 * The derived value \c _TestTwoSide is set when the front-face and back-face
852 * stencil state are different.
853 */
854 struct gl_stencil_attrib
855 {
856 GLboolean Enabled; /**< Enabled flag */
857 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
858 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
859 GLboolean _Enabled; /**< Enabled and stencil buffer present */
860 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
861 GLboolean _TestTwoSide;
862 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
863 GLenum Function[3]; /**< Stencil function */
864 GLenum FailFunc[3]; /**< Fail function */
865 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
866 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
867 GLint Ref[3]; /**< Reference value */
868 GLuint ValueMask[3]; /**< Value mask */
869 GLuint WriteMask[3]; /**< Write mask */
870 GLuint Clear; /**< Clear value */
871 };
872
873
874 /**
875 * An index for each type of texture object. These correspond to the GL
876 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
877 * Note: the order is from highest priority to lowest priority.
878 */
879 typedef enum
880 {
881 TEXTURE_2D_MULTISAMPLE_INDEX,
882 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
883 TEXTURE_CUBE_ARRAY_INDEX,
884 TEXTURE_BUFFER_INDEX,
885 TEXTURE_2D_ARRAY_INDEX,
886 TEXTURE_1D_ARRAY_INDEX,
887 TEXTURE_EXTERNAL_INDEX,
888 TEXTURE_CUBE_INDEX,
889 TEXTURE_3D_INDEX,
890 TEXTURE_RECT_INDEX,
891 TEXTURE_2D_INDEX,
892 TEXTURE_1D_INDEX,
893 NUM_TEXTURE_TARGETS
894 } gl_texture_index;
895
896
897 /**
898 * Bit flags for each type of texture object
899 */
900 /*@{*/
901 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
902 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
903 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
904 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
905 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
906 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
907 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
908 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
909 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
910 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
911 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
912 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
913 /*@}*/
914
915
916 /**
917 * Texture image state. Drivers will typically create a subclass of this
918 * with extra fields for memory buffers, etc.
919 */
920 struct gl_texture_image
921 {
922 GLint InternalFormat; /**< Internal format as given by the user */
923 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
924 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
925 * GL_INTENSITY, GL_DEPTH_COMPONENT or
926 * GL_DEPTH_STENCIL_EXT only. Used for
927 * choosing TexEnv arithmetic.
928 */
929 mesa_format TexFormat; /**< The actual texture memory format */
930
931 GLuint Border; /**< 0 or 1 */
932 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
933 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
934 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
935 GLuint Width2; /**< = Width - 2*Border */
936 GLuint Height2; /**< = Height - 2*Border */
937 GLuint Depth2; /**< = Depth - 2*Border */
938 GLuint WidthLog2; /**< = log2(Width2) */
939 GLuint HeightLog2; /**< = log2(Height2) */
940 GLuint DepthLog2; /**< = log2(Depth2) */
941 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
942 levels, computed from the dimensions */
943
944 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
945 GLuint Level; /**< Which mipmap level am I? */
946 /** Cube map face: index into gl_texture_object::Image[] array */
947 GLuint Face;
948
949 /** GL_ARB_texture_multisample */
950 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
951 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
952 };
953
954
955 /**
956 * Indexes for cube map faces.
957 */
958 typedef enum
959 {
960 FACE_POS_X = 0,
961 FACE_NEG_X = 1,
962 FACE_POS_Y = 2,
963 FACE_NEG_Y = 3,
964 FACE_POS_Z = 4,
965 FACE_NEG_Z = 5,
966 MAX_FACES = 6
967 } gl_face_index;
968
969
970 /**
971 * Sampler object state. These objects are new with GL_ARB_sampler_objects
972 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
973 */
974 struct gl_sampler_object
975 {
976 mtx_t Mutex;
977 GLuint Name;
978 GLint RefCount;
979 GLchar *Label; /**< GL_KHR_debug */
980
981 GLenum WrapS; /**< S-axis texture image wrap mode */
982 GLenum WrapT; /**< T-axis texture image wrap mode */
983 GLenum WrapR; /**< R-axis texture image wrap mode */
984 GLenum MinFilter; /**< minification filter */
985 GLenum MagFilter; /**< magnification filter */
986 union gl_color_union BorderColor; /**< Interpreted according to texture format */
987 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
988 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
989 GLfloat LodBias; /**< OpenGL 1.4 */
990 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
991 GLenum CompareMode; /**< GL_ARB_shadow */
992 GLenum CompareFunc; /**< GL_ARB_shadow */
993 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
994 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
995
996 /** GL_ARB_bindless_texture */
997 struct util_dynarray Handles;
998 bool HandleAllocated;
999 };
1000
1001
1002 /**
1003 * Texture object state. Contains the array of mipmap images, border color,
1004 * wrap modes, filter modes, and shadow/texcompare state.
1005 */
1006 struct gl_texture_object
1007 {
1008 mtx_t Mutex; /**< for thread safety */
1009 GLint RefCount; /**< reference count */
1010 GLuint Name; /**< the user-visible texture object ID */
1011 GLchar *Label; /**< GL_KHR_debug */
1012 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1013 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1014 Only valid when Target is valid. */
1015
1016 struct gl_sampler_object Sampler;
1017
1018 GLenum DepthMode; /**< GL_ARB_depth_texture */
1019 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1020
1021 GLfloat Priority; /**< in [0,1] */
1022 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1023 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1024 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1025 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1026 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1027 GLint CropRect[4]; /**< GL_OES_draw_texture */
1028 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1029 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1030 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1031 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1032 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1033 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1034 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1035 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1036 pressure? */
1037 GLboolean Immutable; /**< GL_ARB_texture_storage */
1038 GLboolean _IsFloat; /**< GL_OES_float_texture */
1039 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1040
1041 GLuint MinLevel; /**< GL_ARB_texture_view */
1042 GLuint MinLayer; /**< GL_ARB_texture_view */
1043 GLuint NumLevels; /**< GL_ARB_texture_view */
1044 GLuint NumLayers; /**< GL_ARB_texture_view */
1045
1046 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1047 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1048
1049 /** GL_ARB_texture_buffer_object */
1050 struct gl_buffer_object *BufferObject;
1051 GLenum BufferObjectFormat;
1052 /** Equivalent Mesa format for BufferObjectFormat. */
1053 mesa_format _BufferObjectFormat;
1054 /** GL_ARB_texture_buffer_range */
1055 GLintptr BufferOffset;
1056 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1057
1058 /** GL_OES_EGL_image_external */
1059 GLint RequiredTextureImageUnits;
1060
1061 /** GL_ARB_shader_image_load_store */
1062 GLenum ImageFormatCompatibilityType;
1063
1064 /** GL_ARB_bindless_texture */
1065 struct util_dynarray SamplerHandles;
1066 struct util_dynarray ImageHandles;
1067 bool HandleAllocated;
1068 };
1069
1070
1071 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1072 #define MAX_COMBINER_TERMS 4
1073
1074
1075 /**
1076 * Texture combine environment state.
1077 */
1078 struct gl_tex_env_combine_state
1079 {
1080 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1081 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1082 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1083 GLenum SourceRGB[MAX_COMBINER_TERMS];
1084 GLenum SourceA[MAX_COMBINER_TERMS];
1085 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1086 GLenum OperandRGB[MAX_COMBINER_TERMS];
1087 GLenum OperandA[MAX_COMBINER_TERMS];
1088 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1089 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1090 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1091 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1092 };
1093
1094
1095 /** Compressed TexEnv effective Combine mode */
1096 enum gl_tex_env_mode
1097 {
1098 TEXENV_MODE_REPLACE, /* r = a0 */
1099 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1100 TEXENV_MODE_ADD, /* r = a0 + a1 */
1101 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1102 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1103 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1104 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1105 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1106 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1107 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1108 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1109 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1110 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1111 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1112 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1113 };
1114
1115
1116 /** Compressed TexEnv Combine source */
1117 enum gl_tex_env_source
1118 {
1119 TEXENV_SRC_TEXTURE0,
1120 TEXENV_SRC_TEXTURE1,
1121 TEXENV_SRC_TEXTURE2,
1122 TEXENV_SRC_TEXTURE3,
1123 TEXENV_SRC_TEXTURE4,
1124 TEXENV_SRC_TEXTURE5,
1125 TEXENV_SRC_TEXTURE6,
1126 TEXENV_SRC_TEXTURE7,
1127 TEXENV_SRC_TEXTURE,
1128 TEXENV_SRC_PREVIOUS,
1129 TEXENV_SRC_PRIMARY_COLOR,
1130 TEXENV_SRC_CONSTANT,
1131 TEXENV_SRC_ZERO,
1132 TEXENV_SRC_ONE,
1133 };
1134
1135
1136 /** Compressed TexEnv Combine operand */
1137 enum gl_tex_env_operand
1138 {
1139 TEXENV_OPR_COLOR,
1140 TEXENV_OPR_ONE_MINUS_COLOR,
1141 TEXENV_OPR_ALPHA,
1142 TEXENV_OPR_ONE_MINUS_ALPHA,
1143 };
1144
1145
1146 /** Compressed TexEnv Combine argument */
1147 struct gl_tex_env_argument
1148 {
1149 #ifdef __GNUC__
1150 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1151 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1152 #else
1153 uint8_t Source; /**< SRC_x */
1154 uint8_t Operand; /**< OPR_x */
1155 #endif
1156 };
1157
1158
1159 /***
1160 * Compressed TexEnv Combine state.
1161 */
1162 struct gl_tex_env_combine_packed
1163 {
1164 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1165 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1166 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1167 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1168 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1169 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1170 /** Source arguments in a packed manner */
1171 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1172 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1173 };
1174
1175
1176 /**
1177 * TexGenEnabled flags.
1178 */
1179 /*@{*/
1180 #define S_BIT 1
1181 #define T_BIT 2
1182 #define R_BIT 4
1183 #define Q_BIT 8
1184 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1185 /*@}*/
1186
1187
1188 /**
1189 * Bit flag versions of the corresponding GL_ constants.
1190 */
1191 /*@{*/
1192 #define TEXGEN_SPHERE_MAP 0x1
1193 #define TEXGEN_OBJ_LINEAR 0x2
1194 #define TEXGEN_EYE_LINEAR 0x4
1195 #define TEXGEN_REFLECTION_MAP_NV 0x8
1196 #define TEXGEN_NORMAL_MAP_NV 0x10
1197
1198 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1199 TEXGEN_REFLECTION_MAP_NV | \
1200 TEXGEN_NORMAL_MAP_NV)
1201 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1202 TEXGEN_REFLECTION_MAP_NV | \
1203 TEXGEN_NORMAL_MAP_NV | \
1204 TEXGEN_EYE_LINEAR)
1205 /*@}*/
1206
1207
1208
1209 /** Tex-gen enabled for texture unit? */
1210 #define ENABLE_TEXGEN(unit) (1 << (unit))
1211
1212 /** Non-identity texture matrix for texture unit? */
1213 #define ENABLE_TEXMAT(unit) (1 << (unit))
1214
1215
1216 /**
1217 * Texture coord generation state.
1218 */
1219 struct gl_texgen
1220 {
1221 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1222 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1223 GLfloat ObjectPlane[4];
1224 GLfloat EyePlane[4];
1225 };
1226
1227
1228 /**
1229 * Texture unit state. Contains enable flags, texture environment/function/
1230 * combiners, texgen state, and pointers to current texture objects.
1231 */
1232 struct gl_texture_unit
1233 {
1234 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1235
1236 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1237 GLclampf EnvColor[4];
1238 GLfloat EnvColorUnclamped[4];
1239
1240 struct gl_texgen GenS;
1241 struct gl_texgen GenT;
1242 struct gl_texgen GenR;
1243 struct gl_texgen GenQ;
1244 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1245 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1246
1247 GLfloat LodBias; /**< for biasing mipmap levels */
1248
1249 /** Texture targets that have a non-default texture bound */
1250 GLbitfield _BoundTextures;
1251
1252 /** Current sampler object (GL_ARB_sampler_objects) */
1253 struct gl_sampler_object *Sampler;
1254
1255 /**
1256 * \name GL_EXT_texture_env_combine
1257 */
1258 struct gl_tex_env_combine_state Combine;
1259
1260 /**
1261 * Derived state based on \c EnvMode and the \c BaseFormat of the
1262 * currently enabled texture.
1263 */
1264 struct gl_tex_env_combine_state _EnvMode;
1265
1266 /**
1267 * Currently enabled combiner state. This will point to either
1268 * \c Combine or \c _EnvMode.
1269 */
1270 struct gl_tex_env_combine_state *_CurrentCombine;
1271
1272 /** Current texture object pointers */
1273 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1274
1275 /** Points to highest priority, complete and enabled texture object */
1276 struct gl_texture_object *_Current;
1277
1278 /** Current compressed TexEnv & Combine state */
1279 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1280 };
1281
1282
1283 /**
1284 * Texture attribute group (GL_TEXTURE_BIT).
1285 */
1286 struct gl_texture_attrib
1287 {
1288 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1289
1290 /** GL_ARB_seamless_cubemap */
1291 GLboolean CubeMapSeamless;
1292
1293 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1294
1295 /** GL_ARB_texture_buffer_object */
1296 struct gl_buffer_object *BufferObject;
1297
1298 /** Texture coord units/sets used for fragment texturing */
1299 GLbitfield _EnabledCoordUnits;
1300
1301 /** Texture coord units that have texgen enabled */
1302 GLbitfield _TexGenEnabled;
1303
1304 /** Texture coord units that have non-identity matrices */
1305 GLbitfield _TexMatEnabled;
1306
1307 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1308 GLbitfield _GenFlags;
1309
1310 /** Largest index of a texture unit with _Current != NULL. */
1311 GLint _MaxEnabledTexImageUnit;
1312
1313 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1314 GLint NumCurrentTexUsed;
1315
1316 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1317 };
1318
1319
1320 /**
1321 * Data structure representing a single clip plane (e.g. one of the elements
1322 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1323 */
1324 typedef GLfloat gl_clip_plane[4];
1325
1326
1327 /**
1328 * Transformation attribute group (GL_TRANSFORM_BIT).
1329 */
1330 struct gl_transform_attrib
1331 {
1332 GLenum MatrixMode; /**< Matrix mode */
1333 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1334 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1335 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1336 GLboolean Normalize; /**< Normalize all normals? */
1337 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1338 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1339 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1340 /** GL_ARB_clip_control */
1341 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1342 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1343 };
1344
1345
1346 /**
1347 * Viewport attribute group (GL_VIEWPORT_BIT).
1348 */
1349 struct gl_viewport_attrib
1350 {
1351 GLfloat X, Y; /**< position */
1352 GLfloat Width, Height; /**< size */
1353 GLdouble Near, Far; /**< Depth buffer range */
1354 };
1355
1356
1357 typedef enum {
1358 MAP_USER,
1359 MAP_INTERNAL,
1360
1361 MAP_COUNT
1362 } gl_map_buffer_index;
1363
1364
1365 /**
1366 * Fields describing a mapped buffer range.
1367 */
1368 struct gl_buffer_mapping {
1369 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1370 GLvoid *Pointer; /**< User-space address of mapping */
1371 GLintptr Offset; /**< Mapped offset */
1372 GLsizeiptr Length; /**< Mapped length */
1373 };
1374
1375
1376 /**
1377 * Usages we've seen for a buffer object.
