mesa: Rename gl_vertex_array_object::_Enabled -> Enabled.
[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/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct vbo_context;
81 /*@}*/
82
83
84 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
85 #define PRIM_MAX GL_PATCHES
86 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
87 #define PRIM_UNKNOWN (PRIM_MAX + 2)
88
89 /**
90 * Determine if the given gl_varying_slot appears in the fragment shader.
91 */
92 static inline GLboolean
93 _mesa_varying_slot_in_fs(gl_varying_slot slot)
94 {
95 switch (slot) {
96 case VARYING_SLOT_PSIZ:
97 case VARYING_SLOT_BFC0:
98 case VARYING_SLOT_BFC1:
99 case VARYING_SLOT_EDGE:
100 case VARYING_SLOT_CLIP_VERTEX:
101 case VARYING_SLOT_LAYER:
102 case VARYING_SLOT_TESS_LEVEL_OUTER:
103 case VARYING_SLOT_TESS_LEVEL_INNER:
104 case VARYING_SLOT_BOUNDING_BOX0:
105 case VARYING_SLOT_BOUNDING_BOX1:
106 return GL_FALSE;
107 default:
108 return GL_TRUE;
109 }
110 }
111
112 /**
113 * Bit flags for all renderbuffers
114 */
115 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
116 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
117 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
118 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
119 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
120 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
121 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
122 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
123 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
124 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
125 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
126 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
127 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
128 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
129 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
130 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
131 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
132 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
133 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
134
135 /**
136 * Mask of all the color buffer bits (but not accum).
137 */
138 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
139 BUFFER_BIT_BACK_LEFT | \
140 BUFFER_BIT_FRONT_RIGHT | \
141 BUFFER_BIT_BACK_RIGHT | \
142 BUFFER_BIT_AUX0 | \
143 BUFFER_BIT_COLOR0 | \
144 BUFFER_BIT_COLOR1 | \
145 BUFFER_BIT_COLOR2 | \
146 BUFFER_BIT_COLOR3 | \
147 BUFFER_BIT_COLOR4 | \
148 BUFFER_BIT_COLOR5 | \
149 BUFFER_BIT_COLOR6 | \
150 BUFFER_BIT_COLOR7)
151
152 /* Mask of bits for depth+stencil buffers */
153 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
154
155 /**
156 * Framebuffer configuration (aka visual / pixelformat)
157 * Note: some of these fields should be boolean, but it appears that
158 * code in drivers/dri/common/util.c requires int-sized fields.
159 */
160 struct gl_config
161 {
162 GLboolean rgbMode;
163 GLboolean floatMode;
164 GLuint doubleBufferMode;
165 GLuint stereoMode;
166
167 GLboolean haveAccumBuffer;
168 GLboolean haveDepthBuffer;
169 GLboolean haveStencilBuffer;
170
171 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
172 GLuint redMask, greenMask, blueMask, alphaMask;
173 GLint rgbBits; /* total bits for rgb */
174 GLint indexBits; /* total bits for colorindex */
175
176 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
177 GLint depthBits;
178 GLint stencilBits;
179
180 GLint numAuxBuffers;
181
182 GLint level;
183
184 /* EXT_visual_rating / GLX 1.2 */
185 GLint visualRating;
186
187 /* EXT_visual_info / GLX 1.2 */
188 GLint transparentPixel;
189 /* colors are floats scaled to ints */
190 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
191 GLint transparentIndex;
192
193 /* ARB_multisample / SGIS_multisample */
194 GLint sampleBuffers;
195 GLuint samples;
196
197 /* SGIX_pbuffer / GLX 1.3 */
198 GLint maxPbufferWidth;
199 GLint maxPbufferHeight;
200 GLint maxPbufferPixels;
201 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
202 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
203
204 /* OML_swap_method */
205 GLint swapMethod;
206
207 /* EXT_texture_from_pixmap */
208 GLint bindToTextureRgb;
209 GLint bindToTextureRgba;
210 GLint bindToMipmapTexture;
211 GLint bindToTextureTargets;
212 GLint yInverted;
213
214 /* EXT_framebuffer_sRGB */
215 GLint sRGBCapable;
216
217 /* EGL_KHR_mutable_render_buffer */
218 GLuint mutableRenderBuffer; /* bool */
219 };
220
221
222 /**
223 * \name Bit flags used for updating material values.
224 */
225 /*@{*/
226 #define MAT_ATTRIB_FRONT_AMBIENT 0
227 #define MAT_ATTRIB_BACK_AMBIENT 1
228 #define MAT_ATTRIB_FRONT_DIFFUSE 2
229 #define MAT_ATTRIB_BACK_DIFFUSE 3
230 #define MAT_ATTRIB_FRONT_SPECULAR 4
231 #define MAT_ATTRIB_BACK_SPECULAR 5
232 #define MAT_ATTRIB_FRONT_EMISSION 6
233 #define MAT_ATTRIB_BACK_EMISSION 7
234 #define MAT_ATTRIB_FRONT_SHININESS 8
235 #define MAT_ATTRIB_BACK_SHININESS 9
236 #define MAT_ATTRIB_FRONT_INDEXES 10
237 #define MAT_ATTRIB_BACK_INDEXES 11
238 #define MAT_ATTRIB_MAX 12
239
240 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
241 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
242 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
243 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
244 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
245 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
246
247 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
248 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
249 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
250 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
251 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
252 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
253 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
254 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
255 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
256 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
257 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
258 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
259
260
261 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
262 MAT_BIT_FRONT_AMBIENT | \
263 MAT_BIT_FRONT_DIFFUSE | \
264 MAT_BIT_FRONT_SPECULAR | \
265 MAT_BIT_FRONT_SHININESS | \
266 MAT_BIT_FRONT_INDEXES)
267
268 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
269 MAT_BIT_BACK_AMBIENT | \
270 MAT_BIT_BACK_DIFFUSE | \
271 MAT_BIT_BACK_SPECULAR | \
272 MAT_BIT_BACK_SHININESS | \
273 MAT_BIT_BACK_INDEXES)
274
275 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
276 /*@}*/
277
278
279 /**
280 * Material state.
281 */
282 struct gl_material
283 {
284 GLfloat Attrib[MAT_ATTRIB_MAX][4];
285 };
286
287
288 /**
289 * Light state flags.
290 */
291 /*@{*/
292 #define LIGHT_SPOT 0x1
293 #define LIGHT_LOCAL_VIEWER 0x2
294 #define LIGHT_POSITIONAL 0x4
295 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
296 /*@}*/
297
298
299 /**
300 * Light source state.
301 */
302 struct gl_light
303 {
304 GLfloat Ambient[4]; /**< ambient color */
305 GLfloat Diffuse[4]; /**< diffuse color */
306 GLfloat Specular[4]; /**< specular color */
307 GLfloat EyePosition[4]; /**< position in eye coordinates */
308 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
309 GLfloat SpotExponent;
310 GLfloat SpotCutoff; /**< in degrees */
311 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
312 GLfloat ConstantAttenuation;
313 GLfloat LinearAttenuation;
314 GLfloat QuadraticAttenuation;
315 GLboolean Enabled; /**< On/off flag */
316
317 /**
318 * \name Derived fields
319 */
320 /*@{*/
321 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
322
323 GLfloat _Position[4]; /**< position in eye/obj coordinates */
324 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
325 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
326 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
327 GLfloat _VP_inf_spot_attenuation;
328
329 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
330 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
331 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
332 /*@}*/
333 };
334
335
336 /**
337 * Light model state.
338 */
339 struct gl_lightmodel
340 {
341 GLfloat Ambient[4]; /**< ambient color */
342 GLboolean LocalViewer; /**< Local (or infinite) view point? */
343 GLboolean TwoSide; /**< Two (or one) sided lighting? */
344 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
345 or GL_SEPARATE_SPECULAR_COLOR */
346 };
347
348
349 /**
350 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
351 */
352 struct gl_accum_attrib
353 {
354 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
355 };
356
357
358 /**
359 * Used for storing clear color, texture border color, etc.
360 * The float values are typically unclamped.
361 */
362 union gl_color_union
363 {
364 GLfloat f[4];
365 GLint i[4];
366 GLuint ui[4];
367 };
368
369
370 /**
371 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
372 */
373 struct gl_colorbuffer_attrib
374 {
375 GLuint ClearIndex; /**< Index for glClear */
376 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
377 GLuint IndexMask; /**< Color index write mask */
378
379 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
380 GLbitfield ColorMask;
381
382 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
383
384 /**
385 * \name alpha testing
386 */
387 /*@{*/
388 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
389 GLenum16 AlphaFunc; /**< Alpha test function */
390 GLfloat AlphaRefUnclamped;
391 GLclampf AlphaRef; /**< Alpha reference value */
392 /*@}*/
393
394 /**
395 * \name Blending
396 */
397 /*@{*/
398 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
399
400 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
401 * control, only on the fixed-pointness of the render target.
402 * The query does however depend on fragment color clamping.
403 */
404 GLfloat BlendColorUnclamped[4]; /**< Blending color */
405 GLfloat BlendColor[4]; /**< Blending color */
406
407 struct
408 {
409 GLenum16 SrcRGB; /**< RGB blend source term */
410 GLenum16 DstRGB; /**< RGB blend dest term */
411 GLenum16 SrcA; /**< Alpha blend source term */
412 GLenum16 DstA; /**< Alpha blend dest term */
413 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
414 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
415 /**
416 * Set if any blend factor uses SRC1. Computed at the time blend factors
417 * get set.
418 */
419 GLboolean _UsesDualSrc;
420 } Blend[MAX_DRAW_BUFFERS];
421 /** Are the blend func terms currently different for each buffer/target? */
422 GLboolean _BlendFuncPerBuffer;
423 /** Are the blend equations currently different for each buffer/target? */
424 GLboolean _BlendEquationPerBuffer;
425
426 /**
427 * Which advanced blending mode is in use (or BLEND_NONE).
428 *
429 * KHR_blend_equation_advanced only allows advanced blending with a single
430 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
431 * requires all draw buffers to match, so we only need a single value.
432 */
433 enum gl_advanced_blend_mode _AdvancedBlendMode;
434
435 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
436 bool BlendCoherent;
437 /*@}*/
438
439 /**
440 * \name Logic op
441 */
442 /*@{*/
443 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
444 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
445 GLenum16 LogicOp; /**< Logic operator */
446 enum gl_logicop_mode _LogicOp;
447 /*@}*/
448
449 GLboolean DitherFlag; /**< Dither enable flag */
450
451 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
452 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
453 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
454
455 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
456 };
457
458
459 /**
460 * Current attribute group (GL_CURRENT_BIT).
461 */
462 struct gl_current_attrib
463 {
464 /**
465 * \name Current vertex attributes (color, texcoords, etc).
466 * \note Values are valid only after FLUSH_VERTICES has been called.
467 * \note Index and Edgeflag current values are stored as floats in the
468 * SIX and SEVEN attribute slots.
469 * \note We need double storage for 64-bit vertex attributes
470 */
471 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
472
473 /**
474 * \name Current raster position attributes (always up to date after a
475 * glRasterPos call).
476 */
477 GLfloat RasterPos[4];
478 GLfloat RasterDistance;
479 GLfloat RasterColor[4];
480 GLfloat RasterSecondaryColor[4];
481 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
482 GLboolean RasterPosValid;
483 };
484
485
486 /**
487 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
488 */
489 struct gl_depthbuffer_attrib
490 {
491 GLenum16 Func; /**< Function for depth buffer compare */
492 GLclampd Clear; /**< Value to clear depth buffer to */
493 GLboolean Test; /**< Depth buffering enabled flag */
494 GLboolean Mask; /**< Depth buffer writable? */
495 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
496 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
497 };
498
499
500 /**
501 * Evaluator attribute group (GL_EVAL_BIT).
502 */
503 struct gl_eval_attrib
504 {
505 /**
506 * \name Enable bits
507 */
508 /*@{*/
509 GLboolean Map1Color4;
510 GLboolean Map1Index;
511 GLboolean Map1Normal;
512 GLboolean Map1TextureCoord1;
513 GLboolean Map1TextureCoord2;
514 GLboolean Map1TextureCoord3;
515 GLboolean Map1TextureCoord4;
516 GLboolean Map1Vertex3;
517 GLboolean Map1Vertex4;
518 GLboolean Map2Color4;
519 GLboolean Map2Index;
520 GLboolean Map2Normal;
521 GLboolean Map2TextureCoord1;
522 GLboolean Map2TextureCoord2;
523 GLboolean Map2TextureCoord3;
524 GLboolean Map2TextureCoord4;
525 GLboolean Map2Vertex3;
526 GLboolean Map2Vertex4;
527 GLboolean AutoNormal;
528 /*@}*/
529
530 /**
531 * \name Map Grid endpoints and divisions and calculated du values
532 */
533 /*@{*/
534 GLint MapGrid1un;
535 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
536 GLint MapGrid2un, MapGrid2vn;
537 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
538 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
539 /*@}*/
540 };
541
542
543 /**
544 * Compressed fog mode.
545 */
546 enum gl_fog_mode
547 {
548 FOG_NONE,
549 FOG_LINEAR,
550 FOG_EXP,
551 FOG_EXP2,
552 };
553
554
555 /**
556 * Fog attribute group (GL_FOG_BIT).
