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