1378 */
1379 typedef enum {
1380 USAGE_UNIFORM_BUFFER = 0x1,
1381 USAGE_TEXTURE_BUFFER = 0x2,
1382 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1383 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1384 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1385 USAGE_PIXEL_PACK_BUFFER = 0x20,
1386 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1387 } gl_buffer_usage;
1388
1389
1390 /**
1391 * GL_ARB_vertex/pixel_buffer_object buffer object
1392 */
1393 struct gl_buffer_object
1394 {
1395 mtx_t Mutex;
1396 GLint RefCount;
1397 GLuint Name;
1398 GLchar *Label; /**< GL_KHR_debug */
1399 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1400 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1401 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1402 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1403 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1404 GLboolean Written; /**< Ever written to? (for debugging) */
1405 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1406 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1407 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1408
1409 /** Counters used for buffer usage warnings */
1410 GLuint NumSubDataCalls;
1411 GLuint NumMapBufferWriteCalls;
1412
1413 struct gl_buffer_mapping Mappings[MAP_COUNT];
1414
1415 /** Memoization of min/max index computations for static index buffers */
1416 struct hash_table *MinMaxCache;
1417 unsigned MinMaxCacheHitIndices;
1418 unsigned MinMaxCacheMissIndices;
1419 bool MinMaxCacheDirty;
1420
1421 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1422 };
1423
1424
1425 /**
1426 * Client pixel packing/unpacking attributes
1427 */
1428 struct gl_pixelstore_attrib
1429 {
1430 GLint Alignment;
1431 GLint RowLength;
1432 GLint SkipPixels;
1433 GLint SkipRows;
1434 GLint ImageHeight;
1435 GLint SkipImages;
1436 GLboolean SwapBytes;
1437 GLboolean LsbFirst;
1438 GLboolean Invert; /**< GL_MESA_pack_invert */
1439 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1440 GLint CompressedBlockHeight;
1441 GLint CompressedBlockDepth;
1442 GLint CompressedBlockSize;
1443 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1444 };
1445
1446
1447 /**
1448 * Vertex array information which is derived from gl_array_attributes
1449 * and gl_vertex_buffer_binding information. Used by the VBO module and
1450 * device drivers.
1451 */
1452 struct gl_vertex_array
1453 {
1454 GLint Size; /**< components per element (1,2,3,4) */
1455 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1456 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1457 GLsizei StrideB; /**< actual stride in bytes */
1458 GLuint _ElementSize; /**< size of each element in bytes */
1459 const GLubyte *Ptr; /**< Points to array data */
1460 GLboolean Normalized; /**< GL_ARB_vertex_program */
1461 GLboolean Integer; /**< Integer-valued? */
1462 GLboolean Doubles; /**< double precision values are not converted to floats */
1463 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1464
1465 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1466 };
1467
1468
1469 /**
1470 * Attributes to describe a vertex array.
1471 *
1472 * Contains the size, type, format and normalization flag,
1473 * along with the index of a vertex buffer binding point.
1474 *
1475 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1476 * and is only present for backwards compatibility reasons.
1477 * Rendering always uses VERTEX_BINDING_STRIDE.
1478 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1479 * and VERTEX_BINDING_STRIDE to the same value, while
1480 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1481 */
1482 struct gl_array_attributes
1483 {
1484 GLint Size; /**< Components per element (1,2,3,4) */
1485 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1486 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1487 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1488 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1489 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1490 GLboolean Enabled; /**< Whether the array is enabled */
1491 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1492 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1493 GLboolean Doubles; /**< double precision values are not converted to floats */
1494 GLuint _ElementSize; /**< Size of each element in bytes */
1495 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1496 };
1497
1498
1499 /**
1500 * This describes the buffer object used for a vertex array (or
1501 * multiple vertex arrays). If BufferObj points to the default/null
1502 * buffer object, then the vertex array lives in user memory and not a VBO.
1503 */
1504 struct gl_vertex_buffer_binding
1505 {
1506 GLintptr Offset; /**< User-specified offset */
1507 GLsizei Stride; /**< User-specified stride */
1508 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1509 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1510 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1511 };
1512
1513
1514 /**
1515 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1516 * the GL_ARB_vertex_array_object extension.
1517 */
1518 struct gl_vertex_array_object
1519 {
1520 /** Name of the VAO as received from glGenVertexArray. */
1521 GLuint Name;
1522
1523 GLint RefCount;
1524
1525 GLchar *Label; /**< GL_KHR_debug */
1526
1527 /**
1528 * Has this array object been bound?
1529 */
1530 GLboolean EverBound;
1531
1532 /**
1533 * Derived vertex attribute arrays
1534 *
1535 * This is a legacy data structure created from gl_vertex_attrib_array and
1536 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1537 */
1538 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1539
1540 /** Vertex attribute arrays */
1541 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1542
1543 /** Vertex buffer bindings */
1544 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1545
1546 /** Mask indicating which vertex arrays have vertex buffer associated. */
1547 GLbitfield64 VertexAttribBufferMask;
1548
1549 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1550 GLbitfield64 _Enabled;
1551
1552 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1553 GLbitfield64 NewArrays;
1554
1555 /** The index buffer (also known as the element array buffer in OpenGL). */
1556 struct gl_buffer_object *IndexBufferObj;
1557 };
1558
1559
1560 /** Used to signal when transitioning from one kind of drawing method
1561 * to another.
1562 */
1563 typedef enum {
1564 DRAW_NONE, /**< Initial value only */
1565 DRAW_BEGIN_END,
1566 DRAW_DISPLAY_LIST,
1567 DRAW_ARRAYS
1568 } gl_draw_method;
1569
1570 /**
1571 * Enum for the OpenGL APIs we know about and may support.
1572 *
1573 * NOTE: This must match the api_enum table in
1574 * src/mesa/main/get_hash_generator.py
1575 */
1576 typedef enum
1577 {
1578 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1579 API_OPENGLES,
1580 API_OPENGLES2,
1581 API_OPENGL_CORE,
1582 API_OPENGL_LAST = API_OPENGL_CORE
1583 } gl_api;
1584
1585 /**
1586 * Vertex array state
1587 */
1588 struct gl_array_attrib
1589 {
1590 /** Currently bound array object. */
1591 struct gl_vertex_array_object *VAO;
1592
1593 /** The default vertex array object */
1594 struct gl_vertex_array_object *DefaultVAO;
1595
1596 /** The last VAO accessed by a DSA function */
1597 struct gl_vertex_array_object *LastLookedUpVAO;
1598
1599 /** Array objects (GL_ARB_vertex_array_object) */
1600 struct _mesa_HashTable *Objects;
1601
1602 GLint ActiveTexture; /**< Client Active Texture */
1603 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1604 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1605
1606 /**
1607 * \name Primitive restart controls
1608 *
1609 * Primitive restart is enabled if either \c PrimitiveRestart or
1610 * \c PrimitiveRestartFixedIndex is set.
1611 */
1612 /*@{*/
1613 GLboolean PrimitiveRestart;
1614 GLboolean PrimitiveRestartFixedIndex;
1615 GLboolean _PrimitiveRestart;
1616 GLuint RestartIndex;
1617 /*@}*/
1618
1619 /** One of the DRAW_xxx flags, not consumed by drivers */
1620 gl_draw_method DrawMethod;
1621
1622 /* GL_ARB_vertex_buffer_object */
1623 struct gl_buffer_object *ArrayBufferObj;
1624
1625 /**
1626 * Vertex arrays as consumed by a driver.
1627 * The array pointer is set up only by the VBO module.
1628 */
1629 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1630
1631 /** Legal array datatypes and the API for which they have been computed */
1632 GLbitfield LegalTypesMask;
1633 gl_api LegalTypesMaskAPI;
1634 };
1635
1636
1637 /**
1638 * Feedback buffer state
1639 */
1640 struct gl_feedback
1641 {
1642 GLenum Type;
1643 GLbitfield _Mask; /**< FB_* bits */
1644 GLfloat *Buffer;
1645 GLuint BufferSize;
1646 GLuint Count;
1647 };
1648
1649
1650 /**
1651 * Selection buffer state
1652 */
1653 struct gl_selection
1654 {
1655 GLuint *Buffer; /**< selection buffer */
1656 GLuint BufferSize; /**< size of the selection buffer */
1657 GLuint BufferCount; /**< number of values in the selection buffer */
1658 GLuint Hits; /**< number of records in the selection buffer */
1659 GLuint NameStackDepth; /**< name stack depth */
1660 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1661 GLboolean HitFlag; /**< hit flag */
1662 GLfloat HitMinZ; /**< minimum hit depth */
1663 GLfloat HitMaxZ; /**< maximum hit depth */
1664 };
1665
1666
1667 /**
1668 * 1-D Evaluator control points
1669 */
1670 struct gl_1d_map
1671 {
1672 GLuint Order; /**< Number of control points */
1673 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1674 GLfloat *Points; /**< Points to contiguous control points */
1675 };
1676
1677
1678 /**
1679 * 2-D Evaluator control points
1680 */
1681 struct gl_2d_map
1682 {
1683 GLuint Uorder; /**< Number of control points in U dimension */
1684 GLuint Vorder; /**< Number of control points in V dimension */
1685 GLfloat u1, u2, du;
1686 GLfloat v1, v2, dv;
1687 GLfloat *Points; /**< Points to contiguous control points */
1688 };
1689
1690
1691 /**
1692 * All evaluator control point state
1693 */
1694 struct gl_evaluators
1695 {
1696 /**
1697 * \name 1-D maps
1698 */
1699 /*@{*/
1700 struct gl_1d_map Map1Vertex3;
1701 struct gl_1d_map Map1Vertex4;
1702 struct gl_1d_map Map1Index;
1703 struct gl_1d_map Map1Color4;
1704 struct gl_1d_map Map1Normal;
1705 struct gl_1d_map Map1Texture1;
1706 struct gl_1d_map Map1Texture2;
1707 struct gl_1d_map Map1Texture3;
1708 struct gl_1d_map Map1Texture4;
1709 /*@}*/
1710
1711 /**
1712 * \name 2-D maps
1713 */
1714 /*@{*/
1715 struct gl_2d_map Map2Vertex3;
1716 struct gl_2d_map Map2Vertex4;
1717 struct gl_2d_map Map2Index;
1718 struct gl_2d_map Map2Color4;
1719 struct gl_2d_map Map2Normal;
1720 struct gl_2d_map Map2Texture1;
1721 struct gl_2d_map Map2Texture2;
1722 struct gl_2d_map Map2Texture3;
1723 struct gl_2d_map Map2Texture4;
1724 /*@}*/
1725 };
1726
1727
1728 struct gl_transform_feedback_varying_info
1729 {
1730 char *Name;
1731 GLenum Type;
1732 GLint BufferIndex;
1733 GLint Size;
1734 GLint Offset;
1735 };
1736
1737
1738 /**
1739 * Per-output info vertex shaders for transform feedback.
1740 */
1741 struct gl_transform_feedback_output
1742 {
1743 uint32_t OutputRegister;
1744 uint32_t OutputBuffer;
1745 uint32_t NumComponents;
1746 uint32_t StreamId;
1747
1748 /** offset (in DWORDs) of this output within the interleaved structure */
1749 uint32_t DstOffset;
1750
1751 /**
1752 * Offset into the output register of the data to output. For example,
1753 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1754 * offset is in the y and z components of the output register.
1755 */
1756 uint32_t ComponentOffset;
1757 };
1758
1759
1760 struct gl_transform_feedback_buffer
1761 {
1762 uint32_t Binding;
1763
1764 uint32_t NumVaryings;
1765
1766 /**
1767 * Total number of components stored in each buffer. This may be used by
1768 * hardware back-ends to determine the correct stride when interleaving
1769 * multiple transform feedback outputs in the same buffer.
1770 */
1771 uint32_t Stride;
1772
1773 /**
1774 * Which transform feedback stream this buffer binding is associated with.
1775 */
1776 uint32_t Stream;
1777 };
1778
1779
1780 /** Post-link transform feedback info. */
1781 struct gl_transform_feedback_info
1782 {
1783 unsigned NumOutputs;
1784
1785 /* Bitmask of active buffer indices. */
1786 unsigned ActiveBuffers;
1787
1788 struct gl_transform_feedback_output *Outputs;
1789
1790 /** Transform feedback varyings used for the linking of this shader program.
1791 *
1792 * Use for glGetTransformFeedbackVarying().
1793 */
1794 struct gl_transform_feedback_varying_info *Varyings;
1795 GLint NumVarying;
1796
1797 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1798 };
1799
1800
1801 /**
1802 * Transform feedback object state
1803 */
1804 struct gl_transform_feedback_object
1805 {
1806 GLuint Name; /**< AKA the object ID */
1807 GLint RefCount;
1808 GLchar *Label; /**< GL_KHR_debug */
1809 GLboolean Active; /**< Is transform feedback enabled? */
1810 GLboolean Paused; /**< Is transform feedback paused? */
1811 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1812 at least once? */
1813 GLboolean EverBound; /**< Has this object been bound? */
1814
1815 /**
1816 * GLES: if Active is true, remaining number of primitives which can be
1817 * rendered without overflow. This is necessary to track because GLES
1818 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1819 * glDrawArraysInstanced would overflow transform feedback buffers.
1820 * Undefined if Active is false.
1821 *
1822 * Not tracked for desktop GL since it's unnecessary.
1823 */
1824 unsigned GlesRemainingPrims;
1825
1826 /**
1827 * The program active when BeginTransformFeedback() was called.
1828 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1829 * where stage is the pipeline stage that is the source of data for
1830 * transform feedback.
1831 */
1832 struct gl_program *program;
1833
1834 /** The feedback buffers */
1835 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1836 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1837
1838 /** Start of feedback data in dest buffer */
1839 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1840
1841 /**
1842 * Max data to put into dest buffer (in bytes). Computed based on
1843 * RequestedSize and the actual size of the buffer.
1844 */
1845 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1846
1847 /**
1848 * Size that was specified when the buffer was bound. If the buffer was
1849 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1850 * zero.
1851 */
1852 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1853 };
1854
1855
1856 /**
1857 * Context state for transform feedback.
1858 */
1859 struct gl_transform_feedback_state
1860 {
1861 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1862
1863 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1864 struct gl_buffer_object *CurrentBuffer;
1865
1866 /** The table of all transform feedback objects */
1867 struct _mesa_HashTable *Objects;
1868
1869 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1870 struct gl_transform_feedback_object *CurrentObject;
1871
1872 /** The default xform-fb object (Name==0) */
1873 struct gl_transform_feedback_object *DefaultObject;
1874 };
1875
1876
1877 /**
1878 * A "performance monitor" as described in AMD_performance_monitor.
1879 */
1880 struct gl_perf_monitor_object
1881 {
1882 GLuint Name;
1883
1884 /** True if the monitor is currently active (Begin called but not End). */
1885 GLboolean Active;
1886
1887 /**
1888 * True if the monitor has ended.
1889 *
1890 * This is distinct from !Active because it may never have began.
1891 */
1892 GLboolean Ended;
1893
1894 /**
1895 * A list of groups with currently active counters.
1896 *
1897 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1898 */
1899 unsigned *ActiveGroups;
1900
1901 /**
1902 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1903 *
1904 * Checking whether counter 'c' in group 'g' is active can be done via:
1905 *
1906 * BITSET_TEST(ActiveCounters[g], c)
1907 */
1908 GLuint **ActiveCounters;
1909 };
1910
1911
1912 union gl_perf_monitor_counter_value
1913 {
1914 float f;
1915 uint64_t u64;
1916 uint32_t u32;
1917 };
1918
1919
1920 struct gl_perf_monitor_counter
1921 {
1922 /** Human readable name for the counter. */
1923 const char *Name;
1924
1925 /**
1926 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1927 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1928 */
1929 GLenum Type;
1930
1931 /** Minimum counter value. */
1932 union gl_perf_monitor_counter_value Minimum;
1933
1934 /** Maximum counter value. */
1935 union gl_perf_monitor_counter_value Maximum;
1936 };
1937
1938
1939 struct gl_perf_monitor_group
1940 {
1941 /** Human readable name for the group. */
1942 const char *Name;
1943
1944 /**
1945 * Maximum number of counters in this group which can be active at the
1946 * same time.
1947 */
1948 GLuint MaxActiveCounters;
1949
1950 /** Array of counters within this group. */
1951 const struct gl_perf_monitor_counter *Counters;
1952 GLuint NumCounters;
1953 };
1954
1955
1956 /**
1957 * A query object instance as described in INTEL_performance_query.