557 */
558 struct gl_fog_attrib
559 {
560 GLboolean Enabled; /**< Fog enabled flag */
561 GLboolean ColorSumEnabled;
562 uint8_t _PackedMode; /**< Fog mode as 2 bits */
563 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
564 GLfloat ColorUnclamped[4]; /**< Fog color */
565 GLfloat Color[4]; /**< Fog color */
566 GLfloat Density; /**< Density >= 0.0 */
567 GLfloat Start; /**< Start distance in eye coords */
568 GLfloat End; /**< End distance in eye coords */
569 GLfloat Index; /**< Fog index */
570 GLenum16 Mode; /**< Fog mode */
571 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
572 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
573 };
574
575
576 /**
577 * Hint attribute group (GL_HINT_BIT).
578 *
579 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
580 */
581 struct gl_hint_attrib
582 {
583 GLenum16 PerspectiveCorrection;
584 GLenum16 PointSmooth;
585 GLenum16 LineSmooth;
586 GLenum16 PolygonSmooth;
587 GLenum16 Fog;
588 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
589 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
590 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
591 };
592
593
594 /**
595 * Lighting attribute group (GL_LIGHT_BIT).
596 */
597 struct gl_light_attrib
598 {
599 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
600 struct gl_lightmodel Model; /**< Lighting model */
601
602 /**
603 * Front and back material values.
604 * Note: must call FLUSH_VERTICES() before using.
605 */
606 struct gl_material Material;
607
608 GLboolean Enabled; /**< Lighting enabled flag */
609 GLboolean ColorMaterialEnabled;
610
611 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
612 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
613 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
614 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
615 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
616
617
618 GLboolean _ClampVertexColor;
619 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
620
621 /**
622 * Derived state for optimizations:
623 */
624 /*@{*/
625 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
626
627 GLboolean _NeedEyeCoords;
628 GLboolean _NeedVertices; /**< Use fast shader? */
629
630 GLfloat _BaseColor[2][3];
631 /*@}*/
632 };
633
634
635 /**
636 * Line attribute group (GL_LINE_BIT).
637 */
638 struct gl_line_attrib
639 {
640 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
641 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
642 GLushort StipplePattern; /**< Stipple pattern */
643 GLint StippleFactor; /**< Stipple repeat factor */
644 GLfloat Width; /**< Line width */
645 };
646
647
648 /**
649 * Display list attribute group (GL_LIST_BIT).
650 */
651 struct gl_list_attrib
652 {
653 GLuint ListBase;
654 };
655
656
657 /**
658 * Multisample attribute group (GL_MULTISAMPLE_BIT).
659 */
660 struct gl_multisample_attrib
661 {
662 GLboolean Enabled;
663 GLboolean SampleAlphaToCoverage;
664 GLboolean SampleAlphaToOne;
665 GLboolean SampleCoverage;
666 GLboolean SampleCoverageInvert;
667 GLboolean SampleShading;
668
669 /* ARB_texture_multisample / GL3.2 additions */
670 GLboolean SampleMask;
671
672 GLfloat SampleCoverageValue; /**< In range [0, 1] */
673 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
674
675 /** The GL spec defines this as an array but >32x MSAA is madness */
676 GLbitfield SampleMaskValue;
677 };
678
679
680 /**
681 * A pixelmap (see glPixelMap)
682 */
683 struct gl_pixelmap
684 {
685 GLint Size;
686 GLfloat Map[MAX_PIXEL_MAP_TABLE];
687 };
688
689
690 /**
691 * Collection of all pixelmaps
692 */
693 struct gl_pixelmaps
694 {
695 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
696 struct gl_pixelmap GtoG;
697 struct gl_pixelmap BtoB;
698 struct gl_pixelmap AtoA;
699 struct gl_pixelmap ItoR;
700 struct gl_pixelmap ItoG;
701 struct gl_pixelmap ItoB;
702 struct gl_pixelmap ItoA;
703 struct gl_pixelmap ItoI;
704 struct gl_pixelmap StoS;
705 };
706
707
708 /**
709 * Pixel attribute group (GL_PIXEL_MODE_BIT).
710 */
711 struct gl_pixel_attrib
712 {
713 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
714
715 /*--- Begin Pixel Transfer State ---*/
716 /* Fields are in the order in which they're applied... */
717
718 /** Scale & Bias (index shift, offset) */
719 /*@{*/
720 GLfloat RedBias, RedScale;
721 GLfloat GreenBias, GreenScale;
722 GLfloat BlueBias, BlueScale;
723 GLfloat AlphaBias, AlphaScale;
724 GLfloat DepthBias, DepthScale;
725 GLint IndexShift, IndexOffset;
726 /*@}*/
727
728 /* Pixel Maps */
729 /* Note: actual pixel maps are not part of this attrib group */
730 GLboolean MapColorFlag;
731 GLboolean MapStencilFlag;
732
733 /*--- End Pixel Transfer State ---*/
734
735 /** glPixelZoom */
736 GLfloat ZoomX, ZoomY;
737 };
738
739
740 /**
741 * Point attribute group (GL_POINT_BIT).
742 */
743 struct gl_point_attrib
744 {
745 GLfloat Size; /**< User-specified point size */
746 GLfloat Params[3]; /**< GL_EXT_point_parameters */
747 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
748 GLfloat Threshold; /**< GL_EXT_point_parameters */
749 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
750 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
751 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
752 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
753 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
754 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
755 };
756
757
758 /**
759 * Polygon attribute group (GL_POLYGON_BIT).
760 */
761 struct gl_polygon_attrib
762 {
763 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
764 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
765 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
766 GLboolean CullFlag; /**< Culling on/off flag */
767 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
768 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
769 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
770 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
771 GLfloat OffsetUnits; /**< Polygon offset units, from user */
772 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
773 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
774 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
775 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
776 };
777
778
779 /**
780 * Scissor attributes (GL_SCISSOR_BIT).
781 */
782 struct gl_scissor_rect
783 {
784 GLint X, Y; /**< Lower left corner of box */
785 GLsizei Width, Height; /**< Size of box */
786 };
787
788
789 struct gl_scissor_attrib
790 {
791 GLbitfield EnableFlags; /**< Scissor test enabled? */
792 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
793 GLint NumWindowRects; /**< Count of enabled window rectangles */
794 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
795 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
796 };
797
798
799 /**
800 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
801 *
802 * Three sets of stencil data are tracked so that OpenGL 2.0,
803 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
804 * simultaneously. In each of the stencil state arrays, element 0 corresponds
805 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
806 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
807 * GL_EXT_stencil_two_side GL_BACK state.
808 *
809 * The derived value \c _BackFace is either 1 or 2 depending on whether or
810 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
811 *
812 * The derived value \c _TestTwoSide is set when the front-face and back-face
813 * stencil state are different.
814 */
815 struct gl_stencil_attrib
816 {
817 GLboolean Enabled; /**< Enabled flag */
818 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
819 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
820 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
821 GLenum16 Function[3]; /**< Stencil function */
822 GLenum16 FailFunc[3]; /**< Fail function */
823 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
824 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
825 GLint Ref[3]; /**< Reference value */
826 GLuint ValueMask[3]; /**< Value mask */
827 GLuint WriteMask[3]; /**< Write mask */
828 GLuint Clear; /**< Clear value */
829 };
830
831
832 /**
833 * Bit flags for each type of texture object
834 */
835 /*@{*/
836 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
837 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
838 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
839 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
840 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
841 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
842 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
843 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
844 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
845 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
846 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
847 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
848 /*@}*/
849
850
851 /**
852 * Texture image state. Drivers will typically create a subclass of this
853 * with extra fields for memory buffers, etc.
854 */
855 struct gl_texture_image
856 {
857 GLint InternalFormat; /**< Internal format as given by the user */
858 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
859 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
860 * GL_INTENSITY, GL_DEPTH_COMPONENT or
861 * GL_DEPTH_STENCIL_EXT only. Used for
862 * choosing TexEnv arithmetic.
863 */
864 mesa_format TexFormat; /**< The actual texture memory format */
865
866 GLuint Border; /**< 0 or 1 */
867 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
868 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
869 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
870 GLuint Width2; /**< = Width - 2*Border */
871 GLuint Height2; /**< = Height - 2*Border */
872 GLuint Depth2; /**< = Depth - 2*Border */
873 GLuint WidthLog2; /**< = log2(Width2) */
874 GLuint HeightLog2; /**< = log2(Height2) */
875 GLuint DepthLog2; /**< = log2(Depth2) */
876 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
877 levels, computed from the dimensions */
878
879 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
880 GLuint Level; /**< Which mipmap level am I? */
881 /** Cube map face: index into gl_texture_object::Image[] array */
882 GLuint Face;
883
884 /** GL_ARB_texture_multisample */
885 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
886 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
887 };
888
889
890 /**
891 * Indexes for cube map faces.
892 */
893 typedef enum
894 {
895 FACE_POS_X = 0,
896 FACE_NEG_X = 1,
897 FACE_POS_Y = 2,
898 FACE_NEG_Y = 3,
899 FACE_POS_Z = 4,
900 FACE_NEG_Z = 5,
901 MAX_FACES = 6
902 } gl_face_index;
903
904
905 /**
906 * Sampler object state. These objects are new with GL_ARB_sampler_objects
907 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
908 */
909 struct gl_sampler_object
910 {
911 simple_mtx_t Mutex;
912 GLuint Name;
913 GLchar *Label; /**< GL_KHR_debug */
914 GLint RefCount;
915
916 GLenum16 WrapS; /**< S-axis texture image wrap mode */
917 GLenum16 WrapT; /**< T-axis texture image wrap mode */
918 GLenum16 WrapR; /**< R-axis texture image wrap mode */
919 GLenum16 MinFilter; /**< minification filter */
920 GLenum16 MagFilter; /**< magnification filter */
921 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
922 union gl_color_union BorderColor; /**< Interpreted according to texture format */
923 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
924 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
925 GLfloat LodBias; /**< OpenGL 1.4 */
926 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
927 GLenum16 CompareMode; /**< GL_ARB_shadow */
928 GLenum16 CompareFunc; /**< GL_ARB_shadow */
929 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
930
931 /** GL_ARB_bindless_texture */
932 bool HandleAllocated;
933 struct util_dynarray Handles;
934 };
935
936
937 /**
938 * Texture object state. Contains the array of mipmap images, border color,
939 * wrap modes, filter modes, and shadow/texcompare state.
940 */
941 struct gl_texture_object
942 {
943 simple_mtx_t Mutex; /**< for thread safety */
944 GLint RefCount; /**< reference count */
945 GLuint Name; /**< the user-visible texture object ID */
946 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
947 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
948 GLchar *Label; /**< GL_KHR_debug */
949
950 struct gl_sampler_object Sampler;
951
952 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
953 Only valid when Target is valid. */
954 GLfloat Priority; /**< in [0,1] */
955 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
956 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
957 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
958 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
959 GLint CropRect[4]; /**< GL_OES_draw_texture */
960 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
961 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
962 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
963 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
964 GLboolean _BaseComplete; /**< Is the base texture level valid? */
965 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
966 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
967 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
968 GLboolean Purgeable; /**< Is the buffer purgeable under memory
969 pressure? */
970 GLboolean Immutable; /**< GL_ARB_texture_storage */
971 GLboolean _IsFloat; /**< GL_OES_float_texture */
972 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
973 bool StencilSampling; /**< Should we sample stencil instead of depth? */
974 bool HandleAllocated; /**< GL_ARB_bindless_texture */
975
976 /** GL_OES_EGL_image_external */
977 GLubyte RequiredTextureImageUnits;
978
979 GLubyte MinLevel; /**< GL_ARB_texture_view */
980 GLubyte NumLevels; /**< GL_ARB_texture_view */
981 GLushort MinLayer; /**< GL_ARB_texture_view */
982 GLushort NumLayers; /**< GL_ARB_texture_view */
983
984 /** GL_EXT_memory_object */
985 GLenum16 TextureTiling;
986
987 /** GL_ARB_shader_image_load_store */
988 GLenum16 ImageFormatCompatibilityType;
989
990 /** GL_ARB_texture_buffer_object */
991 GLenum16 BufferObjectFormat;
992 /** Equivalent Mesa format for BufferObjectFormat. */
993 mesa_format _BufferObjectFormat;
994 struct gl_buffer_object *BufferObject;
995
996 /** GL_ARB_texture_buffer_range */
997 GLintptr BufferOffset;
998 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
999
1000 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1001 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1002
1003 /** GL_ARB_bindless_texture */
1004 struct util_dynarray SamplerHandles;
1005 struct util_dynarray ImageHandles;
1006 };
1007
1008
1009 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1010 #define MAX_COMBINER_TERMS 4
1011
1012
1013 /**
1014 * Texture combine environment state.
1015 */
1016 struct gl_tex_env_combine_state
1017 {
1018 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1019 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1020 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1021 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1022 GLenum16 SourceA[MAX_COMBINER_TERMS];
1023 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1024 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1025 GLenum16 OperandA[MAX_COMBINER_TERMS];
1026 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1027 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1028 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1029 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1030 };
1031
1032
1033 /** Compressed TexEnv effective Combine mode */
1034 enum gl_tex_env_mode
1035 {
1036 TEXENV_MODE_REPLACE, /* r = a0 */
1037 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1038 TEXENV_MODE_ADD, /* r = a0 + a1 */
1039 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1040 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1041 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1042 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1043 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1044 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1045 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1046 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1047 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1048 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1049 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1050 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1051 };
1052
1053
1054 /** Compressed TexEnv Combine source */
1055 enum gl_tex_env_source
1056 {
1057 TEXENV_SRC_TEXTURE0,
1058 TEXENV_SRC_TEXTURE1,
1059 TEXENV_SRC_TEXTURE2,
1060 TEXENV_SRC_TEXTURE3,
1061 TEXENV_SRC_TEXTURE4,
1062 TEXENV_SRC_TEXTURE5,
1063 TEXENV_SRC_TEXTURE6,
1064 TEXENV_SRC_TEXTURE7,
1065 TEXENV_SRC_TEXTURE,
1066 TEXENV_SRC_PREVIOUS,
1067 TEXENV_SRC_PRIMARY_COLOR,
1068 TEXENV_SRC_CONSTANT,
1069 TEXENV_SRC_ZERO,
1070 TEXENV_SRC_ONE,
1071 };
1072
1073
1074 /** Compressed TexEnv Combine operand */
1075 enum gl_tex_env_operand
1076 {
1077 TEXENV_OPR_COLOR,
1078 TEXENV_OPR_ONE_MINUS_COLOR,
1079 TEXENV_OPR_ALPHA,
1080 TEXENV_OPR_ONE_MINUS_ALPHA,
1081 };
1082
1083
1084 /** Compressed TexEnv Combine argument */
1085 struct gl_tex_env_argument
1086 {
1087 #ifdef __GNUC__
1088 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1089 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1090 #else
1091 uint8_t Source; /**< SRC_x */
1092 uint8_t Operand; /**< OPR_x */
1093 #endif
1094 };
1095
1096
1097 /***
1098 * Compressed TexEnv Combine state.
1099 */
1100 struct gl_tex_env_combine_packed
1101 {
1102 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1103 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1104 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1105 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1106 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1107 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1108 /** Source arguments in a packed manner */
1109 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1110 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1111 };
1112
1113
1114 /**
1115 * TexGenEnabled flags.
1116 */
1117 /*@{*/
1118 #define S_BIT 1
1119 #define T_BIT 2
1120 #define R_BIT 4
1121 #define Q_BIT 8
1122 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1123 /*@}*/
1124
1125
1126 /**
1127 * Bit flag versions of the corresponding GL_ constants.
1128 */
1129 /*@{*/
1130 #define TEXGEN_SPHERE_MAP 0x1
1131 #define TEXGEN_OBJ_LINEAR 0x2
1132 #define TEXGEN_EYE_LINEAR 0x4
1133 #define TEXGEN_REFLECTION_MAP_NV 0x8
1134 #define TEXGEN_NORMAL_MAP_NV 0x10
1135
1136 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1137 TEXGEN_REFLECTION_MAP_NV | \
1138 TEXGEN_NORMAL_MAP_NV)
1139 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1140 TEXGEN_REFLECTION_MAP_NV | \
1141 TEXGEN_NORMAL_MAP_NV | \
1142 TEXGEN_EYE_LINEAR)
1143 /*@}*/
1144
1145
1146
1147 /** Tex-gen enabled for texture unit? */
1148 #define ENABLE_TEXGEN(unit) (1 << (unit))
1149
1150 /** Non-identity texture matrix for texture unit? */
1151 #define ENABLE_TEXMAT(unit) (1 << (unit))
1152
1153
1154 /**
1155 * Texture coord generation state.
1156 */
1157 struct gl_texgen
1158 {
1159 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1160 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1161 GLfloat ObjectPlane[4];
1162 GLfloat EyePlane[4];
1163 };
1164
1165
1166 /**
1167 * Sampler-related subset of a texture unit, like current texture objects.
1168 */
1169 struct gl_texture_unit
1170 {
1171 GLfloat LodBias; /**< for biasing mipmap levels */
1172
1173 /** Texture targets that have a non-default texture bound */
1174 GLbitfield _BoundTextures;
1175
1176 /** Current sampler object (GL_ARB_sampler_objects) */
1177 struct gl_sampler_object *Sampler;
1178
1179 /** Current texture object pointers */
1180 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1181
1182 /** Points to highest priority, complete and enabled texture object */
1183 struct gl_texture_object *_Current;
1184 };
1185
1186
1187 /**
1188 * Fixed-function-related subset of a texture unit, like enable flags,
1189 * texture environment/function/combiners, and texgen state.
1190 */
1191 struct gl_fixedfunc_texture_unit
1192 {
1193 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1194
1195 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1196 GLclampf EnvColor[4];
1197 GLfloat EnvColorUnclamped[4];
1198
1199 struct gl_texgen GenS;
1200 struct gl_texgen GenT;
1201 struct gl_texgen GenR;
1202 struct gl_texgen GenQ;
1203 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1204 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1205
1206 /**
1207 * \name GL_EXT_texture_env_combine
1208 */
1209 struct gl_tex_env_combine_state Combine;
1210
1211 /**
1212 * Derived state based on \c EnvMode and the \c BaseFormat of the
1213 * currently enabled texture.
1214 */
1215 struct gl_tex_env_combine_state _EnvMode;
1216
1217 /** Current compressed TexEnv & Combine state */
1218 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1219
1220 /**
1221 * Currently enabled combiner state. This will point to either
1222 * \c Combine or \c _EnvMode.
1223 */
1224 struct gl_tex_env_combine_state *_CurrentCombine;
1225 };
1226
1227
1228 /**
1229 * Texture attribute group (GL_TEXTURE_BIT).
1230 */
1231 struct gl_texture_attrib
1232 {
1233 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1234
1235 /** GL_ARB_texture_buffer_object */
1236 struct gl_buffer_object *BufferObject;
1237
1238 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1239
1240 /** Texture coord units/sets used for fragment texturing */
1241 GLbitfield8 _EnabledCoordUnits;
1242
1243 /** Texture coord units that have texgen enabled */
1244 GLbitfield8 _TexGenEnabled;
1245
1246 /** Texture coord units that have non-identity matrices */
1247 GLbitfield8 _TexMatEnabled;
1248
1249 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1250 GLbitfield8 _GenFlags;
1251
1252 /** Largest index of a texture unit with _Current != NULL. */
1253 GLshort _MaxEnabledTexImageUnit;
1254
1255 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1256 GLubyte NumCurrentTexUsed;
1257
1258 /** GL_ARB_seamless_cubemap */
1259 GLboolean CubeMapSeamless;
1260
1261 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1262 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1263 };
1264
1265
1266 /**
1267 * Data structure representing a single clip plane (e.g. one of the elements
1268 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1269 */
1270 typedef GLfloat gl_clip_plane[4];
1271
1272
1273 /**
1274 * Transformation attribute group (GL_TRANSFORM_BIT).
1275 */
1276 struct gl_transform_attrib
1277 {
1278 GLenum16 MatrixMode; /**< Matrix mode */
1279 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1280 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1281 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1282 GLboolean Normalize; /**< Normalize all normals? */
1283 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1284 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1285 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1286 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1287 /** GL_ARB_clip_control */
1288 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1289 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1290 };
1291
1292
1293 /**
1294 * Viewport attribute group (GL_VIEWPORT_BIT).
1295 */
1296 struct gl_viewport_attrib
1297 {
1298 GLfloat X, Y; /**< position */
1299 GLfloat Width, Height; /**< size */
1300 GLfloat Near, Far; /**< Depth buffer range */
1301 };
1302
1303
1304 /**
1305 * Fields describing a mapped buffer range.
1306 */
1307 struct gl_buffer_mapping
1308 {
1309 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1310 GLvoid *Pointer; /**< User-space address of mapping */
1311 GLintptr Offset; /**< Mapped offset */
1312 GLsizeiptr Length; /**< Mapped length */
1313 };
1314
1315
1316 /**
1317 * Usages we've seen for a buffer object.
1318 */
1319 typedef enum
1320 {
1321 USAGE_UNIFORM_BUFFER = 0x1,
1322 USAGE_TEXTURE_BUFFER = 0x2,
1323 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1324 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1325 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1326 USAGE_PIXEL_PACK_BUFFER = 0x20,
1327 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1328 } gl_buffer_usage;
1329
1330
1331 /**
1332 * GL_ARB_vertex/pixel_buffer_object buffer object
1333 */
1334 struct gl_buffer_object
1335 {
1336 GLint RefCount;
1337 GLuint Name;
1338 GLchar *Label; /**< GL_KHR_debug */
1339 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1340 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1341 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1342 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1343 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1344 GLboolean Written; /**< Ever written to? (for debugging) */
1345 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1346 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1347 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1348
1349 /** Counters used for buffer usage warnings */
1350 GLuint NumSubDataCalls;
1351 GLuint NumMapBufferWriteCalls;
1352
1353 struct gl_buffer_mapping Mappings[MAP_COUNT];
1354
1355 /** Memoization of min/max index computations for static index buffers */
1356 simple_mtx_t MinMaxCacheMutex;
1357 struct hash_table *MinMaxCache;
1358 unsigned MinMaxCacheHitIndices;
1359 unsigned MinMaxCacheMissIndices;
1360 bool MinMaxCacheDirty;
1361
1362 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1363 };
1364
1365
1366 /**
1367 * Client pixel packing/unpacking attributes
1368 */
1369 struct gl_pixelstore_attrib
1370 {
1371 GLint Alignment;
1372 GLint RowLength;
1373 GLint SkipPixels;
1374 GLint SkipRows;
1375 GLint ImageHeight;
1376 GLint SkipImages;
1377 GLboolean SwapBytes;
1378 GLboolean LsbFirst;
1379 GLboolean Invert; /**< GL_MESA_pack_invert */
1380 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1381 GLint CompressedBlockHeight;
1382 GLint CompressedBlockDepth;
1383 GLint CompressedBlockSize;
1384 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1385 };
1386
1387
1388 /**
1389 * Enum for defining the mapping for the position/generic0 attribute.
1390 *
1391 * Do not change the order of the values as these are used as
1392 * array indices.
1393 */
1394 typedef enum
1395 {
1396 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1397 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1398 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1399 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1400 } gl_attribute_map_mode;
1401
1402
1403 /**
1404 * Attributes to describe a vertex array.
1405 *
1406 * Contains the size, type, format and normalization flag,
1407 * along with the index of a vertex buffer binding point.
1408 *
1409 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1410 * and is only present for backwards compatibility reasons.
1411 * Rendering always uses VERTEX_BINDING_STRIDE.
1412 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1413 * and VERTEX_BINDING_STRIDE to the same value, while
1414 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1415 */
1416 struct gl_array_attributes
1417 {
1418 /** Points to client array data. Not used when a VBO is bound */
1419 const GLubyte *Ptr;
1420 /** Offset of the first element relative to the binding offset */
1421 GLuint RelativeOffset;
1422 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1423 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1424 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1425 GLboolean Enabled; /**< Whether the array is enabled */
1426 GLubyte Size; /**< Components per element (1,2,3,4) */
1427 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1428 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1429 unsigned Doubles:1; /**< double precision values are not converted to floats */
1430 unsigned _ElementSize:8; /**< Size of each element in bytes */
1431 /** Index into gl_vertex_array_object::BufferBinding[] array */
1432 unsigned BufferBindingIndex:6;
1433
1434 /**
1435 * Derived effective buffer binding index
1436 *
1437 * Index into the gl_vertex_buffer_binding array of the vao.
1438 * Similar to BufferBindingIndex, but with the mapping of the
1439 * position/generic0 attributes applied and with identical
1440 * gl_vertex_buffer_binding entries collapsed to a single
1441 * entry within the vao.
1442 *
1443 * The value is valid past calling _mesa_update_vao_derived_arrays.
1444 * Note that _mesa_update_vao_derived_arrays is called when binding
1445 * the VAO to Array._DrawVAO.
1446 */
1447 unsigned _EffBufferBindingIndex:6;
1448 /**
1449 * Derived effective relative offset.
1450 *
1451 * Relative offset to the effective buffers offset in
1452 * gl_vertex_buffer_binding::_EffOffset.
1453 *
1454 * The value is valid past calling _mesa_update_vao_derived_arrays.
1455 * Note that _mesa_update_vao_derived_arrays is called when binding
1456 * the VAO to Array._DrawVAO.
1457 */
1458 GLushort _EffRelativeOffset;
1459 };
1460
1461
1462 /**
1463 * This describes the buffer object used for a vertex array (or
1464 * multiple vertex arrays). If BufferObj points to the default/null
1465 * buffer object, then the vertex array lives in user memory and not a VBO.
1466 */
1467 struct gl_vertex_buffer_binding
1468 {
1469 GLintptr Offset; /**< User-specified offset */
1470 GLsizei Stride; /**< User-specified stride */
1471 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1472 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1473 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1474
1475 /**
1476 * Derived effective bound arrays.
1477 *
1478 * The effective binding handles enabled arrays past the
1479 * position/generic0 attribute mapping and reduces the refered
1480 * gl_vertex_buffer_binding entries to a unique subset.
1481 *
1482 * The value is valid past calling _mesa_update_vao_derived_arrays.
1483 * Note that _mesa_update_vao_derived_arrays is called when binding
1484 * the VAO to Array._DrawVAO.
1485 */
1486 GLbitfield _EffBoundArrays;
1487 /**
1488 * Derived offset.
1489 *
1490 * The absolute offset to that we can collapse some attributes
1491 * to this unique effective binding.
1492 * For user space array bindings this contains the smallest pointer value
1493 * in the bound and interleaved arrays.
1494 * For VBO bindings this contains an offset that lets the attributes
1495 * _EffRelativeOffset stay positive and in bounds with
1496 * Const.MaxVertexAttribRelativeOffset
1497 *
1498 * The value is valid past calling _mesa_update_vao_derived_arrays.
1499 * Note that _mesa_update_vao_derived_arrays is called when binding
1500 * the VAO to Array._DrawVAO.
1501 */
1502 GLintptr _EffOffset;
1503 };
1504
1505
1506 /**
1507 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1508 * the GL_ARB_vertex_array_object extension.