1958 *
1959 * NB: We want to keep this and the corresponding backend structure
1960 * relatively lean considering that applications may expect to
1961 * allocate enough objects to be able to query around all draw calls
1962 * in a frame.
1963 */
1964 struct gl_perf_query_object
1965 {
1966 GLuint Id; /**< hash table ID/name */
1967 unsigned Used:1; /**< has been used for 1 or more queries */
1968 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1969 unsigned Ready:1; /**< result is ready? */
1970 };
1971
1972
1973 /**
1974 * Context state for AMD_performance_monitor.
1975 */
1976 struct gl_perf_monitor_state
1977 {
1978 /** Array of performance monitor groups (indexed by group ID) */
1979 const struct gl_perf_monitor_group *Groups;
1980 GLuint NumGroups;
1981
1982 /** The table of all performance monitors. */
1983 struct _mesa_HashTable *Monitors;
1984 };
1985
1986
1987 /**
1988 * Context state for INTEL_performance_query.
1989 */
1990 struct gl_perf_query_state
1991 {
1992 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1993 };
1994
1995
1996 /**
1997 * A bindless sampler object.
1998 */
1999 struct gl_bindless_sampler
2000 {
2001 /** Texture unit (set by glUniform1()). */
2002 GLubyte unit;
2003
2004 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2005 gl_texture_index target;
2006
2007 /** Whether this bindless sampler is bound to a unit. */
2008 GLboolean bound;
2009
2010 /** Pointer to the base of the data. */
2011 GLvoid *data;
2012 };
2013
2014 /**
2015 * A bindless image object.
2016 */
2017 struct gl_bindless_image
2018 {
2019 /** Image unit (set by glUniform1()). */
2020 GLubyte unit;
2021
2022 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2023 GLenum access;
2024
2025 /** Whether this bindless image is bound to a unit. */
2026 GLboolean bound;
2027
2028 /** Pointer to the base of the data. */
2029 GLvoid *data;
2030 };
2031
2032 /**
2033 * Names of the various vertex/fragment program register files, etc.
2034 *
2035 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2036 * All values should fit in a 4-bit field.
2037 *
2038 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2039 * considered to be "uniform" variables since they can only be set outside
2040 * glBegin/End. They're also all stored in the same Parameters array.
2041 */
2042 typedef enum
2043 {
2044 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2045 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2046 PROGRAM_INPUT, /**< machine->Inputs[] */
2047 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2048 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2049 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2050 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2051 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2052 PROGRAM_ADDRESS, /**< machine->AddressReg */
2053 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2054 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2055 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2056 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2057 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2058 PROGRAM_MEMORY, /**< for shared, global and local memory */
2059 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2060 PROGRAM_FILE_MAX
2061 } gl_register_file;
2062
2063
2064 /**
2065 * Base class for any kind of program object
2066 */
2067 struct gl_program
2068 {
2069 /** FIXME: This must be first until we split shader_info from nir_shader */
2070 struct shader_info info;
2071
2072 GLuint Id;
2073 GLint RefCount;
2074 GLubyte *String; /**< Null-terminated program text */
2075
2076 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2077 GLenum Format; /**< String encoding format */
2078
2079 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2080
2081 struct nir_shader *nir;
2082
2083 bool is_arb_asm; /** Is this an ARB assembly-style program */
2084
2085 /** Is this program written to on disk shader cache */
2086 bool program_written_to_cache;
2087
2088 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2089 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2090 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2091 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2092 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2093
2094 /* Fragement shader only fields */
2095 GLboolean OriginUpperLeft;
2096 GLboolean PixelCenterInteger;
2097
2098 /** Named parameters, constants, etc. from program text */
2099 struct gl_program_parameter_list *Parameters;
2100
2101 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2102 GLubyte SamplerUnits[MAX_SAMPLERS];
2103
2104 /* FIXME: We should be able to make this struct a union. However some
2105 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2106 * these fields, we should fix this.
2107 */
2108 struct {
2109 /** Fields used by GLSL programs */
2110 struct {
2111 /** Data shared by gl_program and gl_shader_program */
2112 struct gl_shader_program_data *data;
2113
2114 struct gl_active_atomic_buffer **AtomicBuffers;
2115
2116 /** Post-link transform feedback info. */
2117 struct gl_transform_feedback_info *LinkedTransformFeedback;
2118
2119 /**
2120 * Number of types for subroutine uniforms.
2121 */
2122 GLuint NumSubroutineUniformTypes;
2123
2124 /**
2125 * Subroutine uniform remap table
2126 * based on the program level uniform remap table.
2127 */
2128 GLuint NumSubroutineUniforms; /* non-sparse total */
2129 GLuint NumSubroutineUniformRemapTable;
2130 struct gl_uniform_storage **SubroutineUniformRemapTable;
2131
2132 /**
2133 * Num of subroutine functions for this stage and storage for them.
2134 */
2135 GLuint NumSubroutineFunctions;
2136 GLuint MaxSubroutineFunctionIndex;
2137 struct gl_subroutine_function *SubroutineFunctions;
2138
2139 /**
2140 * Map from image uniform index to image unit (set by glUniform1i())
2141 *
2142 * An image uniform index is associated with each image uniform by
2143 * the linker. The image index associated with each uniform is
2144 * stored in the \c gl_uniform_storage::image field.
2145 */
2146 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2147
2148 /**
2149 * Access qualifier specified in the shader for each image uniform
2150 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2151 * GL_READ_WRITE.
2152 *
2153 * It may be different, though only more strict than the value of
2154 * \c gl_image_unit::Access for the corresponding image unit.
2155 */
2156 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2157
2158 struct gl_uniform_block **UniformBlocks;
2159 struct gl_uniform_block **ShaderStorageBlocks;
2160
2161 /** Which texture target is being sampled
2162 * (TEXTURE_1D/2D/3D/etc_INDEX)
2163 */
2164 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2165
2166 /**
2167 * Number of samplers declared with the bindless_sampler layout
2168 * qualifier as specified by ARB_bindless_texture.
2169 */
2170 GLuint NumBindlessSamplers;
2171 GLboolean HasBoundBindlessSampler;
2172 struct gl_bindless_sampler *BindlessSamplers;
2173
2174 /**
2175 * Number of images declared with the bindless_image layout qualifier
2176 * as specified by ARB_bindless_texture.
2177 */
2178 GLuint NumBindlessImages;
2179 GLboolean HasBoundBindlessImage;
2180 struct gl_bindless_image *BindlessImages;
2181
2182 union {
2183 struct {
2184 /**
2185 * A bitmask of gl_advanced_blend_mode values
2186 */
2187 GLbitfield BlendSupport;
2188 } fs;
2189 };
2190 } sh;
2191
2192 /** ARB assembly-style program fields */
2193 struct {
2194 struct prog_instruction *Instructions;
2195
2196 /**
2197 * Local parameters used by the program.
2198 *
2199 * It's dynamically allocated because it is rarely used (just
2200 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2201 * once it's allocated.
2202 */
2203 GLfloat (*LocalParams)[4];
2204
2205 /** Bitmask of which register files are read/written with indirect
2206 * addressing. Mask of (1 << PROGRAM_x) bits.
2207 */
2208 GLbitfield IndirectRegisterFiles;
2209
2210 /** Logical counts */
2211 /*@{*/
2212 GLuint NumInstructions;
2213 GLuint NumTemporaries;
2214 GLuint NumParameters;
2215 GLuint NumAttributes;
2216 GLuint NumAddressRegs;
2217 GLuint NumAluInstructions;
2218 GLuint NumTexInstructions;
2219 GLuint NumTexIndirections;
2220 /*@}*/
2221 /** Native, actual h/w counts */
2222 /*@{*/
2223 GLuint NumNativeInstructions;
2224 GLuint NumNativeTemporaries;
2225 GLuint NumNativeParameters;
2226 GLuint NumNativeAttributes;
2227 GLuint NumNativeAddressRegs;
2228 GLuint NumNativeAluInstructions;
2229 GLuint NumNativeTexInstructions;
2230 GLuint NumNativeTexIndirections;
2231 /*@}*/
2232
2233 /** Used by ARB assembly-style programs. Can only be true for vertex
2234 * programs.
2235 */
2236 GLboolean IsPositionInvariant;
2237 } arb;
2238 };
2239 };
2240
2241
2242 /**
2243 * State common to vertex and fragment programs.
2244 */
2245 struct gl_program_state
2246 {
2247 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2248 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2249 };
2250
2251
2252 /**
2253 * Context state for vertex programs.
2254 */
2255 struct gl_vertex_program_state
2256 {
2257 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2258 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2259 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2260 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2261 /** Computed two sided lighting for fixed function/programs. */
2262 GLboolean _TwoSideEnabled;
2263 struct gl_program *Current; /**< User-bound vertex program */
2264
2265 /** Currently enabled and valid vertex program (including internal
2266 * programs, user-defined vertex programs and GLSL vertex shaders).
2267 * This is the program we must use when rendering.
2268 */
2269 struct gl_program *_Current;
2270
2271 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2272
2273 /** Should fixed-function T&L be implemented with a vertex prog? */
2274 GLboolean _MaintainTnlProgram;
2275
2276 /** Program to emulate fixed-function T&L (see above) */
2277 struct gl_program *_TnlProgram;
2278
2279 /** Cache of fixed-function programs */
2280 struct gl_program_cache *Cache;
2281
2282 GLboolean _Overriden;
2283 };
2284
2285 /**
2286 * Context state for tessellation control programs.
2287 */
2288 struct gl_tess_ctrl_program_state
2289 {
2290 /** Currently bound and valid shader. */
2291 struct gl_program *_Current;
2292
2293 GLint patch_vertices;
2294 GLfloat patch_default_outer_level[4];
2295 GLfloat patch_default_inner_level[2];
2296 };
2297
2298 /**
2299 * Context state for tessellation evaluation programs.
2300 */
2301 struct gl_tess_eval_program_state
2302 {
2303 /** Currently bound and valid shader. */
2304 struct gl_program *_Current;
2305 };
2306
2307 /**
2308 * Context state for geometry programs.
2309 */
2310 struct gl_geometry_program_state
2311 {
2312 /** Currently enabled and valid program (including internal programs
2313 * and compiled shader programs).
2314 */
2315 struct gl_program *_Current;
2316 };
2317
2318 /**
2319 * Context state for fragment programs.
2320 */
2321 struct gl_fragment_program_state
2322 {
2323 GLboolean Enabled; /**< User-set fragment program enable flag */
2324 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2325 struct gl_program *Current; /**< User-bound fragment program */
2326
2327 /** Currently enabled and valid fragment program (including internal
2328 * programs, user-defined fragment programs and GLSL fragment shaders).
2329 * This is the program we must use when rendering.
2330 */
2331 struct gl_program *_Current;
2332
2333 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2334
2335 /** Should fixed-function texturing be implemented with a fragment prog? */
2336 GLboolean _MaintainTexEnvProgram;
2337
2338 /** Program to emulate fixed-function texture env/combine (see above) */
2339 struct gl_program *_TexEnvProgram;
2340
2341 /** Cache of fixed-function programs */
2342 struct gl_program_cache *Cache;
2343 };
2344
2345
2346 /**
2347 * Context state for compute programs.
2348 */
2349 struct gl_compute_program_state
2350 {
2351 /** Currently enabled and valid program (including internal programs
2352 * and compiled shader programs).
2353 */
2354 struct gl_program *_Current;
2355 };
2356
2357
2358 /**
2359 * ATI_fragment_shader runtime state
2360 */
2361
2362 struct atifs_instruction;
2363 struct atifs_setupinst;
2364
2365 /**
2366 * ATI fragment shader
2367 */
2368 struct ati_fragment_shader
2369 {
2370 GLuint Id;
2371 GLint RefCount;
2372 struct atifs_instruction *Instructions[2];
2373 struct atifs_setupinst *SetupInst[2];
2374 GLfloat Constants[8][4];
2375 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2376 GLubyte numArithInstr[2];
2377 GLubyte regsAssigned[2];
2378 GLubyte NumPasses; /**< 1 or 2 */
2379 GLubyte cur_pass;
2380 GLubyte last_optype;
2381 GLboolean interpinp1;
2382 GLboolean isValid;
2383 GLuint swizzlerq;
2384 struct gl_program *Program;
2385 };
2386
2387 /**
2388 * Context state for GL_ATI_fragment_shader
2389 */
2390 struct gl_ati_fragment_shader_state
2391 {
2392 GLboolean Enabled;
2393 GLboolean _Enabled; /**< enabled and valid shader? */
2394 GLboolean Compiling;
2395 GLfloat GlobalConstants[8][4];
2396 struct ati_fragment_shader *Current;
2397 };
2398
2399 /**
2400 * Shader subroutine function definition
2401 */
2402 struct gl_subroutine_function
2403 {
2404 char *name;
2405 int index;
2406 int num_compat_types;
2407 const struct glsl_type **types;
2408 };
2409
2410 /**
2411 * Shader information needed by both gl_shader and gl_linked shader.
2412 */
2413 struct gl_shader_info
2414 {
2415 /**
2416 * Tessellation Control shader state from layout qualifiers.
2417 */
2418 struct {
2419 /**
2420 * 0 - vertices not declared in shader, or
2421 * 1 .. GL_MAX_PATCH_VERTICES
2422 */
2423 GLint VerticesOut;
2424 } TessCtrl;
2425
2426 /**
2427 * Tessellation Evaluation shader state from layout qualifiers.
2428 */
2429 struct {
2430 /**
2431 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2432 * in this shader.
2433 */
2434 GLenum PrimitiveMode;
2435
2436 enum gl_tess_spacing Spacing;
2437
2438 /**
2439 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2440 */
2441 GLenum VertexOrder;
2442 /**
2443 * 1, 0, or -1 if it's not set in this shader.
2444 */
2445 int PointMode;
2446 } TessEval;
2447
2448 /**
2449 * Geometry shader state from GLSL 1.50 layout qualifiers.
2450 */
2451 struct {
2452 GLint VerticesOut;
2453 /**
2454 * 0 - Invocations count not declared in shader, or
2455 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2456 */
2457 GLint Invocations;
2458 /**
2459 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2460 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2461 * shader.
2462 */
2463 GLenum InputType;
2464 /**
2465 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2466 * it's not set in this shader.
2467 */
2468 GLenum OutputType;
2469 } Geom;
2470
2471 /**
2472 * Compute shader state from ARB_compute_shader and
2473 * ARB_compute_variable_group_size layout qualifiers.
2474 */
2475 struct {
2476 /**
2477 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2478 * it's not set in this shader.
2479 */
2480 unsigned LocalSize[3];
2481
2482 /**
2483 * Whether a variable work group size has been specified as defined by
2484 * ARB_compute_variable_group_size.
2485 */
2486 bool LocalSizeVariable;
2487 } Comp;
2488 };
2489
2490 /**
2491 * A linked GLSL shader object.
2492 */
2493 struct gl_linked_shader
2494 {
2495 gl_shader_stage Stage;
2496
2497 #ifdef DEBUG
2498 unsigned SourceChecksum;
2499 #endif
2500
2501 struct gl_program *Program; /**< Post-compile assembly code */
2502
2503 /**
2504 * \name Sampler tracking
2505 *
2506 * \note Each of these fields is only set post-linking.
2507 */
2508 /*@{*/
2509 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2510 /*@}*/
2511
2512 /**
2513 * Number of default uniform block components used by this shader.
2514 *
2515 * This field is only set post-linking.
2516 */
2517 unsigned num_uniform_components;
2518
2519 /**
2520 * Number of combined uniform components used by this shader.
2521 *
2522 * This field is only set post-linking. It is the sum of the uniform block
2523 * sizes divided by sizeof(float), and num_uniform_compoennts.