1509 */
1510 struct gl_vertex_array_object
1511 {
1512 /** Name of the VAO as received from glGenVertexArray. */
1513 GLuint Name;
1514
1515 GLint RefCount;
1516
1517 GLchar *Label; /**< GL_KHR_debug */
1518
1519 /**
1520 * Has this array object been bound?
1521 */
1522 GLboolean EverBound;
1523
1524 /**
1525 * Marked to true if the object is shared between contexts and immutable.
1526 * Then reference counting is done using atomics and thread safe.
1527 * Is used for dlist VAOs.
1528 */
1529 bool SharedAndImmutable;
1530
1531 /** Vertex attribute arrays */
1532 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1533
1534 /** Vertex buffer bindings */
1535 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1536
1537 /** Mask indicating which vertex arrays have vertex buffer associated. */
1538 GLbitfield VertexAttribBufferMask;
1539
1540 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1541 GLbitfield Enabled;
1542
1543 /**
1544 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1545 *
1546 * The value is valid past calling _mesa_update_vao_derived_arrays.
1547 * Note that _mesa_update_vao_derived_arrays is called when binding
1548 * the VAO to Array._DrawVAO.
1549 */
1550 GLbitfield _EffEnabledVBO;
1551
1552 /** Denotes the way the position/generic0 attribute is mapped */
1553 gl_attribute_map_mode _AttributeMapMode;
1554
1555 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1556 GLbitfield NewArrays;
1557
1558 /** The index buffer (also known as the element array buffer in OpenGL). */
1559 struct gl_buffer_object *IndexBufferObj;
1560 };
1561
1562
1563 /**
1564 * Vertex array state
1565 */
1566 struct gl_array_attrib
1567 {
1568 /** Currently bound array object. */
1569 struct gl_vertex_array_object *VAO;
1570
1571 /** The default vertex array object */
1572 struct gl_vertex_array_object *DefaultVAO;
1573
1574 /** The last VAO accessed by a DSA function */
1575 struct gl_vertex_array_object *LastLookedUpVAO;
1576
1577 /** Array objects (GL_ARB_vertex_array_object) */
1578 struct _mesa_HashTable *Objects;
1579
1580 GLint ActiveTexture; /**< Client Active Texture */
1581 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1582 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1583
1584 /**
1585 * \name Primitive restart controls
1586 *
1587 * Primitive restart is enabled if either \c PrimitiveRestart or
1588 * \c PrimitiveRestartFixedIndex is set.
1589 */
1590 /*@{*/
1591 GLboolean PrimitiveRestart;
1592 GLboolean PrimitiveRestartFixedIndex;
1593 GLboolean _PrimitiveRestart;
1594 GLuint RestartIndex;
1595 /*@}*/
1596
1597 /* GL_ARB_vertex_buffer_object */
1598 struct gl_buffer_object *ArrayBufferObj;
1599
1600 /**
1601 * Vertex array object that is used with the currently active draw command.
1602 * The _DrawVAO is either set to the currently bound VAO for array type
1603 * draws or to internal VAO's set up by the vbo module to execute immediate
1604 * mode or display list draws.
1605 */
1606 struct gl_vertex_array_object *_DrawVAO;
1607 /**
1608 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1609 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1610 * but may omit those arrays that shall not be referenced by the current
1611 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1612 * maked out form the _DrawVAO's enabled arrays when a fixed function
1613 * array draw is executed.
1614 */
1615 GLbitfield _DrawVAOEnabledAttribs;
1616 /**
1617 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1618 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1619 */
1620 struct gl_vertex_array_object *_EmptyVAO;
1621
1622 /** Legal array datatypes and the API for which they have been computed */
1623 GLbitfield LegalTypesMask;
1624 gl_api LegalTypesMaskAPI;
1625 };
1626
1627
1628 /**
1629 * Feedback buffer state
1630 */
1631 struct gl_feedback
1632 {
1633 GLenum16 Type;
1634 GLbitfield _Mask; /**< FB_* bits */
1635 GLfloat *Buffer;
1636 GLuint BufferSize;
1637 GLuint Count;
1638 };
1639
1640
1641 /**
1642 * Selection buffer state
1643 */
1644 struct gl_selection
1645 {
1646 GLuint *Buffer; /**< selection buffer */
1647 GLuint BufferSize; /**< size of the selection buffer */
1648 GLuint BufferCount; /**< number of values in the selection buffer */
1649 GLuint Hits; /**< number of records in the selection buffer */
1650 GLuint NameStackDepth; /**< name stack depth */
1651 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1652 GLboolean HitFlag; /**< hit flag */
1653 GLfloat HitMinZ; /**< minimum hit depth */
1654 GLfloat HitMaxZ; /**< maximum hit depth */
1655 };
1656
1657
1658 /**
1659 * 1-D Evaluator control points
1660 */
1661 struct gl_1d_map
1662 {
1663 GLuint Order; /**< Number of control points */
1664 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1665 GLfloat *Points; /**< Points to contiguous control points */
1666 };
1667
1668
1669 /**
1670 * 2-D Evaluator control points
1671 */
1672 struct gl_2d_map
1673 {
1674 GLuint Uorder; /**< Number of control points in U dimension */
1675 GLuint Vorder; /**< Number of control points in V dimension */
1676 GLfloat u1, u2, du;
1677 GLfloat v1, v2, dv;
1678 GLfloat *Points; /**< Points to contiguous control points */
1679 };
1680
1681
1682 /**
1683 * All evaluator control point state
1684 */
1685 struct gl_evaluators
1686 {
1687 /**
1688 * \name 1-D maps
1689 */
1690 /*@{*/
1691 struct gl_1d_map Map1Vertex3;
1692 struct gl_1d_map Map1Vertex4;
1693 struct gl_1d_map Map1Index;
1694 struct gl_1d_map Map1Color4;
1695 struct gl_1d_map Map1Normal;
1696 struct gl_1d_map Map1Texture1;
1697 struct gl_1d_map Map1Texture2;
1698 struct gl_1d_map Map1Texture3;
1699 struct gl_1d_map Map1Texture4;
1700 /*@}*/
1701
1702 /**
1703 * \name 2-D maps
1704 */
1705 /*@{*/
1706 struct gl_2d_map Map2Vertex3;
1707 struct gl_2d_map Map2Vertex4;
1708 struct gl_2d_map Map2Index;
1709 struct gl_2d_map Map2Color4;
1710 struct gl_2d_map Map2Normal;
1711 struct gl_2d_map Map2Texture1;
1712 struct gl_2d_map Map2Texture2;
1713 struct gl_2d_map Map2Texture3;
1714 struct gl_2d_map Map2Texture4;
1715 /*@}*/
1716 };
1717
1718
1719 struct gl_transform_feedback_varying_info
1720 {
1721 char *Name;
1722 GLenum16 Type;
1723 GLint BufferIndex;
1724 GLint Size;
1725 GLint Offset;
1726 };
1727
1728
1729 /**
1730 * Per-output info vertex shaders for transform feedback.
1731 */
1732 struct gl_transform_feedback_output
1733 {
1734 uint32_t OutputRegister;
1735 uint32_t OutputBuffer;
1736 uint32_t NumComponents;
1737 uint32_t StreamId;
1738
1739 /** offset (in DWORDs) of this output within the interleaved structure */
1740 uint32_t DstOffset;
1741
1742 /**
1743 * Offset into the output register of the data to output. For example,
1744 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1745 * offset is in the y and z components of the output register.
1746 */
1747 uint32_t ComponentOffset;
1748 };
1749
1750
1751 struct gl_transform_feedback_buffer
1752 {
1753 uint32_t Binding;
1754
1755 uint32_t NumVaryings;
1756
1757 /**
1758 * Total number of components stored in each buffer. This may be used by
1759 * hardware back-ends to determine the correct stride when interleaving
1760 * multiple transform feedback outputs in the same buffer.
1761 */
1762 uint32_t Stride;
1763
1764 /**
1765 * Which transform feedback stream this buffer binding is associated with.
1766 */
1767 uint32_t Stream;
1768 };
1769
1770
1771 /** Post-link transform feedback info. */
1772 struct gl_transform_feedback_info
1773 {
1774 unsigned NumOutputs;
1775
1776 /* Bitmask of active buffer indices. */
1777 unsigned ActiveBuffers;
1778
1779 struct gl_transform_feedback_output *Outputs;
1780
1781 /** Transform feedback varyings used for the linking of this shader program.
1782 *
1783 * Use for glGetTransformFeedbackVarying().
1784 */
1785 struct gl_transform_feedback_varying_info *Varyings;
1786 GLint NumVarying;
1787
1788 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1789 };
1790
1791
1792 /**
1793 * Transform feedback object state
1794 */
1795 struct gl_transform_feedback_object
1796 {
1797 GLuint Name; /**< AKA the object ID */
1798 GLint RefCount;
1799 GLchar *Label; /**< GL_KHR_debug */
1800 GLboolean Active; /**< Is transform feedback enabled? */
1801 GLboolean Paused; /**< Is transform feedback paused? */
1802 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1803 at least once? */
1804 GLboolean EverBound; /**< Has this object been bound? */
1805
1806 /**
1807 * GLES: if Active is true, remaining number of primitives which can be
1808 * rendered without overflow. This is necessary to track because GLES
1809 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1810 * glDrawArraysInstanced would overflow transform feedback buffers.
1811 * Undefined if Active is false.
1812 *
1813 * Not tracked for desktop GL since it's unnecessary.
1814 */
1815 unsigned GlesRemainingPrims;
1816
1817 /**
1818 * The program active when BeginTransformFeedback() was called.
1819 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1820 * where stage is the pipeline stage that is the source of data for
1821 * transform feedback.
1822 */
1823 struct gl_program *program;
1824
1825 /** The feedback buffers */
1826 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1827 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1828
1829 /** Start of feedback data in dest buffer */
1830 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1831
1832 /**
1833 * Max data to put into dest buffer (in bytes). Computed based on
1834 * RequestedSize and the actual size of the buffer.
1835 */
1836 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1837
1838 /**
1839 * Size that was specified when the buffer was bound. If the buffer was
1840 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1841 * zero.
1842 */
1843 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1844 };
1845
1846
1847 /**
1848 * Context state for transform feedback.
1849 */
1850 struct gl_transform_feedback_state
1851 {
1852 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1853
1854 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1855 struct gl_buffer_object *CurrentBuffer;
1856
1857 /** The table of all transform feedback objects */
1858 struct _mesa_HashTable *Objects;
1859
1860 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1861 struct gl_transform_feedback_object *CurrentObject;
1862
1863 /** The default xform-fb object (Name==0) */
1864 struct gl_transform_feedback_object *DefaultObject;
1865 };
1866
1867
1868 /**
1869 * A "performance monitor" as described in AMD_performance_monitor.
1870 */
1871 struct gl_perf_monitor_object
1872 {
1873 GLuint Name;
1874
1875 /** True if the monitor is currently active (Begin called but not End). */
1876 GLboolean Active;
1877
1878 /**
1879 * True if the monitor has ended.
1880 *
1881 * This is distinct from !Active because it may never have began.
1882 */
1883 GLboolean Ended;
1884
1885 /**
1886 * A list of groups with currently active counters.
1887 *
1888 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1889 */
1890 unsigned *ActiveGroups;
1891
1892 /**
1893 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1894 *
1895 * Checking whether counter 'c' in group 'g' is active can be done via:
1896 *
1897 * BITSET_TEST(ActiveCounters[g], c)
1898 */
1899 GLuint **ActiveCounters;
1900 };
1901
1902
1903 union gl_perf_monitor_counter_value
1904 {
1905 float f;
1906 uint64_t u64;
1907 uint32_t u32;
1908 };
1909
1910
1911 struct gl_perf_monitor_counter
1912 {
1913 /** Human readable name for the counter. */
1914 const char *Name;
1915
1916 /**
1917 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1918 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1919 */
1920 GLenum16 Type;
1921
1922 /** Minimum counter value. */
1923 union gl_perf_monitor_counter_value Minimum;
1924
1925 /** Maximum counter value. */
1926 union gl_perf_monitor_counter_value Maximum;
1927 };
1928
1929
1930 struct gl_perf_monitor_group
1931 {
1932 /** Human readable name for the group. */
1933 const char *Name;
1934
1935 /**
1936 * Maximum number of counters in this group which can be active at the
1937 * same time.
1938 */
1939 GLuint MaxActiveCounters;
1940
1941 /** Array of counters within this group. */
1942 const struct gl_perf_monitor_counter *Counters;
1943 GLuint NumCounters;
1944 };
1945
1946
1947 /**
1948 * A query object instance as described in INTEL_performance_query.
1949 *
1950 * NB: We want to keep this and the corresponding backend structure
1951 * relatively lean considering that applications may expect to
1952 * allocate enough objects to be able to query around all draw calls
1953 * in a frame.
1954 */
1955 struct gl_perf_query_object
1956 {
1957 GLuint Id; /**< hash table ID/name */
1958 unsigned Used:1; /**< has been used for 1 or more queries */
1959 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1960 unsigned Ready:1; /**< result is ready? */
1961 };
1962
1963
1964 /**
1965 * Context state for AMD_performance_monitor.
1966 */
1967 struct gl_perf_monitor_state
1968 {
1969 /** Array of performance monitor groups (indexed by group ID) */
1970 const struct gl_perf_monitor_group *Groups;
1971 GLuint NumGroups;
1972
1973 /** The table of all performance monitors. */
1974 struct _mesa_HashTable *Monitors;
1975 };
1976
1977
1978 /**
1979 * Context state for INTEL_performance_query.
1980 */
1981 struct gl_perf_query_state
1982 {
1983 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1984 };
1985
1986
1987 /**
1988 * A bindless sampler object.
1989 */
1990 struct gl_bindless_sampler
1991 {
1992 /** Texture unit (set by glUniform1()). */
1993 GLubyte unit;
1994
1995 /** Whether this bindless sampler is bound to a unit. */
1996 GLboolean bound;
1997
1998 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
1999 gl_texture_index target;
2000
2001 /** Pointer to the base of the data. */
2002 GLvoid *data;
2003 };
2004
2005
2006 /**
2007 * A bindless image object.
2008 */
2009 struct gl_bindless_image
2010 {
2011 /** Image unit (set by glUniform1()). */
2012 GLubyte unit;
2013
2014 /** Whether this bindless image is bound to a unit. */
2015 GLboolean bound;
2016
2017 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2018 * GL_NONE to indicate both read-only and write-only)
2019 */
2020 GLenum16 access;
2021
2022 /** Pointer to the base of the data. */
2023 GLvoid *data;
2024 };
2025
2026
2027 /**
2028 * Current vertex processing mode: fixed function vs. shader.
2029 * In reality, fixed function is probably implemented by a shader but that's
2030 * not what we care about here.
2031 */
2032 typedef enum
2033 {
2034 VP_MODE_FF, /**< legacy / fixed function */
2035 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2036 VP_MODE_MAX /**< for sizing arrays */
2037 } gl_vertex_processing_mode;
2038
2039
2040 /**
2041 * Base class for any kind of program object
2042 */
2043 struct gl_program
2044 {
2045 /** FIXME: This must be first until we split shader_info from nir_shader */
2046 struct shader_info info;
2047
2048 GLuint Id;
2049 GLint RefCount;
2050 GLubyte *String; /**< Null-terminated program text */
2051
2052 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2053 GLenum16 Target;
2054 GLenum16 Format; /**< String encoding format */
2055
2056 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2057
2058 struct nir_shader *nir;
2059
2060 /* Saved and restored with metadata. Freed with ralloc. */
2061 void *driver_cache_blob;
2062 size_t driver_cache_blob_size;
2063
2064 bool is_arb_asm; /** Is this an ARB assembly-style program */
2065
2066 /** Is this program written to on disk shader cache */
2067 bool program_written_to_cache;
2068
2069 /** A bitfield indicating which vertex shader inputs consume two slots
2070 *
2071 * This is used for mapping from single-slot input locations in the GL API
2072 * to dual-slot double input locations in the shader. This field is set
2073 * once as part of linking and never updated again to ensure the mapping
2074 * remains consistent.
2075 *
2076 * Note: There may be dual-slot variables in the original shader source
2077 * which do not appear in this bitfield due to having been eliminated by
2078 * the compiler prior to DualSlotInputs being calculated. There may also
2079 * be bits set in this bitfield which are set but which the shader never
2080 * reads due to compiler optimizations eliminating such variables after
2081 * DualSlotInputs is calculated.
2082 */
2083 GLbitfield64 DualSlotInputs;
2084 /** Subset of OutputsWritten outputs written with non-zero index. */
2085 GLbitfield64 SecondaryOutputsWritten;
2086 /** TEXTURE_x_BIT bitmask */
2087 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2088 /** Bitfield of which samplers are used */
2089 GLbitfield SamplersUsed;
2090 /** Texture units used for shadow sampling. */
2091 GLbitfield ShadowSamplers;
2092 /** Texture units used for samplerExternalOES */
2093 GLbitfield ExternalSamplersUsed;
2094
2095 /* Fragement shader only fields */
2096 GLboolean OriginUpperLeft;
2097 GLboolean PixelCenterInteger;
2098
2099 /** Named parameters, constants, etc. from program text */
2100 struct gl_program_parameter_list *Parameters;
2101
2102 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2103 GLubyte SamplerUnits[MAX_SAMPLERS];
2104
2105 /* FIXME: We should be able to make this struct a union. However some
2106 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2107 * these fields, we should fix this.
2108 */
2109 struct {
2110 /** Fields used by GLSL programs */
2111 struct {
2112 /** Data shared by gl_program and gl_shader_program */
2113 struct gl_shader_program_data *data;
2114
2115 struct gl_active_atomic_buffer **AtomicBuffers;
2116
2117 /** Post-link transform feedback info. */
2118 struct gl_transform_feedback_info *LinkedTransformFeedback;
2119
2120 /**
2121 * Number of types for subroutine uniforms.
2122 */
2123 GLuint NumSubroutineUniformTypes;
2124
2125 /**
2126 * Subroutine uniform remap table
2127 * based on the program level uniform remap table.
2128 */
2129 GLuint NumSubroutineUniforms; /* non-sparse total */
2130 GLuint NumSubroutineUniformRemapTable;
2131 struct gl_uniform_storage **SubroutineUniformRemapTable;
2132
2133 /**
2134 * Num of subroutine functions for this stage and storage for them.
2135 */
2136 GLuint NumSubroutineFunctions;
2137 GLuint MaxSubroutineFunctionIndex;
2138 struct gl_subroutine_function *SubroutineFunctions;
2139
2140 /**
2141 * Map from image uniform index to image unit (set by glUniform1i())
2142 *
2143 * An image uniform index is associated with each image uniform by
2144 * the linker. The image index associated with each uniform is
2145 * stored in the \c gl_uniform_storage::image field.
2146 */
2147 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2148
2149 /**
2150 * Access qualifier specified in the shader for each image uniform
2151 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2152 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2153 * write-only.
2154 *
2155 * It may be different, though only more strict than the value of
2156 * \c gl_image_unit::Access for the corresponding image unit.
2157 */
2158 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2159
2160 struct gl_uniform_block **UniformBlocks;
2161 struct gl_uniform_block **ShaderStorageBlocks;
2162
2163 /** Which texture target is being sampled
2164 * (TEXTURE_1D/2D/3D/etc_INDEX)
2165 */
2166 GLubyte SamplerTargets[MAX_SAMPLERS];
2167
2168 /**
2169 * Number of samplers declared with the bindless_sampler layout
2170 * qualifier as specified by ARB_bindless_texture.
2171 */
2172 GLuint NumBindlessSamplers;
2173 GLboolean HasBoundBindlessSampler;
2174 struct gl_bindless_sampler *BindlessSamplers;
2175
2176 /**
2177 * Number of images declared with the bindless_image layout qualifier
2178 * as specified by ARB_bindless_texture.
2179 */
2180 GLuint NumBindlessImages;
2181 GLboolean HasBoundBindlessImage;
2182 struct gl_bindless_image *BindlessImages;
2183
2184 union {
2185 struct {
2186 /**
2187 * A bitmask of gl_advanced_blend_mode values
2188 */
2189 GLbitfield BlendSupport;
2190 } fs;
2191 };
2192 } sh;
2193
2194 /** ARB assembly-style program fields */
2195 struct {
2196 struct prog_instruction *Instructions;
2197
2198 /**
2199 * Local parameters used by the program.
2200 *
2201 * It's dynamically allocated because it is rarely used (just
2202 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2203 * once it's allocated.
2204 */
2205 GLfloat (*LocalParams)[4];
2206
2207 /** Bitmask of which register files are read/written with indirect
2208 * addressing. Mask of (1 << PROGRAM_x) bits.
2209 */
2210 GLbitfield IndirectRegisterFiles;
2211
2212 /** Logical counts */
2213 /*@{*/
2214 GLuint NumInstructions;
2215 GLuint NumTemporaries;
2216 GLuint NumParameters;
2217 GLuint NumAttributes;
2218 GLuint NumAddressRegs;
2219 GLuint NumAluInstructions;
2220 GLuint NumTexInstructions;
2221 GLuint NumTexIndirections;
2222 /*@}*/
2223 /** Native, actual h/w counts */
2224 /*@{*/
2225 GLuint NumNativeInstructions;
2226 GLuint NumNativeTemporaries;
2227 GLuint NumNativeParameters;
2228 GLuint NumNativeAttributes;
2229 GLuint NumNativeAddressRegs;
2230 GLuint NumNativeAluInstructions;
2231 GLuint NumNativeTexInstructions;
2232 GLuint NumNativeTexIndirections;
2233 /*@}*/
2234
2235 /** Used by ARB assembly-style programs. Can only be true for vertex
2236 * programs.
2237 */
2238 GLboolean IsPositionInvariant;
2239 } arb;
2240 };
2241 };
2242
2243
2244 /**
2245 * State common to vertex and fragment programs.
2246 */
2247 struct gl_program_state
2248 {
2249 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2250 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2251 };
2252
2253
2254 /**
2255 * Context state for vertex programs.
2256 */
2257 struct gl_vertex_program_state
2258 {
2259 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2260 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2261 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2262 /** Should fixed-function T&L be implemented with a vertex prog? */
2263 GLboolean _MaintainTnlProgram;
2264
2265 struct gl_program *Current; /**< User-bound vertex program */
2266
2267 /** Currently enabled and valid vertex program (including internal
2268 * programs, user-defined vertex programs and GLSL vertex shaders).
2269 * This is the program we must use when rendering.
2270 */
2271 struct gl_program *_Current;
2272
2273 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2274
2275 /** Program to emulate fixed-function T&L (see above) */
2276 struct gl_program *_TnlProgram;
2277
2278 /** Cache of fixed-function programs */
2279 struct gl_program_cache *Cache;
2280
2281 GLboolean _Overriden;
2282
2283 /**
2284 * If we have a vertex program, a TNL program or no program at all.
2285 * Note that this value should be kept up to date all the time,
2286 * nevertheless its correctness is asserted in _mesa_update_state.
2287 * The reason is to avoid calling _mesa_update_state twice we need
2288 * this value on draw *before* actually calling _mesa_update_state.
2289 * Also it should need to get recomputed only on changes to the
2290 * vertex program which are heavyweight already.
2291 */
2292 gl_vertex_processing_mode _VPMode;
2293 };
2294
2295 /**
2296 * Context state for tessellation control programs.
2297 */
2298 struct gl_tess_ctrl_program_state
2299 {
2300 /** Currently bound and valid shader. */
2301 struct gl_program *_Current;
2302
2303 GLint patch_vertices;
2304 GLfloat patch_default_outer_level[4];
2305 GLfloat patch_default_inner_level[2];
2306 };
2307
2308 /**
2309 * Context state for tessellation evaluation programs.
2310 */
2311 struct gl_tess_eval_program_state
2312 {
2313 /** Currently bound and valid shader. */
2314 struct gl_program *_Current;
2315 };
2316
2317 /**
2318 * Context state for geometry programs.
2319 */
2320 struct gl_geometry_program_state
2321 {
2322 /**
2323 * Currently enabled and valid program (including internal programs
2324 * and compiled shader programs).
2325 */
2326 struct gl_program *_Current;
2327 };
2328
2329 /**
2330 * Context state for fragment programs.
2331 */
2332 struct gl_fragment_program_state
2333 {
2334 GLboolean Enabled; /**< User-set fragment program enable flag */
2335 /** Should fixed-function texturing be implemented with a fragment prog? */
2336 GLboolean _MaintainTexEnvProgram;
2337
2338 struct gl_program *Current; /**< User-bound fragment program */
2339
2340 /**
2341 * Currently enabled and valid fragment program (including internal
2342 * programs, user-defined fragment programs and GLSL fragment shaders).
2343 * This is the program we must use when rendering.
2344 */
2345 struct gl_program *_Current;
2346
2347 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2348
2349 /** Program to emulate fixed-function texture env/combine (see above) */
2350 struct gl_program *_TexEnvProgram;
2351
2352 /** Cache of fixed-function programs */
2353 struct gl_program_cache *Cache;
2354 };
2355
2356
2357 /**
2358 * Context state for compute programs.
2359 */
2360 struct gl_compute_program_state
2361 {
2362 /** Currently enabled and valid program (including internal programs
2363 * and compiled shader programs).
2364 */
2365 struct gl_program *_Current;
2366 };
2367
2368
2369 /**
2370 * ATI_fragment_shader runtime state
2371 */
2372
2373 struct atifs_instruction;
2374 struct atifs_setupinst;
2375
2376 /**
2377 * ATI fragment shader
2378 */
2379 struct ati_fragment_shader
2380 {
2381 GLuint Id;
2382 GLint RefCount;
2383 struct atifs_instruction *Instructions[2];
2384 struct atifs_setupinst *SetupInst[2];
2385 GLfloat Constants[8][4];
2386 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2387 GLubyte numArithInstr[2];
2388 GLubyte regsAssigned[2];
2389 GLubyte NumPasses; /**< 1 or 2 */
2390 /**
2391 * Current compile stage: 0 setup pass1, 1 arith pass1,
2392 * 2 setup pass2, 3 arith pass2.
2393 */
2394 GLubyte cur_pass;
2395 GLubyte last_optype;
2396 GLboolean interpinp1;
2397 GLboolean isValid;
2398 /**
2399 * Array of 2 bit values for each tex unit to remember whether
2400 * STR or STQ swizzle was used
2401 */
2402 GLuint swizzlerq;
2403 struct gl_program *Program;
2404 };
2405
2406 /**
2407 * Context state for GL_ATI_fragment_shader
2408 */
2409 struct gl_ati_fragment_shader_state
2410 {
2411 GLboolean Enabled;
2412 GLboolean Compiling;
2413 GLfloat GlobalConstants[8][4];
2414 struct ati_fragment_shader *Current;
2415 };
2416
2417 /**
2418 * Shader subroutine function definition
2419 */
2420 struct gl_subroutine_function
2421 {
2422 char *name;
2423 int index;
2424 int num_compat_types;
2425 const struct glsl_type **types;
2426 };
2427
2428 /**
2429 * Shader information needed by both gl_shader and gl_linked shader.