2524 */
2525 unsigned num_combined_uniform_components;
2526
2527 struct exec_list *ir;
2528 struct exec_list *packed_varyings;
2529 struct exec_list *fragdata_arrays;
2530 struct glsl_symbol_table *symbols;
2531 };
2532
2533 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2534 {
2535 GLbitfield external_samplers = 0;
2536 GLbitfield mask = prog->SamplersUsed;
2537
2538 while (mask) {
2539 int idx = u_bit_scan(&mask);
2540 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2541 external_samplers |= (1 << idx);
2542 }
2543
2544 return external_samplers;
2545 }
2546
2547 /**
2548 * Compile status enum. compile_skipped is used to indicate the compile
2549 * was skipped due to the shader matching one that's been seen before by
2550 * the on-disk cache.
2551 */
2552 enum gl_compile_status
2553 {
2554 compile_failure = 0,
2555 compile_success,
2556 compile_skipped,
2557 compiled_no_opts
2558 };
2559
2560 /**
2561 * A GLSL shader object.
2562 */
2563 struct gl_shader
2564 {
2565 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2566 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2567 * Must be the first field.
2568 */
2569 GLenum Type;
2570 gl_shader_stage Stage;
2571 GLuint Name; /**< AKA the handle */
2572 GLint RefCount; /**< Reference count */
2573 GLchar *Label; /**< GL_KHR_debug */
2574 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2575 GLboolean DeletePending;
2576 enum gl_compile_status CompileStatus;
2577 bool IsES; /**< True if this shader uses GLSL ES */
2578
2579 #ifdef DEBUG
2580 unsigned SourceChecksum; /**< for debug/logging purposes */
2581 #endif
2582 const GLchar *Source; /**< Source code string */
2583
2584 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2585
2586 GLchar *InfoLog;
2587
2588 unsigned Version; /**< GLSL version used for linking */
2589
2590 struct exec_list *ir;
2591 struct glsl_symbol_table *symbols;
2592
2593 /**
2594 * A bitmask of gl_advanced_blend_mode values
2595 */
2596 GLbitfield BlendSupport;
2597
2598 /**
2599 * Whether early fragment tests are enabled as defined by
2600 * ARB_shader_image_load_store.
2601 */
2602 bool EarlyFragmentTests;
2603
2604 bool ARB_fragment_coord_conventions_enable;
2605
2606 bool redeclares_gl_fragcoord;
2607 bool uses_gl_fragcoord;
2608
2609 bool PostDepthCoverage;
2610 bool InnerCoverage;
2611
2612 /**
2613 * Fragment shader state from GLSL 1.50 layout qualifiers.
2614 */
2615 bool origin_upper_left;
2616 bool pixel_center_integer;
2617
2618 /**
2619 * Whether bindless_sampler/bindless_image, and respectively
2620 * bound_sampler/bound_image are declared at global scope as defined by
2621 * ARB_bindless_texture.
2622 */
2623 bool bindless_sampler;
2624 bool bindless_image;
2625 bool bound_sampler;
2626 bool bound_image;
2627
2628 /** Global xfb_stride out qualifier if any */
2629 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2630
2631 struct gl_shader_info info;
2632 };
2633
2634
2635 struct gl_uniform_buffer_variable
2636 {
2637 char *Name;
2638
2639 /**
2640 * Name of the uniform as seen by glGetUniformIndices.
2641 *
2642 * glGetUniformIndices requires that the block instance index \b not be
2643 * present in the name of queried uniforms.
2644 *
2645 * \note
2646 * \c gl_uniform_buffer_variable::IndexName and
2647 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2648 */
2649 char *IndexName;
2650
2651 const struct glsl_type *Type;
2652 unsigned int Offset;
2653 GLboolean RowMajor;
2654 };
2655
2656
2657 enum gl_uniform_block_packing
2658 {
2659 ubo_packing_std140,
2660 ubo_packing_shared,
2661 ubo_packing_packed,
2662 ubo_packing_std430
2663 };
2664
2665
2666 struct gl_uniform_block
2667 {
2668 /** Declared name of the uniform block */
2669 char *Name;
2670
2671 /** Array of supplemental information about UBO ir_variables. */
2672 struct gl_uniform_buffer_variable *Uniforms;
2673 GLuint NumUniforms;
2674
2675 /**
2676 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2677 * with glBindBufferBase to bind a buffer object to this uniform block. When
2678 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2679 */
2680 GLuint Binding;
2681
2682 /**
2683 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2684 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2685 */
2686 GLuint UniformBufferSize;
2687
2688 /** Stages that reference this block */
2689 uint8_t stageref;
2690
2691 /**
2692 * Linearized array index for uniform block instance arrays
2693 *
2694 * Given a uniform block instance array declared with size
2695 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2696 * have the linearized array index
2697 *
2698 * m-1 m
2699 * i_m + ∑ i_j * ∏ s_k
2700 * j=0 k=j+1
2701 *
2702 * For a uniform block instance that is not an array, this is always 0.
2703 */
2704 uint8_t linearized_array_index;
2705
2706 /**
2707 * Layout specified in the shader
2708 *
2709 * This isn't accessible through the API, but it is used while
2710 * cross-validating uniform blocks.
2711 */
2712 enum gl_uniform_block_packing _Packing;
2713 GLboolean _RowMajor;
2714 };
2715
2716 /**
2717 * Structure that represents a reference to an atomic buffer from some
2718 * shader program.
2719 */
2720 struct gl_active_atomic_buffer
2721 {
2722 /** Uniform indices of the atomic counters declared within it. */
2723 GLuint *Uniforms;
2724 GLuint NumUniforms;
2725
2726 /** Binding point index associated with it. */
2727 GLuint Binding;
2728
2729 /** Minimum reasonable size it is expected to have. */
2730 GLuint MinimumSize;
2731
2732 /** Shader stages making use of it. */
2733 GLboolean StageReferences[MESA_SHADER_STAGES];
2734 };
2735
2736 /**
2737 * Data container for shader queries. This holds only the minimal
2738 * amount of required information for resource queries to work.
2739 */
2740 struct gl_shader_variable
2741 {
2742 /**
2743 * Declared type of the variable
2744 */
2745 const struct glsl_type *type;
2746
2747 /**
2748 * If the variable is in an interface block, this is the type of the block.
2749 */
2750 const struct glsl_type *interface_type;
2751
2752 /**
2753 * For variables inside structs (possibly recursively), this is the
2754 * outermost struct type.
2755 */
2756 const struct glsl_type *outermost_struct_type;
2757
2758 /**
2759 * Declared name of the variable
2760 */
2761 char *name;
2762
2763 /**
2764 * Storage location of the base of this variable
2765 *
2766 * The precise meaning of this field depends on the nature of the variable.
2767 *
2768 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2769 * - Vertex shader output: one of the values from \c gl_varying_slot.
2770 * - Geometry shader input: one of the values from \c gl_varying_slot.
2771 * - Geometry shader output: one of the values from \c gl_varying_slot.
2772 * - Fragment shader input: one of the values from \c gl_varying_slot.
2773 * - Fragment shader output: one of the values from \c gl_frag_result.
2774 * - Uniforms: Per-stage uniform slot number for default uniform block.
2775 * - Uniforms: Index within the uniform block definition for UBO members.
2776 * - Non-UBO Uniforms: explicit location until linking then reused to
2777 * store uniform slot number.
2778 * - Other: This field is not currently used.
2779 *
2780 * If the variable is a uniform, shader input, or shader output, and the
2781 * slot has not been assigned, the value will be -1.
2782 */
2783 int location;
2784
2785 /**
2786 * Specifies the first component the variable is stored in as per
2787 * ARB_enhanced_layouts.
2788 */
2789 unsigned component:2;
2790
2791 /**
2792 * Output index for dual source blending.
2793 *
2794 * \note
2795 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2796 * source blending.
2797 */
2798 unsigned index:1;
2799
2800 /**
2801 * Specifies whether a shader input/output is per-patch in tessellation
2802 * shader stages.
2803 */
2804 unsigned patch:1;
2805
2806 /**
2807 * Storage class of the variable.
2808 *
2809 * \sa (n)ir_variable_mode
2810 */
2811 unsigned mode:4;
2812
2813 /**
2814 * Interpolation mode for shader inputs / outputs
2815 *
2816 * \sa glsl_interp_mode
2817 */
2818 unsigned interpolation:2;
2819
2820 /**
2821 * Was the location explicitly set in the shader?
2822 *
2823 * If the location is explicitly set in the shader, it \b cannot be changed
2824 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2825 * no effect).
2826 */
2827 unsigned explicit_location:1;
2828
2829 /**
2830 * Precision qualifier.
2831 */
2832 unsigned precision:2;
2833 };
2834
2835 /**
2836 * Active resource in a gl_shader_program
2837 */
2838 struct gl_program_resource
2839 {
2840 GLenum Type; /** Program interface type. */
2841 const void *Data; /** Pointer to resource associated data structure. */
2842 uint8_t StageReferences; /** Bitmask of shader stage references. */
2843 };
2844
2845 /**
2846 * Link status enum. linking_skipped is used to indicate linking
2847 * was skipped due to the shader being loaded from the on-disk cache.
2848 */
2849 enum gl_link_status
2850 {
2851 linking_failure = 0,
2852 linking_success,
2853 linking_skipped
2854 };
2855
2856 /**
2857 * A data structure to be shared by gl_shader_program and gl_program.
2858 */
2859 struct gl_shader_program_data
2860 {
2861 GLint RefCount; /**< Reference count */
2862
2863 /** SHA1 hash of linked shader program */
2864 unsigned char sha1[20];
2865
2866 unsigned NumUniformStorage;
2867 unsigned NumHiddenUniforms;
2868 struct gl_uniform_storage *UniformStorage;
2869
2870 unsigned NumUniformBlocks;
2871 struct gl_uniform_block *UniformBlocks;
2872
2873 unsigned NumShaderStorageBlocks;
2874 struct gl_uniform_block *ShaderStorageBlocks;
2875
2876 struct gl_active_atomic_buffer *AtomicBuffers;
2877 unsigned NumAtomicBuffers;
2878
2879 /* Shader cache variables used during restore */
2880 unsigned NumUniformDataSlots;
2881 union gl_constant_value *UniformDataSlots;
2882
2883 bool cache_fallback;
2884
2885 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2886 * All structures (gl_program, uniform storage, etc) will get recreated
2887 * even though we have already loaded them from cache. Once the i965 cache
2888 * lands we should switch to using the cache_fallback support.
2889 */
2890 bool skip_cache;
2891
2892 /** List of all active resources after linking. */
2893 struct gl_program_resource *ProgramResourceList;
2894 unsigned NumProgramResourceList;
2895
2896 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2897 GLboolean Validated;
2898 GLchar *InfoLog;
2899
2900 unsigned Version; /**< GLSL version used for linking */
2901
2902 /* Mask of stages this program was linked against */
2903 unsigned linked_stages;
2904 };
2905
2906 /**
2907 * A GLSL program object.
2908 * Basically a linked collection of vertex and fragment shaders.
2909 */
2910 struct gl_shader_program
2911 {
2912 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2913 GLuint Name; /**< aka handle or ID */
2914 GLchar *Label; /**< GL_KHR_debug */
2915 GLint RefCount; /**< Reference count */
2916 GLboolean DeletePending;
2917
2918 /**
2919 * Is the application intending to glGetProgramBinary this program?
2920 */
2921 GLboolean BinaryRetreivableHint;
2922
2923 /**
2924 * Indicates whether program can be bound for individual pipeline stages
2925 * using UseProgramStages after it is next linked.
2926 */
2927 GLboolean SeparateShader;
2928
2929 GLuint NumShaders; /**< number of attached shaders */
2930 struct gl_shader **Shaders; /**< List of attached the shaders */
2931
2932 /**
2933 * User-defined attribute bindings
2934 *
2935 * These are set via \c glBindAttribLocation and are used to direct the
2936 * GLSL linker. These are \b not the values used in the compiled shader,
2937 * and they are \b not the values returned by \c glGetAttribLocation.
2938 */
2939 struct string_to_uint_map *AttributeBindings;
2940
2941 /**
2942 * User-defined fragment data bindings
2943 *
2944 * These are set via \c glBindFragDataLocation and are used to direct the
2945 * GLSL linker. These are \b not the values used in the compiled shader,
2946 * and they are \b not the values returned by \c glGetFragDataLocation.
2947 */
2948 struct string_to_uint_map *FragDataBindings;
2949 struct string_to_uint_map *FragDataIndexBindings;
2950
2951 /**
2952 * Transform feedback varyings last specified by
2953 * glTransformFeedbackVaryings().
2954 *
2955 * For the current set of transform feedback varyings used for transform
2956 * feedback output, see LinkedTransformFeedback.
2957 */
2958 struct {
2959 GLenum BufferMode;
2960 /** Global xfb_stride out qualifier if any */
2961 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2962 GLuint NumVarying;
2963 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2964 } TransformFeedback;
2965
2966 struct gl_program *last_vert_prog;
2967
2968 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2969 enum gl_frag_depth_layout FragDepthLayout;
2970
2971 /**
2972 * Geometry shader state - copied into gl_program by
2973 * _mesa_copy_linked_program_data().
2974 */
2975 struct {
2976 GLint VerticesIn;
2977
2978 bool UsesEndPrimitive;
2979 bool UsesStreams;
2980 } Geom;
2981
2982 /**
2983 * Compute shader state - copied into gl_program by
2984 * _mesa_copy_linked_program_data().
2985 */
2986 struct {
2987 /**
2988 * Size of shared variables accessed by the compute shader.
2989 */
2990 unsigned SharedSize;
2991 } Comp;
2992
2993 /** Data shared by gl_program and gl_shader_program */
2994 struct gl_shader_program_data *data;
2995
2996 /**
2997 * Mapping from GL uniform locations returned by \c glUniformLocation to
2998 * UniformStorage entries. Arrays will have multiple contiguous slots
2999 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3000 */
3001 unsigned NumUniformRemapTable;
3002 struct gl_uniform_storage **UniformRemapTable;
3003
3004 /**
3005 * Sometimes there are empty slots left over in UniformRemapTable after we
3006 * allocate slots to explicit locations. This list stores the blocks of
3007 * continuous empty slots inside UniformRemapTable.
3008 */
3009 struct exec_list EmptyUniformLocations;
3010
3011 /**
3012 * Total number of explicit uniform location including inactive uniforms.
3013 */
3014 unsigned NumExplicitUniformLocations;
3015
3016 /**
3017 * Map of active uniform names to locations
3018 *
3019 * Maps any active uniform that is not an array element to a location.
3020 * Each active uniform, including individual structure members will appear
3021 * in this map. This roughly corresponds to the set of names that would be
3022 * enumerated by \c glGetActiveUniform.
3023 */
3024 struct string_to_uint_map *UniformHash;
3025
3026 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3027
3028 bool IsES; /**< True if this program uses GLSL ES */
3029
3030 /**
3031 * Per-stage shaders resulting from the first stage of linking.
3032 *
3033 * Set of linked shaders for this program. The array is accessed using the
3034 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3035 * \c NULL.
3036 */
3037 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3038
3039 /* True if any of the fragment shaders attached to this program use:
3040 * #extension ARB_fragment_coord_conventions: enable
3041 */
3042 GLboolean ARB_fragment_coord_conventions_enable;
3043 };
3044
3045
3046 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3047 #define GLSL_LOG 0x2 /**< Write shaders to files */
3048 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3049 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3050 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3051 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3052 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3053 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3054 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3055 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3056
3057
3058 /**
3059 * Context state for GLSL vertex/fragment shaders.
3060 * Extended to support pipeline object
3061 */
3062 struct gl_pipeline_object
3063 {
3064 /** Name of the pipeline object as received from glGenProgramPipelines.
3065 * It would be 0 for shaders without separate shader objects.
3066 */
3067 GLuint Name;
3068
3069 GLint RefCount;
3070
3071 GLchar *Label; /**< GL_KHR_debug */
3072
3073 /**
3074 * Programs used for rendering
3075 *
3076 * There is a separate program set for each shader stage.