2430 */
2431 struct gl_shader_info
2432 {
2433 /**
2434 * Tessellation Control shader state from layout qualifiers.
2435 */
2436 struct {
2437 /**
2438 * 0 - vertices not declared in shader, or
2439 * 1 .. GL_MAX_PATCH_VERTICES
2440 */
2441 GLint VerticesOut;
2442 } TessCtrl;
2443
2444 /**
2445 * Tessellation Evaluation shader state from layout qualifiers.
2446 */
2447 struct {
2448 /**
2449 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2450 * in this shader.
2451 */
2452 GLenum16 PrimitiveMode;
2453
2454 enum gl_tess_spacing Spacing;
2455
2456 /**
2457 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2458 */
2459 GLenum16 VertexOrder;
2460 /**
2461 * 1, 0, or -1 if it's not set in this shader.
2462 */
2463 int PointMode;
2464 } TessEval;
2465
2466 /**
2467 * Geometry shader state from GLSL 1.50 layout qualifiers.
2468 */
2469 struct {
2470 GLint VerticesOut;
2471 /**
2472 * 0 - Invocations count not declared in shader, or
2473 * 1 .. Const.MaxGeometryShaderInvocations
2474 */
2475 GLint Invocations;
2476 /**
2477 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2478 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2479 * shader.
2480 */
2481 GLenum16 InputType;
2482 /**
2483 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2484 * it's not set in this shader.
2485 */
2486 GLenum16 OutputType;
2487 } Geom;
2488
2489 /**
2490 * Compute shader state from ARB_compute_shader and
2491 * ARB_compute_variable_group_size layout qualifiers.
2492 */
2493 struct {
2494 /**
2495 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2496 * it's not set in this shader.
2497 */
2498 unsigned LocalSize[3];
2499
2500 /**
2501 * Whether a variable work group size has been specified as defined by
2502 * ARB_compute_variable_group_size.
2503 */
2504 bool LocalSizeVariable;
2505 } Comp;
2506 };
2507
2508 /**
2509 * A linked GLSL shader object.
2510 */
2511 struct gl_linked_shader
2512 {
2513 gl_shader_stage Stage;
2514
2515 #ifdef DEBUG
2516 unsigned SourceChecksum;
2517 #endif
2518
2519 struct gl_program *Program; /**< Post-compile assembly code */
2520
2521 /**
2522 * \name Sampler tracking
2523 *
2524 * \note Each of these fields is only set post-linking.
2525 */
2526 /*@{*/
2527 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2528 /*@}*/
2529
2530 /**
2531 * Number of default uniform block components used by this shader.
2532 *
2533 * This field is only set post-linking.
2534 */
2535 unsigned num_uniform_components;
2536
2537 /**
2538 * Number of combined uniform components used by this shader.
2539 *
2540 * This field is only set post-linking. It is the sum of the uniform block
2541 * sizes divided by sizeof(float), and num_uniform_compoennts.
2542 */
2543 unsigned num_combined_uniform_components;
2544
2545 struct exec_list *ir;
2546 struct exec_list *packed_varyings;
2547 struct exec_list *fragdata_arrays;
2548 struct glsl_symbol_table *symbols;
2549
2550 /**
2551 * ARB_gl_spirv related data.
2552 *
2553 * This is actually a reference to the gl_shader::spirv_data, which
2554 * stores information that is also needed during linking.
2555 */
2556 struct gl_shader_spirv_data *spirv_data;
2557 };
2558
2559
2560 /**
2561 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2562 * was skipped due to the shader matching one that's been seen before by
2563 * the on-disk cache.
2564 */
2565 enum gl_compile_status
2566 {
2567 COMPILE_FAILURE = 0,
2568 COMPILE_SUCCESS,
2569 COMPILE_SKIPPED,
2570 COMPILED_NO_OPTS
2571 };
2572
2573 /**
2574 * A GLSL shader object.
2575 */
2576 struct gl_shader
2577 {
2578 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2579 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2580 * Must be the first field.
2581 */
2582 GLenum16 Type;
2583 gl_shader_stage Stage;
2584 GLuint Name; /**< AKA the handle */
2585 GLint RefCount; /**< Reference count */
2586 GLchar *Label; /**< GL_KHR_debug */
2587 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2588 GLboolean DeletePending;
2589 bool IsES; /**< True if this shader uses GLSL ES */
2590
2591 enum gl_compile_status CompileStatus;
2592
2593 #ifdef DEBUG
2594 unsigned SourceChecksum; /**< for debug/logging purposes */
2595 #endif
2596 const GLchar *Source; /**< Source code string */
2597
2598 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2599
2600 GLchar *InfoLog;
2601
2602 unsigned Version; /**< GLSL version used for linking */
2603
2604 /**
2605 * A bitmask of gl_advanced_blend_mode values
2606 */
2607 GLbitfield BlendSupport;
2608
2609 struct exec_list *ir;
2610 struct glsl_symbol_table *symbols;
2611
2612 /**
2613 * Whether early fragment tests are enabled as defined by
2614 * ARB_shader_image_load_store.
2615 */
2616 bool EarlyFragmentTests;
2617
2618 bool ARB_fragment_coord_conventions_enable;
2619
2620 bool redeclares_gl_fragcoord;
2621 bool uses_gl_fragcoord;
2622
2623 bool PostDepthCoverage;
2624 bool PixelInterlockOrdered;
2625 bool PixelInterlockUnordered;
2626 bool SampleInterlockOrdered;
2627 bool SampleInterlockUnordered;
2628 bool InnerCoverage;
2629
2630 /**
2631 * Fragment shader state from GLSL 1.50 layout qualifiers.
2632 */
2633 bool origin_upper_left;
2634 bool pixel_center_integer;
2635
2636 /**
2637 * Whether bindless_sampler/bindless_image, and respectively
2638 * bound_sampler/bound_image are declared at global scope as defined by
2639 * ARB_bindless_texture.
2640 */
2641 bool bindless_sampler;
2642 bool bindless_image;
2643 bool bound_sampler;
2644 bool bound_image;
2645
2646 /** Global xfb_stride out qualifier if any */
2647 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2648
2649 struct gl_shader_info info;
2650
2651 /* ARB_gl_spirv related data */
2652 struct gl_shader_spirv_data *spirv_data;
2653 };
2654
2655
2656 struct gl_uniform_buffer_variable
2657 {
2658 char *Name;
2659
2660 /**
2661 * Name of the uniform as seen by glGetUniformIndices.
2662 *
2663 * glGetUniformIndices requires that the block instance index \b not be
2664 * present in the name of queried uniforms.
2665 *
2666 * \note
2667 * \c gl_uniform_buffer_variable::IndexName and
2668 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2669 */
2670 char *IndexName;
2671
2672 const struct glsl_type *Type;
2673 unsigned int Offset;
2674 GLboolean RowMajor;
2675 };
2676
2677
2678 struct gl_uniform_block
2679 {
2680 /** Declared name of the uniform block */
2681 char *Name;
2682
2683 /** Array of supplemental information about UBO ir_variables. */
2684 struct gl_uniform_buffer_variable *Uniforms;
2685 GLuint NumUniforms;
2686
2687 /**
2688 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2689 * with glBindBufferBase to bind a buffer object to this uniform block.
2690 */
2691 GLuint Binding;
2692
2693 /**
2694 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2695 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2696 */
2697 GLuint UniformBufferSize;
2698
2699 /** Stages that reference this block */
2700 uint8_t stageref;
2701
2702 /**
2703 * Linearized array index for uniform block instance arrays
2704 *
2705 * Given a uniform block instance array declared with size
2706 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2707 * have the linearized array index
2708 *
2709 * m-1 m
2710 * i_m + ∑ i_j * ∏ s_k
2711 * j=0 k=j+1
2712 *
2713 * For a uniform block instance that is not an array, this is always 0.
2714 */
2715 uint8_t linearized_array_index;
2716
2717 /**
2718 * Layout specified in the shader
2719 *
2720 * This isn't accessible through the API, but it is used while
2721 * cross-validating uniform blocks.
2722 */
2723 enum glsl_interface_packing _Packing;
2724 GLboolean _RowMajor;
2725 };
2726
2727 /**
2728 * Structure that represents a reference to an atomic buffer from some
2729 * shader program.
2730 */
2731 struct gl_active_atomic_buffer
2732 {
2733 /** Uniform indices of the atomic counters declared within it. */
2734 GLuint *Uniforms;
2735 GLuint NumUniforms;
2736
2737 /** Binding point index associated with it. */
2738 GLuint Binding;
2739
2740 /** Minimum reasonable size it is expected to have. */
2741 GLuint MinimumSize;
2742
2743 /** Shader stages making use of it. */
2744 GLboolean StageReferences[MESA_SHADER_STAGES];
2745 };
2746
2747 /**
2748 * Data container for shader queries. This holds only the minimal
2749 * amount of required information for resource queries to work.
2750 */
2751 struct gl_shader_variable
2752 {
2753 /**
2754 * Declared type of the variable
2755 */
2756 const struct glsl_type *type;
2757
2758 /**
2759 * If the variable is in an interface block, this is the type of the block.
2760 */
2761 const struct glsl_type *interface_type;
2762
2763 /**
2764 * For variables inside structs (possibly recursively), this is the
2765 * outermost struct type.
2766 */
2767 const struct glsl_type *outermost_struct_type;
2768
2769 /**
2770 * Declared name of the variable
2771 */
2772 char *name;
2773
2774 /**
2775 * Storage location of the base of this variable
2776 *
2777 * The precise meaning of this field depends on the nature of the variable.
2778 *
2779 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2780 * - Vertex shader output: one of the values from \c gl_varying_slot.
2781 * - Geometry shader input: one of the values from \c gl_varying_slot.
2782 * - Geometry shader output: one of the values from \c gl_varying_slot.
2783 * - Fragment shader input: one of the values from \c gl_varying_slot.
2784 * - Fragment shader output: one of the values from \c gl_frag_result.
2785 * - Uniforms: Per-stage uniform slot number for default uniform block.
2786 * - Uniforms: Index within the uniform block definition for UBO members.
2787 * - Non-UBO Uniforms: explicit location until linking then reused to
2788 * store uniform slot number.
2789 * - Other: This field is not currently used.
2790 *
2791 * If the variable is a uniform, shader input, or shader output, and the
2792 * slot has not been assigned, the value will be -1.
2793 */
2794 int location;
2795
2796 /**
2797 * Specifies the first component the variable is stored in as per
2798 * ARB_enhanced_layouts.
2799 */
2800 unsigned component:2;
2801
2802 /**
2803 * Output index for dual source blending.
2804 *
2805 * \note
2806 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2807 * source blending.
2808 */
2809 unsigned index:1;
2810
2811 /**
2812 * Specifies whether a shader input/output is per-patch in tessellation
2813 * shader stages.
2814 */
2815 unsigned patch:1;
2816
2817 /**
2818 * Storage class of the variable.
2819 *
2820 * \sa (n)ir_variable_mode
2821 */
2822 unsigned mode:4;
2823
2824 /**
2825 * Interpolation mode for shader inputs / outputs
2826 *
2827 * \sa glsl_interp_mode
2828 */
2829 unsigned interpolation:2;
2830
2831 /**
2832 * Was the location explicitly set in the shader?
2833 *
2834 * If the location is explicitly set in the shader, it \b cannot be changed
2835 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2836 * no effect).
2837 */
2838 unsigned explicit_location:1;
2839
2840 /**
2841 * Precision qualifier.
2842 */
2843 unsigned precision:2;
2844 };
2845
2846 /**
2847 * Active resource in a gl_shader_program
2848 */
2849 struct gl_program_resource
2850 {
2851 GLenum16 Type; /** Program interface type. */
2852 const void *Data; /** Pointer to resource associated data structure. */
2853 uint8_t StageReferences; /** Bitmask of shader stage references. */
2854 };
2855
2856 /**
2857 * Link status enum. LINKING_SKIPPED is used to indicate linking
2858 * was skipped due to the shader being loaded from the on-disk cache.
2859 */
2860 enum gl_link_status
2861 {
2862 LINKING_FAILURE = 0,
2863 LINKING_SUCCESS,
2864 LINKING_SKIPPED
2865 };
2866
2867 /**
2868 * A data structure to be shared by gl_shader_program and gl_program.
2869 */
2870 struct gl_shader_program_data
2871 {
2872 GLint RefCount; /**< Reference count */
2873
2874 /** SHA1 hash of linked shader program */
2875 unsigned char sha1[20];
2876
2877 unsigned NumUniformStorage;
2878 unsigned NumHiddenUniforms;
2879 struct gl_uniform_storage *UniformStorage;
2880
2881 unsigned NumUniformBlocks;
2882 unsigned NumShaderStorageBlocks;
2883
2884 struct gl_uniform_block *UniformBlocks;
2885 struct gl_uniform_block *ShaderStorageBlocks;
2886
2887 struct gl_active_atomic_buffer *AtomicBuffers;
2888 unsigned NumAtomicBuffers;
2889
2890 /* Shader cache variables used during restore */
2891 unsigned NumUniformDataSlots;
2892 union gl_constant_value *UniformDataSlots;
2893
2894 /* Used to hold initial uniform values for program binary restores.
2895 *
2896 * From the ARB_get_program_binary spec:
2897 *
2898 * "A successful call to ProgramBinary will reset all uniform
2899 * variables to their initial values. The initial value is either
2900 * the value of the variable's initializer as specified in the
2901 * original shader source, or 0 if no initializer was present.