3077 */
3078 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3079
3080 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3081
3082 /**
3083 * Program used by glUniform calls.
3084 *
3085 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3086 */
3087 struct gl_shader_program *ActiveProgram;
3088
3089 GLbitfield Flags; /**< Mask of GLSL_x flags */
3090
3091 GLboolean EverBound; /**< Has the pipeline object been created */
3092
3093 GLboolean Validated; /**< Pipeline Validation status */
3094
3095 GLchar *InfoLog;
3096 };
3097
3098 /**
3099 * Context state for GLSL pipeline shaders.
3100 */
3101 struct gl_pipeline_shader_state
3102 {
3103 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3104 struct gl_pipeline_object *Current;
3105
3106 /* Default Object to ensure that _Shader is never NULL */
3107 struct gl_pipeline_object *Default;
3108
3109 /** Pipeline objects */
3110 struct _mesa_HashTable *Objects;
3111 };
3112
3113 /**
3114 * Compiler options for a single GLSL shaders type
3115 */
3116 struct gl_shader_compiler_options
3117 {
3118 /** Driver-selectable options: */
3119 GLboolean EmitNoLoops;
3120 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3121 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3122 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3123 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3124 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3125 * gl_CullDistance together from
3126 * float[8] to vec4[2]
3127 **/
3128
3129 /**
3130 * \name Forms of indirect addressing the driver cannot do.
3131 */
3132 /*@{*/
3133 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3134 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3135 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3136 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3137 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3138 /*@}*/
3139
3140 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3141 GLuint MaxUnrollIterations;
3142
3143 /**
3144 * Optimize code for array of structures backends.
3145 *
3146 * This is a proxy for:
3147 * - preferring DP4 instructions (rather than MUL/MAD) for
3148 * matrix * vector operations, such as position transformation.
3149 */
3150 GLboolean OptimizeForAOS;
3151
3152 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3153
3154 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3155 GLboolean ClampBlockIndicesToArrayBounds;
3156
3157 const struct nir_shader_compiler_options *NirOptions;
3158 };
3159
3160
3161 /**
3162 * Occlusion/timer query object.
3163 */
3164 struct gl_query_object
3165 {
3166 GLenum Target; /**< The query target, when active */
3167 GLuint Id; /**< hash table ID/name */
3168 GLchar *Label; /**< GL_KHR_debug */
3169 GLuint64EXT Result; /**< the counter */
3170 GLboolean Active; /**< inside Begin/EndQuery */
3171 GLboolean Ready; /**< result is ready? */
3172 GLboolean EverBound;/**< has query object ever been bound */
3173 GLuint Stream; /**< The stream */
3174 };
3175
3176
3177 /**
3178 * Context state for query objects.
3179 */
3180 struct gl_query_state
3181 {
3182 struct _mesa_HashTable *QueryObjects;
3183 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3184 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3185
3186 /** GL_NV_conditional_render */
3187 struct gl_query_object *CondRenderQuery;
3188
3189 /** GL_EXT_transform_feedback */
3190 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3191 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3192
3193 /** GL_ARB_transform_feedback_overflow_query */
3194 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3195 struct gl_query_object *TransformFeedbackOverflowAny;
3196
3197 /** GL_ARB_timer_query */
3198 struct gl_query_object *TimeElapsed;
3199
3200 /** GL_ARB_pipeline_statistics_query */
3201 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3202
3203 GLenum CondRenderMode;
3204 };
3205
3206
3207 /** Sync object state */
3208 struct gl_sync_object
3209 {
3210 GLenum Type; /**< GL_SYNC_FENCE */
3211 GLuint Name; /**< Fence name */
3212 GLchar *Label; /**< GL_KHR_debug */
3213 GLint RefCount; /**< Reference count */
3214 GLboolean DeletePending; /**< Object was deleted while there were still
3215 * live references (e.g., sync not yet finished)
3216 */
3217 GLenum SyncCondition;
3218 GLbitfield Flags; /**< Flags passed to glFenceSync */
3219 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3220 };
3221
3222
3223 /**
3224 * State which can be shared by multiple contexts:
3225 */
3226 struct gl_shared_state
3227 {
3228 mtx_t Mutex; /**< for thread safety */
3229 GLint RefCount; /**< Reference count */
3230 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3231 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3232 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3233
3234 /** Default texture objects (shared by all texture units) */
3235 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3236
3237 /** Fallback texture used when a bound texture is incomplete */
3238 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3239
3240 /**
3241 * \name Thread safety and statechange notification for texture
3242 * objects.
3243 *
3244 * \todo Improve the granularity of locking.
3245 */
3246 /*@{*/
3247 mtx_t TexMutex; /**< texobj thread safety */
3248 GLuint TextureStateStamp; /**< state notification for shared tex */
3249 /*@}*/
3250
3251 /** Default buffer object for vertex arrays that aren't in VBOs */
3252 struct gl_buffer_object *NullBufferObj;
3253
3254 /**
3255 * \name Vertex/geometry/fragment programs
3256 */
3257 /*@{*/
3258 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3259 struct gl_program *DefaultVertexProgram;
3260 struct gl_program *DefaultFragmentProgram;
3261 /*@}*/
3262
3263 /* GL_ATI_fragment_shader */
3264 struct _mesa_HashTable *ATIShaders;
3265 struct ati_fragment_shader *DefaultFragmentShader;
3266
3267 struct _mesa_HashTable *BufferObjects;
3268
3269 /** Table of both gl_shader and gl_shader_program objects */
3270 struct _mesa_HashTable *ShaderObjects;
3271
3272 /* GL_EXT_framebuffer_object */
3273 struct _mesa_HashTable *RenderBuffers;
3274 struct _mesa_HashTable *FrameBuffers;
3275
3276 /* GL_ARB_sync */
3277 struct set *SyncObjects;
3278
3279 /** GL_ARB_sampler_objects */
3280 struct _mesa_HashTable *SamplerObjects;
3281
3282 /* GL_ARB_bindless_texture */
3283 struct hash_table_u64 *TextureHandles;
3284 struct hash_table_u64 *ImageHandles;
3285 mtx_t HandlesMutex; /**< For texture/image handles safety */
3286
3287 /**
3288 * Some context in this share group was affected by a GPU reset
3289 *
3290 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3291 * been affected by a GPU reset must also return
3292 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3293 *
3294 * Once this field becomes true, it is never reset to false.
3295 */
3296 bool ShareGroupReset;
3297 };
3298
3299
3300
3301 /**
3302 * Renderbuffers represent drawing surfaces such as color, depth and/or
3303 * stencil. A framebuffer object has a set of renderbuffers.
3304 * Drivers will typically derive subclasses of this type.
3305 */
3306 struct gl_renderbuffer
3307 {
3308 mtx_t Mutex; /**< for thread safety */
3309 GLuint ClassID; /**< Useful for drivers */
3310 GLuint Name;
3311 GLchar *Label; /**< GL_KHR_debug */
3312 GLint RefCount;
3313 GLuint Width, Height;
3314 GLuint Depth;
3315 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3316 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3317 /**
3318 * True for renderbuffers that wrap textures, giving the driver a chance to
3319 * flush render caches through the FinishRenderTexture hook.
3320 *
3321 * Drivers may also set this on renderbuffers other than those generated by
3322 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3323 * called without a rb->TexImage.
3324 */
3325 GLboolean NeedsFinishRenderTexture;
3326 GLubyte NumSamples;
3327 GLenum InternalFormat; /**< The user-specified format */
3328 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3329 GL_STENCIL_INDEX. */
3330 mesa_format Format; /**< The actual renderbuffer memory format */
3331 /**
3332 * Pointer to the texture image if this renderbuffer wraps a texture,
3333 * otherwise NULL.
3334 *
3335 * Note that the reference on the gl_texture_object containing this
3336 * TexImage is held by the gl_renderbuffer_attachment.
3337 */
3338 struct gl_texture_image *TexImage;
3339
3340 /** Delete this renderbuffer */
3341 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3342
3343 /** Allocate new storage for this renderbuffer */
3344 GLboolean (*AllocStorage)(struct gl_context *ctx,
3345 struct gl_renderbuffer *rb,
3346 GLenum internalFormat,
3347 GLuint width, GLuint height);
3348 };
3349
3350
3351 /**
3352 * A renderbuffer attachment points to either a texture object (and specifies
3353 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3354 */
3355 struct gl_renderbuffer_attachment
3356 {
3357 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3358 GLboolean Complete;
3359
3360 /**
3361 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3362 * application supplied renderbuffer object.
3363 */
3364 struct gl_renderbuffer *Renderbuffer;
3365
3366 /**
3367 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3368 * supplied texture object.
3369 */
3370 struct gl_texture_object *Texture;
3371 GLuint TextureLevel; /**< Attached mipmap level. */
3372 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3373 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3374 * and 2D array textures */
3375 GLboolean Layered;
3376 };
3377
3378
3379 /**
3380 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3381 * In C++ terms, think of this as a base class from which device drivers
3382 * will make derived classes.
3383 */
3384 struct gl_framebuffer
3385 {
3386 mtx_t Mutex; /**< for thread safety */
3387 /**
3388 * If zero, this is a window system framebuffer. If non-zero, this
3389 * is a FBO framebuffer; note that for some devices (i.e. those with
3390 * a natural pixel coordinate system for FBOs that differs from the
3391 * OpenGL/Mesa coordinate system), this means that the viewport,
3392 * polygon face orientation, and polygon stipple will have to be inverted.
3393 */
3394 GLuint Name;
3395 GLint RefCount;
3396
3397 GLchar *Label; /**< GL_KHR_debug */
3398
3399 GLboolean DeletePending;
3400
3401 /**
3402 * The framebuffer's visual. Immutable if this is a window system buffer.
3403 * Computed from attachments if user-made FBO.
3404 */
3405 struct gl_config Visual;
3406
3407 /**
3408 * Size of frame buffer in pixels. If there are no attachments, then both
3409 * of these are 0.
3410 */
3411 GLuint Width, Height;
3412
3413 /**
3414 * In the case that the framebuffer has no attachment (i.e.
3415 * GL_ARB_framebuffer_no_attachments) then the geometry of
3416 * the framebuffer is specified by the default values.
3417 */
3418 struct {
3419 GLuint Width, Height, Layers, NumSamples;
3420 GLboolean FixedSampleLocations;
3421 /* Derived from NumSamples by the driver so that it can choose a valid
3422 * value for the hardware.
3423 */
3424 GLuint _NumSamples;
3425 } DefaultGeometry;
3426
3427 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3428 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3429 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3430 */
3431 /*@{*/
3432 GLint _Xmin, _Xmax;
3433 GLint _Ymin, _Ymax;
3434 /*@}*/
3435
3436 /** \name Derived Z buffer stuff */
3437 /*@{*/
3438 GLuint _DepthMax; /**< Max depth buffer value */
3439 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3440 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3441 /*@}*/
3442
3443 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3444 GLenum _Status;
3445
3446 /** Whether one of Attachment has Type != GL_NONE
3447 * NOTE: the values for Width and Height are set to 0 in case of having
3448 * no attachments, a backend driver supporting the extension
3449 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3450 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3451 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3452 * _Ymax do NOT take into account _HasAttachments being false). To get the
3453 * geometry of the framebuffer, the helper functions
3454 * _mesa_geometric_width(),
3455 * _mesa_geometric_height(),
3456 * _mesa_geometric_samples() and
3457 * _mesa_geometric_layers()
3458 * are available that check _HasAttachments.
3459 */
3460 bool _HasAttachments;
3461
3462 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3463
3464 /* ARB_color_buffer_float */
3465 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3466 GLboolean _HasSNormOrFloatColorBuffer;
3467
3468 /**
3469 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3470 * is not layered. For cube maps and cube map arrays, each cube face
3471 * counts as a layer. As the case for Width, Height a backend driver
3472 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3473 * in the case that _HasAttachments is false
3474 */
3475 GLuint MaxNumLayers;
3476
3477 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3478 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3479
3480 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3481 * attribute group and GL_PIXEL attribute group, respectively.
3482 */
3483 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3484 GLenum ColorReadBuffer;
3485
3486 /** Computed from ColorDraw/ReadBuffer above */
3487 GLuint _NumColorDrawBuffers;
3488 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3489 GLint _ColorReadBufferIndex; /* -1 = None */
3490 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3491 struct gl_renderbuffer *_ColorReadBuffer;
3492
3493 /** Delete this framebuffer */
3494 void (*Delete)(struct gl_framebuffer *fb);
3495 };
3496
3497
3498 /**
3499 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3500 */
3501 struct gl_precision
3502 {
3503 GLushort RangeMin; /**< min value exponent */
3504 GLushort RangeMax; /**< max value exponent */
3505 GLushort Precision; /**< number of mantissa bits */
3506 };
3507
3508
3509 /**
3510 * Limits for vertex, geometry and fragment programs/shaders.
3511 */
3512 struct gl_program_constants
3513 {
3514 /* logical limits */
3515 GLuint MaxInstructions;
3516 GLuint MaxAluInstructions;
3517 GLuint MaxTexInstructions;
3518 GLuint MaxTexIndirections;
3519 GLuint MaxAttribs;
3520 GLuint MaxTemps;
3521 GLuint MaxAddressRegs;
3522 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3523 GLuint MaxParameters;
3524 GLuint MaxLocalParams;
3525 GLuint MaxEnvParams;
3526 /* native/hardware limits */
3527 GLuint MaxNativeInstructions;
3528 GLuint MaxNativeAluInstructions;
3529 GLuint MaxNativeTexInstructions;
3530 GLuint MaxNativeTexIndirections;
3531 GLuint MaxNativeAttribs;
3532 GLuint MaxNativeTemps;
3533 GLuint MaxNativeAddressRegs;
3534 GLuint MaxNativeParameters;
3535 /* For shaders */
3536 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3537
3538 /**
3539 * \name Per-stage input / output limits
3540 *
3541 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3542 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3543 * ES). This is stored as \c gl_constants::MaxVarying.
3544 *
3545 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3546 * variables. Each stage as a certain number of outputs that it can feed
3547 * to the next stage and a certain number inputs that it can consume from
3548 * the previous stage.
3549 *
3550 * Vertex shader inputs do not participate this in this accounting.
3551 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3552 *
3553 * Fragment shader outputs do not participate this in this accounting.
3554 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3555 */
3556 /*@{*/
3557 GLuint MaxInputComponents;
3558 GLuint MaxOutputComponents;
3559 /*@}*/
3560
3561 /* ES 2.0 and GL_ARB_ES2_compatibility */
3562 struct gl_precision LowFloat, MediumFloat, HighFloat;
3563 struct gl_precision LowInt, MediumInt, HighInt;
3564 /* GL_ARB_uniform_buffer_object */
3565 GLuint MaxUniformBlocks;
3566 GLuint MaxCombinedUniformComponents;
3567 GLuint MaxTextureImageUnits;
3568
3569 /* GL_ARB_shader_atomic_counters */
3570 GLuint MaxAtomicBuffers;
3571 GLuint MaxAtomicCounters;
3572
3573 /* GL_ARB_shader_image_load_store */
3574 GLuint MaxImageUniforms;
3575
3576 /* GL_ARB_shader_storage_buffer_object */
3577 GLuint MaxShaderStorageBlocks;
3578 };
3579
3580
3581 /**
3582 * Constants which may be overridden by device driver during context creation
3583 * but are never changed after that.