2902 */
2903 union gl_constant_value *UniformDataDefaults;
2904
2905 GLboolean Validated;
2906
2907 /** List of all active resources after linking. */
2908 struct gl_program_resource *ProgramResourceList;
2909 unsigned NumProgramResourceList;
2910
2911 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2912 GLchar *InfoLog;
2913
2914 unsigned Version; /**< GLSL version used for linking */
2915
2916 /* Mask of stages this program was linked against */
2917 unsigned linked_stages;
2918
2919 /* Whether the shaders of this program are loaded from SPIR-V binaries
2920 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2921 * ARB_gl_spirv extension.
2922 */
2923 bool spirv;
2924 };
2925
2926 /**
2927 * A GLSL program object.
2928 * Basically a linked collection of vertex and fragment shaders.
2929 */
2930 struct gl_shader_program
2931 {
2932 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2933 GLuint Name; /**< aka handle or ID */
2934 GLchar *Label; /**< GL_KHR_debug */
2935 GLint RefCount; /**< Reference count */
2936 GLboolean DeletePending;
2937
2938 /**
2939 * Is the application intending to glGetProgramBinary this program?
2940 */
2941 GLboolean BinaryRetreivableHint;
2942
2943 /**
2944 * Indicates whether program can be bound for individual pipeline stages
2945 * using UseProgramStages after it is next linked.
2946 */
2947 GLboolean SeparateShader;
2948
2949 GLuint NumShaders; /**< number of attached shaders */
2950 struct gl_shader **Shaders; /**< List of attached the shaders */
2951
2952 /**
2953 * User-defined attribute bindings
2954 *
2955 * These are set via \c glBindAttribLocation and are used to direct the
2956 * GLSL linker. These are \b not the values used in the compiled shader,
2957 * and they are \b not the values returned by \c glGetAttribLocation.
2958 */
2959 struct string_to_uint_map *AttributeBindings;
2960
2961 /**
2962 * User-defined fragment data bindings
2963 *
2964 * These are set via \c glBindFragDataLocation and are used to direct the
2965 * GLSL linker. These are \b not the values used in the compiled shader,
2966 * and they are \b not the values returned by \c glGetFragDataLocation.
2967 */
2968 struct string_to_uint_map *FragDataBindings;
2969 struct string_to_uint_map *FragDataIndexBindings;
2970
2971 /**
2972 * Transform feedback varyings last specified by
2973 * glTransformFeedbackVaryings().
2974 *
2975 * For the current set of transform feedback varyings used for transform
2976 * feedback output, see LinkedTransformFeedback.
2977 */
2978 struct {
2979 GLenum16 BufferMode;
2980 /** Global xfb_stride out qualifier if any */
2981 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2982 GLuint NumVarying;
2983 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2984 } TransformFeedback;
2985
2986 struct gl_program *last_vert_prog;
2987
2988 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2989 enum gl_frag_depth_layout FragDepthLayout;
2990
2991 /**
2992 * Geometry shader state - copied into gl_program by
2993 * _mesa_copy_linked_program_data().
2994 */
2995 struct {
2996 GLint VerticesIn;
2997
2998 bool UsesEndPrimitive;
2999 bool UsesStreams;
3000 } Geom;
3001
3002 /**
3003 * Compute shader state - copied into gl_program by
3004 * _mesa_copy_linked_program_data().
3005 */
3006 struct {
3007 /**
3008 * Size of shared variables accessed by the compute shader.
3009 */
3010 unsigned SharedSize;
3011 } Comp;
3012
3013 /** Data shared by gl_program and gl_shader_program */
3014 struct gl_shader_program_data *data;
3015
3016 /**
3017 * Mapping from GL uniform locations returned by \c glUniformLocation to
3018 * UniformStorage entries. Arrays will have multiple contiguous slots
3019 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3020 */
3021 unsigned NumUniformRemapTable;
3022 struct gl_uniform_storage **UniformRemapTable;
3023
3024 /**
3025 * Sometimes there are empty slots left over in UniformRemapTable after we
3026 * allocate slots to explicit locations. This list stores the blocks of
3027 * continuous empty slots inside UniformRemapTable.
3028 */
3029 struct exec_list EmptyUniformLocations;
3030
3031 /**
3032 * Total number of explicit uniform location including inactive uniforms.
3033 */
3034 unsigned NumExplicitUniformLocations;
3035
3036 /**
3037 * Map of active uniform names to locations
3038 *
3039 * Maps any active uniform that is not an array element to a location.
3040 * Each active uniform, including individual structure members will appear
3041 * in this map. This roughly corresponds to the set of names that would be
3042 * enumerated by \c glGetActiveUniform.
3043 */
3044 struct string_to_uint_map *UniformHash;
3045
3046 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3047
3048 bool IsES; /**< True if this program uses GLSL ES */
3049
3050 /**
3051 * Per-stage shaders resulting from the first stage of linking.
3052 *
3053 * Set of linked shaders for this program. The array is accessed using the
3054 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3055 * \c NULL.
3056 */
3057 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3058
3059 /**
3060 * True if any of the fragment shaders attached to this program use:
3061 * #extension ARB_fragment_coord_conventions: enable
3062 */
3063 GLboolean ARB_fragment_coord_conventions_enable;
3064 };
3065
3066
3067 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3068 #define GLSL_LOG 0x2 /**< Write shaders to files */
3069 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3070 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3071 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3072 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3073 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3074 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3075 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3076 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3077
3078
3079 /**
3080 * Context state for GLSL vertex/fragment shaders.
3081 * Extended to support pipeline object
3082 */
3083 struct gl_pipeline_object
3084 {
3085 /** Name of the pipeline object as received from glGenProgramPipelines.
3086 * It would be 0 for shaders without separate shader objects.
3087 */
3088 GLuint Name;
3089
3090 GLint RefCount;
3091
3092 GLchar *Label; /**< GL_KHR_debug */
3093
3094 /**
3095 * Programs used for rendering
3096 *
3097 * There is a separate program set for each shader stage.
3098 */
3099 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3100
3101 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3102
3103 /**
3104 * Program used by glUniform calls.
3105 *
3106 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3107 */
3108 struct gl_shader_program *ActiveProgram;
3109
3110 GLbitfield Flags; /**< Mask of GLSL_x flags */
3111 GLboolean EverBound; /**< Has the pipeline object been created */
3112 GLboolean Validated; /**< Pipeline Validation status */
3113
3114 GLchar *InfoLog;
3115 };
3116
3117 /**
3118 * Context state for GLSL pipeline shaders.
3119 */
3120 struct gl_pipeline_shader_state
3121 {
3122 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3123 struct gl_pipeline_object *Current;
3124
3125 /** Default Object to ensure that _Shader is never NULL */
3126 struct gl_pipeline_object *Default;
3127
3128 /** Pipeline objects */
3129 struct _mesa_HashTable *Objects;
3130 };
3131
3132 /**
3133 * Compiler options for a single GLSL shaders type
3134 */
3135 struct gl_shader_compiler_options
3136 {
3137 /** Driver-selectable options: */
3138 GLboolean EmitNoLoops;
3139 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3140 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3141 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3142 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3143 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3144 * gl_CullDistance together from
3145 * float[8] to vec4[2]
3146 **/
3147
3148 /**
3149 * \name Forms of indirect addressing the driver cannot do.
3150 */
3151 /*@{*/
3152 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3153 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3154 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3155 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3156 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3157 /*@}*/
3158
3159 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3160 GLuint MaxUnrollIterations;
3161
3162 /**
3163 * Optimize code for array of structures backends.
3164 *
3165 * This is a proxy for:
3166 * - preferring DP4 instructions (rather than MUL/MAD) for
3167 * matrix * vector operations, such as position transformation.
3168 */
3169 GLboolean OptimizeForAOS;
3170
3171 /** Lower UBO and SSBO access to intrinsics. */
3172 GLboolean LowerBufferInterfaceBlocks;
3173
3174 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3175 GLboolean ClampBlockIndicesToArrayBounds;
3176
3177 const struct nir_shader_compiler_options *NirOptions;
3178 };
3179
3180
3181 /**
3182 * Occlusion/timer query object.
3183 */
3184 struct gl_query_object
3185 {
3186 GLenum16 Target; /**< The query target, when active */
3187 GLuint Id; /**< hash table ID/name */
3188 GLchar *Label; /**< GL_KHR_debug */
3189 GLuint64EXT Result; /**< the counter */
3190 GLboolean Active; /**< inside Begin/EndQuery */
3191 GLboolean Ready; /**< result is ready? */
3192 GLboolean EverBound;/**< has query object ever been bound */
3193 GLuint Stream; /**< The stream */
3194 };
3195
3196
3197 /**
3198 * Context state for query objects.
3199 */
3200 struct gl_query_state
3201 {
3202 struct _mesa_HashTable *QueryObjects;
3203 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3204 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3205
3206 /** GL_NV_conditional_render */
3207 struct gl_query_object *CondRenderQuery;
3208
3209 /** GL_EXT_transform_feedback */
3210 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3211 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3212
3213 /** GL_ARB_transform_feedback_overflow_query */
3214 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3215 struct gl_query_object *TransformFeedbackOverflowAny;
3216
3217 /** GL_ARB_timer_query */
3218 struct gl_query_object *TimeElapsed;
3219
3220 /** GL_ARB_pipeline_statistics_query */
3221 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3222
3223 GLenum16 CondRenderMode;
3224 };
3225
3226
3227 /** Sync object state */
3228 struct gl_sync_object
3229 {
3230 GLuint Name; /**< Fence name */
3231 GLint RefCount; /**< Reference count */
3232 GLchar *Label; /**< GL_KHR_debug */
3233 GLboolean DeletePending; /**< Object was deleted while there were still
3234 * live references (e.g., sync not yet finished)
3235 */
3236 GLenum16 SyncCondition;
3237 GLbitfield Flags; /**< Flags passed to glFenceSync */
3238 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3239 };
3240
3241
3242 /**
3243 * State which can be shared by multiple contexts:
3244 */
3245 struct gl_shared_state
3246 {
3247 simple_mtx_t Mutex; /**< for thread safety */
3248 GLint RefCount; /**< Reference count */
3249 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3250 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3251 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3252
3253 /** Default texture objects (shared by all texture units) */
3254 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3255
3256 /** Fallback texture used when a bound texture is incomplete */
3257 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3258
3259 /**
3260 * \name Thread safety and statechange notification for texture
3261 * objects.
3262 *
3263 * \todo Improve the granularity of locking.
3264 */
3265 /*@{*/
3266 mtx_t TexMutex; /**< texobj thread safety */
3267 GLuint TextureStateStamp; /**< state notification for shared tex */
3268 /*@}*/
3269
3270 /** Default buffer object for vertex arrays that aren't in VBOs */
3271 struct gl_buffer_object *NullBufferObj;
3272
3273 /**
3274 * \name Vertex/geometry/fragment programs
3275 */
3276 /*@{*/
3277 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3278 struct gl_program *DefaultVertexProgram;
3279 struct gl_program *DefaultFragmentProgram;
3280 /*@}*/
3281
3282 /* GL_ATI_fragment_shader */
3283 struct _mesa_HashTable *ATIShaders;
3284 struct ati_fragment_shader *DefaultFragmentShader;
3285
3286 struct _mesa_HashTable *BufferObjects;
3287
3288 /** Table of both gl_shader and gl_shader_program objects */
3289 struct _mesa_HashTable *ShaderObjects;
3290
3291 /* GL_EXT_framebuffer_object */
3292 struct _mesa_HashTable *RenderBuffers;
3293 struct _mesa_HashTable *FrameBuffers;
3294
3295 /* GL_ARB_sync */
3296 struct set *SyncObjects;
3297
3298 /** GL_ARB_sampler_objects */
3299 struct _mesa_HashTable *SamplerObjects;
3300
3301 /* GL_ARB_bindless_texture */
3302 struct hash_table_u64 *TextureHandles;
3303 struct hash_table_u64 *ImageHandles;
3304 mtx_t HandlesMutex; /**< For texture/image handles safety */
3305
3306 /**
3307 * Some context in this share group was affected by a GPU reset
3308 *
3309 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3310 * been affected by a GPU reset must also return
3311 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3312 *
3313 * Once this field becomes true, it is never reset to false.
3314 */
3315 bool ShareGroupReset;
3316
3317 /** EXT_external_objects */
3318 struct _mesa_HashTable *MemoryObjects;
3319
3320 /** EXT_semaphore */
3321 struct _mesa_HashTable *SemaphoreObjects;
3322
3323 /**
3324 * Some context in this share group was affected by a disjoint
3325 * operation. This operation can be anything that has effects on
3326 * values of timer queries in such manner that they become invalid for
3327 * performance metrics. As example gpu reset, counter overflow or gpu
3328 * frequency changes.
3329 */
3330 bool DisjointOperation;
3331 };
3332
3333
3334
3335 /**
3336 * Renderbuffers represent drawing surfaces such as color, depth and/or
3337 * stencil. A framebuffer object has a set of renderbuffers.
3338 * Drivers will typically derive subclasses of this type.
3339 */
3340 struct gl_renderbuffer
3341 {
3342 simple_mtx_t Mutex; /**< for thread safety */
3343 GLuint ClassID; /**< Useful for drivers */
3344 GLuint Name;
3345 GLchar *Label; /**< GL_KHR_debug */
3346 GLint RefCount;
3347 GLuint Width, Height;
3348 GLuint Depth;
3349 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3350 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3351 /**
3352 * True for renderbuffers that wrap textures, giving the driver a chance to
3353 * flush render caches through the FinishRenderTexture hook.
3354 *
3355 * Drivers may also set this on renderbuffers other than those generated by
3356 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3357 * called without a rb->TexImage.