3584 */
3585 struct gl_constants
3586 {
3587 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3588 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3589 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3590 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3591 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3592 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3593 GLuint MaxTextureCoordUnits;
3594 GLuint MaxCombinedTextureImageUnits;
3595 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3596 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3597 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3598 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3599
3600 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3601
3602 GLuint MaxArrayLockSize;
3603
3604 GLint SubPixelBits;
3605
3606 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3607 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3608 GLfloat PointSizeGranularity;
3609 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3610 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3611 GLfloat LineWidthGranularity;
3612
3613 GLuint MaxClipPlanes;
3614 GLuint MaxLights;
3615 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3616 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3617
3618 GLuint MaxViewportWidth, MaxViewportHeight;
3619 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3620 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3621 struct {
3622 GLfloat Min;
3623 GLfloat Max;
3624 } ViewportBounds; /**< GL_ARB_viewport_array */
3625 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3626
3627 struct gl_program_constants Program[MESA_SHADER_STAGES];
3628 GLuint MaxProgramMatrices;
3629 GLuint MaxProgramMatrixStackDepth;
3630
3631 struct {
3632 GLuint SamplesPassed;
3633 GLuint TimeElapsed;
3634 GLuint Timestamp;
3635 GLuint PrimitivesGenerated;
3636 GLuint PrimitivesWritten;
3637 GLuint VerticesSubmitted;
3638 GLuint PrimitivesSubmitted;
3639 GLuint VsInvocations;
3640 GLuint TessPatches;
3641 GLuint TessInvocations;
3642 GLuint GsInvocations;
3643 GLuint GsPrimitives;
3644 GLuint FsInvocations;
3645 GLuint ComputeInvocations;
3646 GLuint ClInPrimitives;
3647 GLuint ClOutPrimitives;
3648 } QueryCounterBits;
3649
3650 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3651
3652 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3653 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3654 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3655
3656 /**
3657 * GL_ARB_framebuffer_no_attachments
3658 */
3659 GLuint MaxFramebufferWidth;
3660 GLuint MaxFramebufferHeight;
3661 GLuint MaxFramebufferLayers;
3662 GLuint MaxFramebufferSamples;
3663
3664 /** Number of varying vectors between any two shader stages. */
3665 GLuint MaxVarying;
3666
3667 /** @{
3668 * GL_ARB_uniform_buffer_object
3669 */
3670 GLuint MaxCombinedUniformBlocks;
3671 GLuint MaxUniformBufferBindings;
3672 GLuint MaxUniformBlockSize;
3673 GLuint UniformBufferOffsetAlignment;
3674 /** @} */
3675
3676 /** @{
3677 * GL_ARB_shader_storage_buffer_object
3678 */
3679 GLuint MaxCombinedShaderStorageBlocks;
3680 GLuint MaxShaderStorageBufferBindings;
3681 GLuint MaxShaderStorageBlockSize;
3682 GLuint ShaderStorageBufferOffsetAlignment;
3683 /** @} */
3684
3685 /**
3686 * GL_ARB_explicit_uniform_location
3687 */
3688 GLuint MaxUserAssignableUniformLocations;
3689
3690 /** geometry shader */
3691 GLuint MaxGeometryOutputVertices;
3692 GLuint MaxGeometryTotalOutputComponents;
3693
3694 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3695
3696 /**
3697 * Changes default GLSL extension behavior from "error" to "warn". It's out
3698 * of spec, but it can make some apps work that otherwise wouldn't.
3699 */
3700 GLboolean ForceGLSLExtensionsWarn;
3701
3702 /**
3703 * If non-zero, forces GLSL shaders to behave as if they began
3704 * with "#version ForceGLSLVersion".
3705 */
3706 GLuint ForceGLSLVersion;
3707
3708 /**
3709 * Allow GLSL #extension directives in the middle of shaders.
3710 */
3711 GLboolean AllowGLSLExtensionDirectiveMidShader;
3712
3713 /**
3714 * Allow GLSL built-in variables to be redeclared verbatim
3715 */
3716 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3717
3718 /**
3719 * Allow creating a higher compat profile (version 3.1+) for apps that
3720 * request it. Be careful when adding that driconf option because some
3721 * features are unimplemented and might not work correctly.
3722 */
3723 GLboolean AllowHigherCompatVersion;
3724
3725 /**
3726 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3727 * D3D9 when apps rely on this behaviour.
3728 */
3729 GLboolean ForceGLSLAbsSqrt;
3730
3731 /**
3732 * Force uninitialized variables to default to zero.
3733 */
3734 GLboolean GLSLZeroInit;
3735
3736 /**
3737 * Does the driver support real 32-bit integers? (Otherwise, integers are
3738 * simulated via floats.)
3739 */
3740 GLboolean NativeIntegers;
3741
3742 /**
3743 * Does VertexID count from zero or from base vertex?
3744 *
3745 * \note
3746 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3747 * ignored and need not be set.
3748 */
3749 bool VertexID_is_zero_based;
3750
3751 /**
3752 * If the driver supports real 32-bit integers, what integer value should be
3753 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3754 */
3755 GLuint UniformBooleanTrue;
3756
3757 /**
3758 * Maximum amount of time, measured in nanseconds, that the server can wait.
3759 */
3760 GLuint64 MaxServerWaitTimeout;
3761
3762 /** GL_EXT_provoking_vertex */
3763 GLboolean QuadsFollowProvokingVertexConvention;
3764
3765 /** GL_ARB_viewport_array */
3766 GLenum LayerAndVPIndexProvokingVertex;
3767
3768 /** OpenGL version 3.0 */
3769 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3770
3771 /** OpenGL version 3.2 */
3772 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3773
3774 /** OpenGL version 4.4 */
3775 GLuint MaxVertexAttribStride;
3776
3777 /** GL_EXT_transform_feedback */
3778 GLuint MaxTransformFeedbackBuffers;
3779 GLuint MaxTransformFeedbackSeparateComponents;
3780 GLuint MaxTransformFeedbackInterleavedComponents;
3781 GLuint MaxVertexStreams;
3782
3783 /** GL_EXT_gpu_shader4 */
3784 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3785
3786 /** GL_ARB_texture_gather */
3787 GLuint MinProgramTextureGatherOffset;
3788 GLuint MaxProgramTextureGatherOffset;
3789 GLuint MaxProgramTextureGatherComponents;
3790
3791 /* GL_ARB_robustness */
3792 GLenum ResetStrategy;
3793
3794 /* GL_KHR_robustness */
3795 GLboolean RobustAccess;
3796
3797 /* GL_ARB_blend_func_extended */
3798 GLuint MaxDualSourceDrawBuffers;
3799
3800 /**
3801 * Whether the implementation strips out and ignores texture borders.
3802 *
3803 * Many GPU hardware implementations don't support rendering with texture
3804 * borders and mipmapped textures. (Note: not static border color, but the
3805 * old 1-pixel border around each edge). Implementations then have to do
3806 * slow fallbacks to be correct, or just ignore the border and be fast but
3807 * wrong. Setting the flag strips the border off of TexImage calls,
3808 * providing "fast but wrong" at significantly reduced driver complexity.
3809 *
3810 * Texture borders are deprecated in GL 3.0.
3811 **/
3812 GLboolean StripTextureBorder;
3813
3814 /**
3815 * For drivers which can do a better job at eliminating unused uniforms
3816 * than the GLSL compiler.
3817 *
3818 * XXX Remove these as soon as a better solution is available.
3819 */
3820 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3821
3822 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3823 bool GLSLFragCoordIsSysVal;
3824 bool GLSLFrontFacingIsSysVal;
3825
3826 /**
3827 * Run the minimum amount of GLSL optimizations to be able to link
3828 * shaders optimally (eliminate dead varyings and uniforms) and just do
3829 * all the necessary lowering.
3830 */
3831 bool GLSLOptimizeConservatively;
3832
3833 /**
3834 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3835 * (otherwise, they're system values).
3836 */
3837 bool GLSLTessLevelsAsInputs;
3838
3839 /**
3840 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3841 * than passing the transform feedback object to the drawing function.
3842 */
3843 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3844
3845 /** GL_ARB_map_buffer_alignment */
3846 GLuint MinMapBufferAlignment;
3847
3848 /**
3849 * Disable varying packing. This is out of spec, but potentially useful
3850 * for older platforms that supports a limited number of texture
3851 * indirections--on these platforms, unpacking the varyings in the fragment
3852 * shader increases the number of texture indirections by 1, which might
3853 * make some shaders not executable at all.
3854 *
3855 * Drivers that support transform feedback must set this value to GL_FALSE.
3856 */
3857 GLboolean DisableVaryingPacking;
3858
3859 /**
3860 * Should meaningful names be generated for compiler temporary variables?
3861 *
3862 * Generally, it is not useful to have the compiler generate "meaningful"
3863 * names for temporary variables that it creates. This can, however, be a
3864 * useful debugging aid. In Mesa debug builds or release builds when
3865 * MESA_GLSL is set at run-time, meaningful names will be generated.
3866 * Drivers can also force names to be generated by setting this field.
3867 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3868 * vertex shader assembly) is set at run-time.
3869 */
3870 bool GenerateTemporaryNames;
3871
3872 /*
3873 * Maximum value supported for an index in DrawElements and friends.
3874 *
3875 * This must be at least (1ull<<24)-1. The default value is
3876 * (1ull<<32)-1.
3877 *
3878 * \since ES 3.0 or GL_ARB_ES3_compatibility
3879 * \sa _mesa_init_constants
3880 */
3881 GLuint64 MaxElementIndex;
3882
3883 /**
3884 * Disable interpretation of line continuations (lines ending with a
3885 * backslash character ('\') in GLSL source.
3886 */
3887 GLboolean DisableGLSLLineContinuations;
3888
3889 /** GL_ARB_texture_multisample */
3890 GLint MaxColorTextureSamples;
3891 GLint MaxDepthTextureSamples;
3892 GLint MaxIntegerSamples;
3893
3894 /**
3895 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3896 * samples are laid out in a rectangular grid roughly corresponding to
3897 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3898 * are used to map indices of rectangular grid to sample numbers within
3899 * a pixel. This mapping of indices to sample numbers must be initialized
3900 * by the driver for the target hardware. For example, if we have the 8X
3901 * MSAA sample number layout (sample positions) for XYZ hardware:
3902 *
3903 * sample indices layout sample number layout
3904 * --------- ---------
3905 * | 0 | 1 | | a | b |
3906 * --------- ---------
3907 * | 2 | 3 | | c | d |
3908 * --------- ---------
3909 * | 4 | 5 | | e | f |
3910 * --------- ---------
3911 * | 6 | 7 | | g | h |
3912 * --------- ---------
3913 *
3914 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3915 *
3916 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3917 * below:
3918 * SampleMap8x = {a, b, c, d, e, f, g, h};
3919 *
3920 * Follow the logic for sample counts 2-8.
3921 *
3922 * For 16x the sample indices layout as a 4x4 grid as follows:
3923 *
3924 * -----------------
3925 * | 0 | 1 | 2 | 3 |
3926 * -----------------
3927 * | 4 | 5 | 6 | 7 |
3928 * -----------------
3929 * | 8 | 9 |10 |11 |
3930 * -----------------
3931 * |12 |13 |14 |15 |
3932 * -----------------
3933 */
3934 uint8_t SampleMap2x[2];
3935 uint8_t SampleMap4x[4];
3936 uint8_t SampleMap8x[8];
3937 uint8_t SampleMap16x[16];
3938
3939 /** GL_ARB_shader_atomic_counters */
3940 GLuint MaxAtomicBufferBindings;
3941 GLuint MaxAtomicBufferSize;
3942 GLuint MaxCombinedAtomicBuffers;
3943 GLuint MaxCombinedAtomicCounters;
3944
3945 /** GL_ARB_vertex_attrib_binding */
3946 GLint MaxVertexAttribRelativeOffset;
3947 GLint MaxVertexAttribBindings;
3948
3949 /* GL_ARB_shader_image_load_store */
3950 GLuint MaxImageUnits;
3951 GLuint MaxCombinedShaderOutputResources;
3952 GLuint MaxImageSamples;
3953 GLuint MaxCombinedImageUniforms;
3954
3955 /** GL_ARB_compute_shader */
3956 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3957 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3958 GLuint MaxComputeWorkGroupInvocations;
3959 GLuint MaxComputeSharedMemorySize;
3960
3961 /** GL_ARB_compute_variable_group_size */
3962 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3963 GLuint MaxComputeVariableGroupInvocations;
3964
3965 /** GL_ARB_gpu_shader5 */
3966 GLfloat MinFragmentInterpolationOffset;
3967 GLfloat MaxFragmentInterpolationOffset;
3968
3969 GLboolean FakeSWMSAA;
3970
3971 /** GL_KHR_context_flush_control */
3972 GLenum ContextReleaseBehavior;
3973
3974 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3975
3976 /** GL_ARB_tessellation_shader */
3977 GLuint MaxPatchVertices;
3978 GLuint MaxTessGenLevel;
3979 GLuint MaxTessPatchComponents;
3980 GLuint MaxTessControlTotalOutputComponents;
3981 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3982 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3983 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3984 bool PrimitiveRestartForPatches;
3985 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3986 * gl_LocalInvocationIndex based on
3987 * other builtin variables. */
3988
3989 /** GL_OES_primitive_bounding_box */
3990 bool NoPrimitiveBoundingBoxOutput;
3991
3992 /** GL_ARB_sparse_buffer */
3993 GLuint SparseBufferPageSize;
3994
3995 /** Used as an input for sha1 generation in the on-disk shader cache */
3996 unsigned char *dri_config_options_sha1;
3997
3998 /** When drivers are OK with mapped buffers during draw and other calls. */
3999 bool AllowMappedBuffersDuringExecution;
4000 };
4001
4002
4003 /**
4004 * Enable flag for each OpenGL extension. Different device drivers will
4005 * enable different extensions at runtime.
4006 */
4007 struct gl_extensions
4008 {
4009 GLboolean dummy; /* don't remove this! */
4010 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4011 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4012 GLboolean ANGLE_texture_compression_dxt;
4013 GLboolean ARB_ES2_compatibility;
4014 GLboolean ARB_ES3_compatibility;
4015 GLboolean ARB_ES3_1_compatibility;
4016 GLboolean ARB_ES3_2_compatibility;
4017 GLboolean ARB_arrays_of_arrays;
4018 GLboolean ARB_base_instance;
4019 GLboolean ARB_bindless_texture;
4020 GLboolean ARB_blend_func_extended;
4021 GLboolean ARB_buffer_storage;
4022 GLboolean ARB_clear_texture;
4023 GLboolean ARB_clip_control;
4024 GLboolean ARB_color_buffer_float;
4025 GLboolean ARB_compute_shader;
4026 GLboolean ARB_compute_variable_group_size;
4027 GLboolean ARB_conditional_render_inverted;
4028 GLboolean ARB_conservative_depth;
4029 GLboolean ARB_copy_image;
4030 GLboolean ARB_cull_distance;
4031 GLboolean ARB_depth_buffer_float;
4032 GLboolean ARB_depth_clamp;
4033 GLboolean ARB_depth_texture;
4034 GLboolean ARB_derivative_control;
4035 GLboolean ARB_draw_buffers_blend;
4036 GLboolean ARB_draw_elements_base_vertex;
4037 GLboolean ARB_draw_indirect;
4038 GLboolean ARB_draw_instanced;
4039 GLboolean ARB_fragment_coord_conventions;
4040 GLboolean ARB_fragment_layer_viewport;
4041 GLboolean ARB_fragment_program;
4042 GLboolean ARB_fragment_program_shadow;
4043 GLboolean ARB_fragment_shader;
4044 GLboolean ARB_framebuffer_no_attachments;
4045 GLboolean ARB_framebuffer_object;
4046 GLboolean ARB_enhanced_layouts;
4047 GLboolean ARB_explicit_attrib_location;
4048 GLboolean ARB_explicit_uniform_location;
4049 GLboolean ARB_gpu_shader5;
4050 GLboolean ARB_gpu_shader_fp64;
4051 GLboolean ARB_gpu_shader_int64;
4052 GLboolean ARB_half_float_vertex;
4053 GLboolean ARB_indirect_parameters;
4054 GLboolean ARB_instanced_arrays;
4055 GLboolean ARB_internalformat_query;
4056 GLboolean ARB_internalformat_query2;
4057 GLboolean ARB_map_buffer_range;
4058 GLboolean ARB_occlusion_query;
4059 GLboolean ARB_occlusion_query2;
4060 GLboolean ARB_pipeline_statistics_query;
4061 GLboolean ARB_point_sprite;
4062 GLboolean ARB_post_depth_coverage;
4063 GLboolean ARB_query_buffer_object;
4064 GLboolean ARB_robust_buffer_access_behavior;
4065 GLboolean ARB_sample_shading;
4066 GLboolean ARB_seamless_cube_map;
4067 GLboolean ARB_shader_atomic_counter_ops;
4068 GLboolean ARB_shader_atomic_counters;
4069 GLboolean ARB_shader_ballot;
4070 GLboolean ARB_shader_bit_encoding;
4071 GLboolean ARB_shader_clock;
4072 GLboolean ARB_shader_draw_parameters;
4073 GLboolean ARB_shader_group_vote;
4074 GLboolean ARB_shader_image_load_store;
4075 GLboolean ARB_shader_image_size;
4076 GLboolean ARB_shader_precision;
4077 GLboolean ARB_shader_stencil_export;
4078 GLboolean ARB_shader_storage_buffer_object;
4079 GLboolean ARB_shader_texture_image_samples;
4080 GLboolean ARB_shader_texture_lod;
4081 GLboolean ARB_shader_viewport_layer_array;
4082 GLboolean ARB_shading_language_packing;
4083 GLboolean ARB_shading_language_420pack;
4084 GLboolean ARB_shadow;
4085 GLboolean ARB_sparse_buffer;
4086 GLboolean ARB_stencil_texturing;
4087 GLboolean ARB_sync;
4088 GLboolean ARB_tessellation_shader;
4089 GLboolean ARB_texture_border_clamp;
4090 GLboolean ARB_texture_buffer_object;
4091 GLboolean ARB_texture_buffer_object_rgb32;
4092 GLboolean ARB_texture_buffer_range;
4093 GLboolean ARB_texture_compression_bptc;
4094 GLboolean ARB_texture_compression_rgtc;
4095 GLboolean ARB_texture_cube_map;
4096 GLboolean ARB_texture_cube_map_array;
4097 GLboolean ARB_texture_env_combine;
4098 GLboolean ARB_texture_env_crossbar;
4099 GLboolean ARB_texture_env_dot3;
4100 GLboolean ARB_texture_float;
4101 GLboolean ARB_texture_gather;
4102 GLboolean ARB_texture_mirror_clamp_to_edge;
4103 GLboolean ARB_texture_multisample;
4104 GLboolean ARB_texture_non_power_of_two;
4105 GLboolean ARB_texture_stencil8;
4106 GLboolean ARB_texture_query_levels;
4107 GLboolean ARB_texture_query_lod;
4108 GLboolean ARB_texture_rg;
4109 GLboolean ARB_texture_rgb10_a2ui;
4110 GLboolean ARB_texture_view;
4111 GLboolean ARB_timer_query;
4112 GLboolean ARB_transform_feedback2;
4113 GLboolean ARB_transform_feedback3;
4114 GLboolean ARB_transform_feedback_instanced;
4115 GLboolean ARB_transform_feedback_overflow_query;
4116 GLboolean ARB_uniform_buffer_object;
4117 GLboolean ARB_vertex_attrib_64bit;
4118 GLboolean ARB_vertex_program;
4119 GLboolean ARB_vertex_shader;
4120 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4121 GLboolean ARB_vertex_type_2_10_10_10_rev;
4122 GLboolean ARB_viewport_array;
4123 GLboolean EXT_blend_color;
4124 GLboolean EXT_blend_equation_separate;
4125 GLboolean EXT_blend_func_separate;
4126 GLboolean EXT_blend_minmax;
4127 GLboolean EXT_depth_bounds_test;
4128 GLboolean EXT_draw_buffers2;
4129 GLboolean EXT_framebuffer_multisample;
4130 GLboolean EXT_framebuffer_multisample_blit_scaled;
4131 GLboolean EXT_framebuffer_sRGB;
4132 GLboolean EXT_gpu_program_parameters;
4133 GLboolean EXT_gpu_shader4;
4134 GLboolean EXT_packed_float;
4135 GLboolean EXT_pixel_buffer_object;
4136 GLboolean EXT_point_parameters;
4137 GLboolean EXT_polygon_offset_clamp;
4138 GLboolean EXT_provoking_vertex;
4139 GLboolean EXT_shader_integer_mix;
4140 GLboolean EXT_shader_samples_identical;
4141 GLboolean EXT_stencil_two_side;
4142 GLboolean EXT_texture_array;
4143 GLboolean EXT_texture_compression_latc;
4144 GLboolean EXT_texture_compression_s3tc;
4145 GLboolean EXT_texture_env_dot3;
4146 GLboolean EXT_texture_filter_anisotropic;
4147 GLboolean EXT_texture_integer;
4148 GLboolean EXT_texture_mirror_clamp;
4149 GLboolean EXT_texture_shared_exponent;
4150 GLboolean EXT_texture_snorm;
4151 GLboolean EXT_texture_sRGB;
4152 GLboolean EXT_texture_sRGB_decode;
4153 GLboolean EXT_texture_swizzle;
4154 GLboolean EXT_transform_feedback;
4155 GLboolean EXT_timer_query;
4156 GLboolean EXT_vertex_array_bgra;
4157 GLboolean EXT_window_rectangles;
4158 GLboolean OES_copy_image;
4159 GLboolean OES_primitive_bounding_box;
4160 GLboolean OES_sample_variables;
4161 GLboolean OES_standard_derivatives;
4162 GLboolean OES_texture_buffer;
4163 GLboolean OES_texture_cube_map_array;
4164 GLboolean OES_viewport_array;
4165 /* vendor extensions */
4166 GLboolean AMD_performance_monitor;
4167 GLboolean AMD_pinned_memory;
4168 GLboolean AMD_seamless_cubemap_per_texture;
4169 GLboolean AMD_vertex_shader_layer;
4170 GLboolean AMD_vertex_shader_viewport_index;
4171 GLboolean ANDROID_extension_pack_es31a;
4172 GLboolean APPLE_object_purgeable;
4173 GLboolean ATI_meminfo;
4174 GLboolean ATI_texture_compression_3dc;
4175 GLboolean ATI_texture_mirror_once;
4176 GLboolean ATI_texture_env_combine3;
4177 GLboolean ATI_fragment_shader;
4178 GLboolean ATI_separate_stencil;
4179 GLboolean GREMEDY_string_marker;
4180 GLboolean INTEL_conservative_rasterization;
4181 GLboolean INTEL_performance_query;
4182 GLboolean KHR_blend_equation_advanced;
4183 GLboolean KHR_blend_equation_advanced_coherent;
4184 GLboolean KHR_robustness;
4185 GLboolean KHR_texture_compression_astc_hdr;
4186 GLboolean KHR_texture_compression_astc_ldr;
4187 GLboolean KHR_texture_compression_astc_sliced_3d;
4188 GLboolean MESA_pack_invert;
4189 GLboolean MESA_shader_framebuffer_fetch;
4190 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4191 GLboolean MESA_shader_integer_functions;
4192 GLboolean MESA_ycbcr_texture;
4193 GLboolean NV_conditional_render;
4194 GLboolean NV_fill_rectangle;
4195 GLboolean NV_fog_distance;
4196 GLboolean NV_point_sprite;
4197 GLboolean NV_primitive_restart;
4198 GLboolean NV_texture_barrier;
4199 GLboolean NV_texture_env_combine4;
4200 GLboolean NV_texture_rectangle;
4201 GLboolean NV_vdpau_interop;
4202 GLboolean NVX_gpu_memory_info;
4203 GLboolean TDFX_texture_compression_FXT1;
4204 GLboolean OES_EGL_image;
4205 GLboolean OES_draw_texture;
4206 GLboolean OES_depth_texture_cube_map;
4207 GLboolean OES_EGL_image_external;
4208 GLboolean OES_texture_float;
4209 GLboolean OES_texture_float_linear;
4210 GLboolean OES_texture_half_float;
4211 GLboolean OES_texture_half_float_linear;
4212 GLboolean OES_compressed_ETC1_RGB8_texture;
4213 GLboolean OES_geometry_shader;
4214 GLboolean OES_texture_compression_astc;
4215 GLboolean extension_sentinel;
4216 /** The extension string */
4217 const GLubyte *String;
4218 /** Number of supported extensions */
4219 GLuint Count;
4220 /**
4221 * The context version which extension helper functions compare against.
4222 * By default, the value is equal to ctx->Version. This changes to ~0
4223 * while meta is in progress.
4224 */
4225 GLubyte Version;
4226 };
4227
4228
4229 /**
4230 * A stack of matrices (projection, modelview, color, texture, etc).
4231 */
4232 struct gl_matrix_stack
4233 {
4234 GLmatrix *Top; /**< points into Stack */
4235 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4236 unsigned StackSize; /**< Number of elements in Stack */
4237 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4238 GLuint MaxDepth; /**< size of Stack[] array */
4239 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4240 };
4241
4242
4243 /**
4244 * \name Bits for image transfer operations
4245 * \sa __struct gl_contextRec::ImageTransferState.
4246 */
4247 /*@{*/
4248 #define IMAGE_SCALE_BIAS_BIT 0x1
4249 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4250 #define IMAGE_MAP_COLOR_BIT 0x4
4251 #define IMAGE_CLAMP_BIT 0x800
4252
4253
4254 /** Pixel Transfer ops */
4255 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4256 IMAGE_SHIFT_OFFSET_BIT | \
4257 IMAGE_MAP_COLOR_BIT)
4258
4259 /**
4260 * \name Bits to indicate what state has changed.
4261 */
4262 /*@{*/
4263 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4264 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4265 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4266 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4267 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4268 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4269 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4270 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4271 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4272 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4273 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4274 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4275 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4276 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4277 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4278 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4279 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4280 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4281 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4282 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4283 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4284 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4285 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4286 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4287 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4288 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4289 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4290 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4291 #define _NEW_BUFFER_OBJECT (1u << 28)
4292 #define _NEW_FRAG_CLAMP (1u << 29)
4293 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4294 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4295 #define _NEW_ALL ~0
4296 /*@}*/
4297
4298
4299 /**
4300 * Composite state flags
4301 */
4302 /*@{*/
4303 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4304
4305 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4306 _NEW_TEXTURE_STATE | \
4307 _NEW_POINT | \
4308 _NEW_PROGRAM | \
4309 _NEW_MODELVIEW)
4310
4311 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4312 _NEW_FOG | \
4313 _NEW_PROGRAM)
4314
4315
4316 /*@}*/
4317
4318
4319
4320
4321 /* This has to be included here. */
4322 #include "dd.h"
4323
4324
4325 /**
4326 * Display list flags.
4327 * Strictly this is a tnl-private concept, but it doesn't seem
4328 * worthwhile adding a tnl private structure just to hold this one bit
4329 * of information:
4330 */
4331 #define DLIST_DANGLING_REFS 0x1
4332
4333
4334 /** Opaque declaration of display list payload data type */
4335 union gl_dlist_node;
4336
4337
4338 /**
4339 * Provide a location where information about a display list can be
4340 * collected. Could be extended with driverPrivate structures,
4341 * etc. in the future.
4342 */
4343 struct gl_display_list
4344 {
4345 GLuint Name;
4346 GLchar *Label; /**< GL_KHR_debug */
4347 GLbitfield Flags; /**< DLIST_x flags */
4348 /** The dlist commands are in a linked list of nodes */
4349 union gl_dlist_node *Head;
4350 };
4351
4352
4353 /**
4354 * State used during display list compilation and execution.
4355 */
4356 struct gl_dlist_state
4357 {
4358 GLuint CallDepth; /**< Current recursion calling depth */
4359
4360 struct gl_display_list *CurrentList; /**< List currently being compiled */
4361 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4362 GLuint CurrentPos; /**< Index into current block of nodes */
4363
4364 GLvertexformat ListVtxfmt;
4365
4366 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4367 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4368
4369 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4370 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4371
4372 struct {
4373 /* State known to have been set by the currently-compiling display
4374 * list. Used to eliminate some redundant state changes.
4375 */
4376 GLenum ShadeModel;
4377 } Current;
4378 };
4379
4380 /** @{
4381 *
4382 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4383 * to small enums suitable for use as an array index.
4384 */
4385
4386 enum mesa_debug_source {
4387 MESA_DEBUG_SOURCE_API,
4388 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4389 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4390 MESA_DEBUG_SOURCE_THIRD_PARTY,
4391 MESA_DEBUG_SOURCE_APPLICATION,
4392 MESA_DEBUG_SOURCE_OTHER,
4393 MESA_DEBUG_SOURCE_COUNT
4394 };
4395
4396 enum mesa_debug_type {
4397 MESA_DEBUG_TYPE_ERROR,
4398 MESA_DEBUG_TYPE_DEPRECATED,
4399 MESA_DEBUG_TYPE_UNDEFINED,
4400 MESA_DEBUG_TYPE_PORTABILITY,
4401 MESA_DEBUG_TYPE_PERFORMANCE,
4402 MESA_DEBUG_TYPE_OTHER,
4403 MESA_DEBUG_TYPE_MARKER,
4404 MESA_DEBUG_TYPE_PUSH_GROUP,
4405 MESA_DEBUG_TYPE_POP_GROUP,
4406 MESA_DEBUG_TYPE_COUNT
4407 };
4408
4409 enum mesa_debug_severity {
4410 MESA_DEBUG_SEVERITY_LOW,
4411 MESA_DEBUG_SEVERITY_MEDIUM,
4412 MESA_DEBUG_SEVERITY_HIGH,
4413 MESA_DEBUG_SEVERITY_NOTIFICATION,
4414 MESA_DEBUG_SEVERITY_COUNT
4415 };
4416
4417 /** @} */
4418
4419 /**
4420 * Driver-specific state flags.
4421 *
4422 * These are or'd with gl_context::NewDriverState to notify a driver about
4423 * a state change. The driver sets the flags at context creation and
4424 * the meaning of the bits set is opaque to core Mesa.
4425 */
4426 struct gl_driver_flags
4427 {
4428 /** gl_context::Array::_DrawArrays (vertex array state) */
4429 uint64_t NewArray;
4430
4431 /** gl_context::TransformFeedback::CurrentObject */
4432 uint64_t NewTransformFeedback;
4433
4434 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4435 uint64_t NewTransformFeedbackProg;
4436
4437 /** gl_context::RasterDiscard */
4438 uint64_t NewRasterizerDiscard;
4439
4440 /**
4441 * gl_context::UniformBufferBindings
4442 * gl_shader_program::UniformBlocks
4443 */
4444 uint64_t NewUniformBuffer;
4445
4446 /**
4447 * gl_context::ShaderStorageBufferBindings
4448 * gl_shader_program::ShaderStorageBlocks
4449 */
4450 uint64_t NewShaderStorageBuffer;
4451
4452 uint64_t NewTextureBuffer;
4453
4454 /**
4455 * gl_context::AtomicBufferBindings
4456 */
4457 uint64_t NewAtomicBuffer;
4458
4459 /**
4460 * gl_context::ImageUnits
4461 */
4462 uint64_t NewImageUnits;
4463
4464 /**
4465 * gl_context::TessCtrlProgram::patch_default_*
4466 */
4467 uint64_t NewDefaultTessLevels;
4468
4469 /**
4470 * gl_context::IntelConservativeRasterization
4471 */
4472 uint64_t NewIntelConservativeRasterization;
4473
4474 /**
4475 * gl_context::Scissor::WindowRects
4476 */
4477 uint64_t NewWindowRectangles;
4478
4479 /** gl_context::Color::sRGBEnabled */
4480 uint64_t NewFramebufferSRGB;
4481
4482 /** gl_context::Scissor::EnableFlags */
4483 uint64_t NewScissorTest;
4484
4485 /** gl_context::Scissor::ScissorArray */
4486 uint64_t NewScissorRect;
4487 };
4488
4489 struct gl_uniform_buffer_binding
4490 {
4491 struct gl_buffer_object *BufferObject;
4492 /** Start of uniform block data in the buffer */
4493 GLintptr Offset;
4494 /** Size of data allowed to be referenced from the buffer (in bytes) */
4495 GLsizeiptr Size;
4496 /**
4497 * glBindBufferBase() indicates that the Size should be ignored and only
4498 * limited by the current size of the BufferObject.
4499 */
4500 GLboolean AutomaticSize;
4501 };
4502
4503 struct gl_shader_storage_buffer_binding
4504 {
4505 struct gl_buffer_object *BufferObject;
4506 /** Start of shader storage block data in the buffer */
4507 GLintptr Offset;
4508 /** Size of data allowed to be referenced from the buffer (in bytes) */
4509 GLsizeiptr Size;
4510 /**
4511 * glBindBufferBase() indicates that the Size should be ignored and only
4512 * limited by the current size of the BufferObject.
4513 */
4514 GLboolean AutomaticSize;
4515 };
4516
4517 /**
4518 * ARB_shader_image_load_store image unit.
4519 */
4520 struct gl_image_unit
4521 {
4522 /**
4523 * Texture object bound to this unit.
4524 */
4525 struct gl_texture_object *TexObj;
4526
4527 /**
4528 * Level of the texture object bound to this unit.
4529 */
4530 GLuint Level;
4531
4532 /**
4533 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4534 * GL_FALSE if only some specific layer of the texture is bound.
4535 * \sa Layer
4536 */
4537 GLboolean Layered;
4538
4539 /**
4540 * Layer of the texture object bound to this unit as specified by the
4541 * application.
4542 */
4543 GLuint Layer;
4544
4545 /**
4546 * Layer of the texture object bound to this unit, or zero if the
4547 * whole level is bound.
4548 */
4549 GLuint _Layer;
4550
4551 /**
4552 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4553 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4554 */
4555 GLenum Access;
4556
4557 /**
4558 * GL internal format that determines the interpretation of the
4559 * image memory when shader image operations are performed through
4560 * this unit.
4561 */
4562 GLenum Format;
4563
4564 /**
4565 * Mesa format corresponding to \c Format.
4566 */
4567 mesa_format _ActualFormat;
4568
4569 };
4570
4571 /**
4572 * Binding point for an atomic counter buffer object.
4573 */
4574 struct gl_atomic_buffer_binding
4575 {
4576 struct gl_buffer_object *BufferObject;
4577 GLintptr Offset;
4578 GLsizeiptr Size;
4579 };
4580
4581 /**
4582 * Shader subroutines storage
4583 */
4584 struct gl_subroutine_index_binding
4585 {
4586 GLuint NumIndex;
4587 GLuint *IndexPtr;
4588 };
4589
4590 struct gl_texture_handle_object
4591 {
4592 struct gl_texture_object *texObj;
4593 struct gl_sampler_object *sampObj;
4594 GLuint64 handle;
4595 };
4596
4597 struct gl_image_handle_object
4598 {
4599 struct gl_image_unit imgObj;
4600 GLuint64 handle;
4601 };
4602
4603 /**
4604 * Mesa rendering context.
4605 *
4606 * This is the central context data structure for Mesa. Almost all
4607 * OpenGL state is contained in this structure.
4608 * Think of this as a base class from which device drivers will derive
4609 * sub classes.
4610 */
4611 struct gl_context
4612 {
4613 /** State possibly shared with other contexts in the address space */
4614 struct gl_shared_state *Shared;
4615
4616 /** \name API function pointer tables */
4617 /*@{*/
4618 gl_api API;
4619
4620 /**
4621 * The current dispatch table for non-displaylist-saving execution, either
4622 * BeginEnd or OutsideBeginEnd
4623 */
4624 struct _glapi_table *Exec;
4625 /**
4626 * The normal dispatch table for non-displaylist-saving, non-begin/end
4627 */
4628 struct _glapi_table *OutsideBeginEnd;
4629 /** The dispatch table used between glNewList() and glEndList() */
4630 struct _glapi_table *Save;
4631 /**
4632 * The dispatch table used between glBegin() and glEnd() (outside of a
4633 * display list). Only valid functions between those two are set, which is
4634 * mostly just the set in a GLvertexformat struct.
4635 */
4636 struct _glapi_table *BeginEnd;
4637 /**
4638 * Dispatch table for when a graphics reset has happened.
4639 */
4640 struct _glapi_table *ContextLost;
4641 /**
4642 * Dispatch table used to marshal API calls from the client program to a
4643 * separate server thread. NULL if API calls are not being marshalled to
4644 * another thread.
4645 */
4646 struct _glapi_table *MarshalExec;
4647 /**
4648 * Dispatch table currently in use for fielding API calls from the client
4649 * program. If API calls are being marshalled to another thread, this ==
4650 * MarshalExec. Otherwise it == CurrentServerDispatch.
4651 */
4652 struct _glapi_table *CurrentClientDispatch;
4653
4654 /**
4655 * Dispatch table currently in use for performing API calls. == Save or
4656 * Exec.
4657 */
4658 struct _glapi_table *CurrentServerDispatch;
4659
4660 /*@}*/
4661
4662 struct glthread_state *GLThread;
4663
4664 struct gl_config Visual;
4665 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4666 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4667 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4668 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4669
4670 /**
4671 * Device driver function pointer table
4672 */
4673 struct dd_function_table Driver;
4674
4675 /** Core/Driver constants */
4676 struct gl_constants Const;
4677
4678 /** \name The various 4x4 matrix stacks */
4679 /*@{*/
4680 struct gl_matrix_stack ModelviewMatrixStack;
4681 struct gl_matrix_stack ProjectionMatrixStack;
4682 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4683 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4684 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4685 /*@}*/
4686
4687 /** Combined modelview and projection matrix */
4688 GLmatrix _ModelProjectMatrix;
4689
4690 /** \name Display lists */
4691 struct gl_dlist_state ListState;
4692
4693 GLboolean ExecuteFlag; /**< Execute GL commands? */
4694 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4695
4696 /** Extension information */
4697 struct gl_extensions Extensions;
4698
4699 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4700 GLuint Version;
4701 char *VersionString;
4702
4703 /** \name State attribute stack (for glPush/PopAttrib) */
4704 /*@{*/
4705 GLuint AttribStackDepth;
4706 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4707 /*@}*/
4708
4709 /** \name Renderer attribute groups
4710 *
4711 * We define a struct for each attribute group to make pushing and popping
4712 * attributes easy. Also it's a good organization.
4713 */
4714 /*@{*/
4715 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4716 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4717 struct gl_current_attrib Current; /**< Current attributes */
4718 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4719 struct gl_eval_attrib Eval; /**< Eval attributes */
4720 struct gl_fog_attrib Fog; /**< Fog attributes */
4721 struct gl_hint_attrib Hint; /**< Hint attributes */
4722 struct gl_light_attrib Light; /**< Light attributes */
4723 struct gl_line_attrib Line; /**< Line attributes */
4724 struct gl_list_attrib List; /**< List attributes */
4725 struct gl_multisample_attrib Multisample;
4726 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4727 struct gl_point_attrib Point; /**< Point attributes */
4728 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4729 GLuint PolygonStipple[32]; /**< Polygon stipple */
4730 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4731 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4732 struct gl_texture_attrib Texture; /**< Texture attributes */
4733 struct gl_transform_attrib Transform; /**< Transformation attributes */
4734 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4735 /*@}*/
4736
4737 /** \name Client attribute stack */
4738 /*@{*/
4739 GLuint ClientAttribStackDepth;
4740 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4741 /*@}*/
4742
4743 /** \name Client attribute groups */
4744 /*@{*/
4745 struct gl_array_attrib Array; /**< Vertex arrays */
4746 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4747 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4748 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4749 /*@}*/
4750
4751 /** \name Other assorted state (not pushed/popped on attribute stack) */
4752 /*@{*/
4753 struct gl_pixelmaps PixelMaps;
4754
4755 struct gl_evaluators EvalMap; /**< All evaluators */
4756 struct gl_feedback Feedback; /**< Feedback */
4757 struct gl_selection Select; /**< Selection */
4758
4759 struct gl_program_state Program; /**< general program state */
4760 struct gl_vertex_program_state VertexProgram;
4761 struct gl_fragment_program_state FragmentProgram;
4762 struct gl_geometry_program_state GeometryProgram;
4763 struct gl_compute_program_state ComputeProgram;
4764 struct gl_tess_ctrl_program_state TessCtrlProgram;
4765 struct gl_tess_eval_program_state TessEvalProgram;
4766 struct gl_ati_fragment_shader_state ATIFragmentShader;
4767
4768 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4769 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4770
4771 /**
4772 * Current active shader pipeline state
4773 *
4774 * Almost all internal users want ::_Shader instead of ::Shader. The
4775 * exceptions are bits of legacy GLSL API that do not know about separate
4776 * shader objects.
4777 *
4778 * If a program is active via \c glUseProgram, this will point to
4779 * \c ::Shader.
4780 *
4781 * If a program pipeline is active via \c glBindProgramPipeline, this will
4782 * point to \c ::Pipeline.Current.
4783 *
4784 * If neither a program nor a program pipeline is active, this will point to
4785 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4786 * \c NULL.
4787 */
4788 struct gl_pipeline_object *_Shader;
4789
4790 struct gl_query_state Query; /**< occlusion, timer queries */
4791
4792 struct gl_transform_feedback_state TransformFeedback;
4793
4794 struct gl_perf_monitor_state PerfMonitor;
4795 struct gl_perf_query_state PerfQuery;
4796
4797 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4798 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4799 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4800
4801 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4802 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4803
4804 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4805
4806 /**
4807 * Current GL_ARB_uniform_buffer_object binding referenced by
4808 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4809 */
4810 struct gl_buffer_object *UniformBuffer;
4811
4812 /**
4813 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4814 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4815 */
4816 struct gl_buffer_object *ShaderStorageBuffer;
4817
4818 /**
4819 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4820 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4821 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4822 * shader program.
4823 */
4824 struct gl_uniform_buffer_binding
4825 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4826
4827 /**
4828 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4829 * and GL 4.3. This is set up using glBindBufferRange() or
4830 * glBindBufferBase(). They are associated with shader storage blocks by
4831 * glShaderStorageBlockBinding()'s state in the shader program.
4832 */
4833 struct gl_shader_storage_buffer_binding
4834 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4835
4836 /**
4837 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4838 * target.
4839 */
4840 struct gl_buffer_object *AtomicBuffer;
4841
4842 /**
4843 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4844 * target.
4845 */
4846 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4847
4848 /**
4849 * Array of atomic counter buffer binding points.
4850 */
4851 struct gl_atomic_buffer_binding
4852 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4853
4854 /**
4855 * Array of image units for ARB_shader_image_load_store.
4856 */
4857 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4858
4859 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4860 /*@}*/
4861
4862 struct gl_meta_state *Meta; /**< for "meta" operations */
4863
4864 /* GL_EXT_framebuffer_object */
4865 struct gl_renderbuffer *CurrentRenderbuffer;
4866
4867 GLenum ErrorValue; /**< Last error code */
4868
4869 /**
4870 * Recognize and silence repeated error debug messages in buggy apps.
4871 */
4872 const char *ErrorDebugFmtString;
4873 GLuint ErrorDebugCount;
4874
4875 /* GL_ARB_debug_output/GL_KHR_debug */
4876 mtx_t DebugMutex;
4877 struct gl_debug_state *Debug;
4878
4879 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4880 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4881 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4882
4883 struct gl_driver_flags DriverFlags;
4884
4885 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4886
4887 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4888
4889 /** \name Derived state */
4890 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4891 GLfloat _EyeZDir[3];
4892 GLfloat _ModelViewInvScale;
4893 GLboolean _NeedEyeCoords;
4894 GLboolean _ForceEyeCoords;
4895
4896 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4897
4898 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4899
4900 /** \name For debugging/development only */
4901 /*@{*/
4902 GLboolean FirstTimeCurrent;
4903 /*@}*/
4904
4905 /**
4906 * False if this context was created without a config. This is needed
4907 * because the initial state of glDrawBuffers depends on this
4908 */
4909 GLboolean HasConfig;
4910
4911 /** software compression/decompression supported or not */
4912 GLboolean Mesa_DXTn;
4913
4914 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4915
4916 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4917 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4918
4919 /**
4920 * \name Hooks for module contexts.
4921 *
4922 * These will eventually live in the driver or elsewhere.
4923 */
4924 /*@{*/
4925 void *swrast_context;
4926 void *swsetup_context;
4927 void *swtnl_context;
4928 struct vbo_context *vbo_context;
4929 struct st_context *st;
4930 void *aelt_context;
4931 /*@}*/
4932
4933 /**
4934 * \name NV_vdpau_interop
4935 */
4936 /*@{*/
4937 const void *vdpDevice;
4938 const void *vdpGetProcAddress;
4939 struct set *vdpSurfaces;
4940 /*@}*/
4941
4942 /**
4943 * Has this context observed a GPU reset in any context in the share group?
4944 *
4945 * Once this field becomes true, it is never reset to false.
4946 */
4947 GLboolean ShareGroupReset;
4948
4949 /**
4950 * \name OES_primitive_bounding_box
4951 *
4952 * Stores the arguments to glPrimitiveBoundingBox
4953 */
4954 GLfloat PrimitiveBoundingBox[8];
4955
4956 struct disk_cache *Cache;
4957
4958 /**
4959 * \name GL_ARB_bindless_texture
4960 */
4961 /*@{*/
4962 struct hash_table_u64 *ResidentTextureHandles;
4963 struct hash_table_u64 *ResidentImageHandles;
4964 /*@}*/
4965 };
4966
4967 /**
4968 * Information about memory usage. All sizes are in kilobytes.
4969 */
4970 struct gl_memory_info
4971 {
4972 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4973 unsigned avail_device_memory; /**< free device memory at the moment */
4974 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4975 unsigned avail_staging_memory; /**< free staging memory at the moment */
4976 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4977 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4978 };
4979
4980 #ifdef DEBUG
4981 extern int MESA_VERBOSE;
4982 extern int MESA_DEBUG_FLAGS;
4983 # define MESA_FUNCTION __func__
4984 #else
4985 # define MESA_VERBOSE 0
4986 # define MESA_DEBUG_FLAGS 0
4987 # define MESA_FUNCTION "a function"
4988 #endif
4989
4990
4991 /** The MESA_VERBOSE var is a bitmask of these flags */
4992 enum _verbose
4993 {
4994 VERBOSE_VARRAY = 0x0001,
4995 VERBOSE_TEXTURE = 0x0002,
4996 VERBOSE_MATERIAL = 0x0004,
4997 VERBOSE_PIPELINE = 0x0008,
4998 VERBOSE_DRIVER = 0x0010,
4999 VERBOSE_STATE = 0x0020,
5000 VERBOSE_API = 0x0040,
5001 VERBOSE_DISPLAY_LIST = 0x0100,
5002 VERBOSE_LIGHTING = 0x0200,
5003 VERBOSE_PRIMS = 0x0400,
5004 VERBOSE_VERTS = 0x0800,
5005 VERBOSE_DISASSEM = 0x1000,
5006 VERBOSE_DRAW = 0x2000,
5007 VERBOSE_SWAPBUFFERS = 0x4000
5008 };
5009
5010
5011 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5012 enum _debug
5013 {
5014 DEBUG_SILENT = (1 << 0),
5015 DEBUG_ALWAYS_FLUSH = (1 << 1),
5016 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5017 DEBUG_INCOMPLETE_FBO = (1 << 3),
5018 DEBUG_CONTEXT = (1 << 4)
5019 };
5020
5021 #ifdef __cplusplus
5022 }
5023 #endif
5024
5025 #endif /* MTYPES_H */