3358 */
3359 GLboolean NeedsFinishRenderTexture;
3360 GLubyte NumSamples; /**< zero means not multisampled */
3361 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3362 GLenum16 InternalFormat; /**< The user-specified format */
3363 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3364 GL_STENCIL_INDEX. */
3365 mesa_format Format; /**< The actual renderbuffer memory format */
3366 /**
3367 * Pointer to the texture image if this renderbuffer wraps a texture,
3368 * otherwise NULL.
3369 *
3370 * Note that the reference on the gl_texture_object containing this
3371 * TexImage is held by the gl_renderbuffer_attachment.
3372 */
3373 struct gl_texture_image *TexImage;
3374
3375 /** Delete this renderbuffer */
3376 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3377
3378 /** Allocate new storage for this renderbuffer */
3379 GLboolean (*AllocStorage)(struct gl_context *ctx,
3380 struct gl_renderbuffer *rb,
3381 GLenum internalFormat,
3382 GLuint width, GLuint height);
3383 };
3384
3385
3386 /**
3387 * A renderbuffer attachment points to either a texture object (and specifies
3388 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3389 */
3390 struct gl_renderbuffer_attachment
3391 {
3392 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3393 GLboolean Complete;
3394
3395 /**
3396 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3397 * application supplied renderbuffer object.
3398 */
3399 struct gl_renderbuffer *Renderbuffer;
3400
3401 /**
3402 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3403 * supplied texture object.
3404 */
3405 struct gl_texture_object *Texture;
3406 GLuint TextureLevel; /**< Attached mipmap level. */
3407 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3408 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3409 * and 2D array textures */
3410 GLboolean Layered;
3411 };
3412
3413
3414 /**
3415 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3416 * In C++ terms, think of this as a base class from which device drivers
3417 * will make derived classes.
3418 */
3419 struct gl_framebuffer
3420 {
3421 simple_mtx_t Mutex; /**< for thread safety */
3422 /**
3423 * If zero, this is a window system framebuffer. If non-zero, this
3424 * is a FBO framebuffer; note that for some devices (i.e. those with
3425 * a natural pixel coordinate system for FBOs that differs from the
3426 * OpenGL/Mesa coordinate system), this means that the viewport,
3427 * polygon face orientation, and polygon stipple will have to be inverted.
3428 */
3429 GLuint Name;
3430 GLint RefCount;
3431
3432 GLchar *Label; /**< GL_KHR_debug */
3433
3434 GLboolean DeletePending;
3435
3436 /**
3437 * The framebuffer's visual. Immutable if this is a window system buffer.
3438 * Computed from attachments if user-made FBO.
3439 */
3440 struct gl_config Visual;
3441
3442 /**
3443 * Size of frame buffer in pixels. If there are no attachments, then both
3444 * of these are 0.
3445 */
3446 GLuint Width, Height;
3447
3448 /**
3449 * In the case that the framebuffer has no attachment (i.e.
3450 * GL_ARB_framebuffer_no_attachments) then the geometry of
3451 * the framebuffer is specified by the default values.
3452 */
3453 struct {
3454 GLuint Width, Height, Layers, NumSamples;
3455 GLboolean FixedSampleLocations;
3456 /* Derived from NumSamples by the driver so that it can choose a valid
3457 * value for the hardware.
3458 */
3459 GLuint _NumSamples;
3460 } DefaultGeometry;
3461
3462 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3463 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3464 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3465 */
3466 /*@{*/
3467 GLint _Xmin, _Xmax;
3468 GLint _Ymin, _Ymax;
3469 /*@}*/
3470
3471 /** \name Derived Z buffer stuff */
3472 /*@{*/
3473 GLuint _DepthMax; /**< Max depth buffer value */
3474 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3475 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3476 /*@}*/
3477
3478 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3479 GLenum16 _Status;
3480
3481 /** Whether one of Attachment has Type != GL_NONE
3482 * NOTE: the values for Width and Height are set to 0 in case of having
3483 * no attachments, a backend driver supporting the extension
3484 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3485 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3486 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3487 * _Ymax do NOT take into account _HasAttachments being false). To get the
3488 * geometry of the framebuffer, the helper functions
3489 * _mesa_geometric_width(),
3490 * _mesa_geometric_height(),
3491 * _mesa_geometric_samples() and
3492 * _mesa_geometric_layers()
3493 * are available that check _HasAttachments.
3494 */
3495 bool _HasAttachments;
3496
3497 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3498
3499 /* ARB_color_buffer_float */
3500 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3501 GLboolean _HasSNormOrFloatColorBuffer;
3502
3503 /**
3504 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3505 * is not layered. For cube maps and cube map arrays, each cube face
3506 * counts as a layer. As the case for Width, Height a backend driver
3507 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3508 * in the case that _HasAttachments is false
3509 */
3510 GLuint MaxNumLayers;
3511
3512 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3513 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3514
3515 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3516 * attribute group and GL_PIXEL attribute group, respectively.
3517 */
3518 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3519 GLenum16 ColorReadBuffer;
3520
3521 /* GL_ARB_sample_locations */
3522 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3523 GLboolean ProgrammableSampleLocations;
3524 GLboolean SampleLocationPixelGrid;
3525
3526 /** Computed from ColorDraw/ReadBuffer above */
3527 GLuint _NumColorDrawBuffers;
3528 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3529 gl_buffer_index _ColorReadBufferIndex;
3530 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3531 struct gl_renderbuffer *_ColorReadBuffer;
3532
3533 /* GL_MESA_framebuffer_flip_y */
3534 bool FlipY;
3535
3536 /** Delete this framebuffer */
3537 void (*Delete)(struct gl_framebuffer *fb);
3538 };
3539
3540
3541 /**
3542 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3543 */
3544 struct gl_precision
3545 {
3546 GLushort RangeMin; /**< min value exponent */
3547 GLushort RangeMax; /**< max value exponent */
3548 GLushort Precision; /**< number of mantissa bits */
3549 };
3550
3551
3552 /**
3553 * Limits for vertex, geometry and fragment programs/shaders.
3554 */
3555 struct gl_program_constants
3556 {
3557 /* logical limits */
3558 GLuint MaxInstructions;
3559 GLuint MaxAluInstructions;
3560 GLuint MaxTexInstructions;
3561 GLuint MaxTexIndirections;
3562 GLuint MaxAttribs;
3563 GLuint MaxTemps;
3564 GLuint MaxAddressRegs;
3565 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3566 GLuint MaxParameters;
3567 GLuint MaxLocalParams;
3568 GLuint MaxEnvParams;
3569 /* native/hardware limits */
3570 GLuint MaxNativeInstructions;
3571 GLuint MaxNativeAluInstructions;
3572 GLuint MaxNativeTexInstructions;
3573 GLuint MaxNativeTexIndirections;
3574 GLuint MaxNativeAttribs;
3575 GLuint MaxNativeTemps;
3576 GLuint MaxNativeAddressRegs;
3577 GLuint MaxNativeParameters;
3578 /* For shaders */
3579 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3580
3581 /**
3582 * \name Per-stage input / output limits
3583 *
3584 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3585 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3586 * ES). This is stored as \c gl_constants::MaxVarying.
3587 *
3588 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3589 * variables. Each stage as a certain number of outputs that it can feed
3590 * to the next stage and a certain number inputs that it can consume from
3591 * the previous stage.
3592 *
3593 * Vertex shader inputs do not participate this in this accounting.
3594 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3595 *
3596 * Fragment shader outputs do not participate this in this accounting.
3597 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3598 */
3599 /*@{*/
3600 GLuint MaxInputComponents;
3601 GLuint MaxOutputComponents;
3602 /*@}*/
3603
3604 /* ES 2.0 and GL_ARB_ES2_compatibility */
3605 struct gl_precision LowFloat, MediumFloat, HighFloat;
3606 struct gl_precision LowInt, MediumInt, HighInt;
3607 /* GL_ARB_uniform_buffer_object */
3608 GLuint MaxUniformBlocks;
3609 uint64_t MaxCombinedUniformComponents;
3610 GLuint MaxTextureImageUnits;
3611
3612 /* GL_ARB_shader_atomic_counters */
3613 GLuint MaxAtomicBuffers;
3614 GLuint MaxAtomicCounters;
3615
3616 /* GL_ARB_shader_image_load_store */
3617 GLuint MaxImageUniforms;
3618
3619 /* GL_ARB_shader_storage_buffer_object */
3620 GLuint MaxShaderStorageBlocks;
3621 };
3622
3623 /**
3624 * Constants which may be overridden by device driver during context creation
3625 * but are never changed after that.
3626 */
3627 struct gl_constants
3628 {
3629 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3630 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3631 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3632 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3633 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3634 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3635 GLuint MaxTextureCoordUnits;
3636 GLuint MaxCombinedTextureImageUnits;
3637 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3638 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3639 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3640 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3641
3642 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3643
3644 GLuint MaxArrayLockSize;
3645
3646 GLint SubPixelBits;
3647
3648 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3649 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3650 GLfloat PointSizeGranularity;
3651 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3652 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3653 GLfloat LineWidthGranularity;
3654
3655 GLuint MaxClipPlanes;
3656 GLuint MaxLights;
3657 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3658 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3659
3660 GLuint MaxViewportWidth, MaxViewportHeight;
3661 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3662 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3663 struct {
3664 GLfloat Min;
3665 GLfloat Max;
3666 } ViewportBounds; /**< GL_ARB_viewport_array */
3667 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3668
3669 struct gl_program_constants Program[MESA_SHADER_STAGES];
3670 GLuint MaxProgramMatrices;
3671 GLuint MaxProgramMatrixStackDepth;
3672
3673 struct {
3674 GLuint SamplesPassed;
3675 GLuint TimeElapsed;
3676 GLuint Timestamp;
3677 GLuint PrimitivesGenerated;
3678 GLuint PrimitivesWritten;
3679 GLuint VerticesSubmitted;
3680 GLuint PrimitivesSubmitted;
3681 GLuint VsInvocations;
3682 GLuint TessPatches;
3683 GLuint TessInvocations;
3684 GLuint GsInvocations;
3685 GLuint GsPrimitives;
3686 GLuint FsInvocations;
3687 GLuint ComputeInvocations;
3688 GLuint ClInPrimitives;
3689 GLuint ClOutPrimitives;
3690 } QueryCounterBits;
3691
3692 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3693
3694 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3695 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3696 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3697
3698 /**
3699 * GL_ARB_framebuffer_no_attachments
3700 */
3701 GLuint MaxFramebufferWidth;
3702 GLuint MaxFramebufferHeight;
3703 GLuint MaxFramebufferLayers;
3704 GLuint MaxFramebufferSamples;
3705
3706 /** Number of varying vectors between any two shader stages. */
3707 GLuint MaxVarying;
3708
3709 /** @{
3710 * GL_ARB_uniform_buffer_object
3711 */
3712 GLuint MaxCombinedUniformBlocks;
3713 GLuint MaxUniformBufferBindings;
3714 GLuint MaxUniformBlockSize;
3715 GLuint UniformBufferOffsetAlignment;
3716 /** @} */
3717
3718 /** @{
3719 * GL_ARB_shader_storage_buffer_object
3720 */
3721 GLuint MaxCombinedShaderStorageBlocks;
3722 GLuint MaxShaderStorageBufferBindings;
3723 GLuint MaxShaderStorageBlockSize;
3724 GLuint ShaderStorageBufferOffsetAlignment;
3725 /** @} */
3726
3727 /**
3728 * GL_ARB_explicit_uniform_location
3729 */
3730 GLuint MaxUserAssignableUniformLocations;
3731
3732 /** geometry shader */
3733 GLuint MaxGeometryOutputVertices;
3734 GLuint MaxGeometryTotalOutputComponents;
3735 GLuint MaxGeometryShaderInvocations;
3736
3737 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3738 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3739
3740 /**
3741 * Changes default GLSL extension behavior from "error" to "warn". It's out
3742 * of spec, but it can make some apps work that otherwise wouldn't.
3743 */
3744 GLboolean ForceGLSLExtensionsWarn;
3745
3746 /**
3747 * If non-zero, forces GLSL shaders to behave as if they began
3748 * with "#version ForceGLSLVersion".
3749 */
3750 GLuint ForceGLSLVersion;
3751
3752 /**
3753 * Allow GLSL #extension directives in the middle of shaders.
3754 */
3755 GLboolean AllowGLSLExtensionDirectiveMidShader;
3756
3757 /**
3758 * Allow builtins as part of constant expressions. This was not allowed
3759 * until GLSL 1.20 this allows it everywhere.
3760 */
3761 GLboolean AllowGLSLBuiltinConstantExpression;
3762
3763 /**
3764 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3765 * a number of relaxations to the ES shader rules.
3766 */
3767 GLboolean AllowGLSLRelaxedES;
3768
3769 /**
3770 * Allow GLSL built-in variables to be redeclared verbatim
3771 */
3772 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3773
3774 /**
3775 * Allow GLSL interpolation qualifier mismatch across shader stages.
3776 */
3777 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3778
3779 /**
3780 * Allow creating a higher compat profile (version 3.1+) for apps that
3781 * request it. Be careful when adding that driconf option because some
3782 * features are unimplemented and might not work correctly.
3783 */
3784 GLboolean AllowHigherCompatVersion;
3785
3786 /**
3787 * Allow layout qualifiers on function parameters.
3788 */
3789 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3790
3791 /**
3792 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3793 * D3D9 when apps rely on this behaviour.
3794 */
3795 GLboolean ForceGLSLAbsSqrt;
3796
3797 /**
3798 * Force uninitialized variables to default to zero.
3799 */
3800 GLboolean GLSLZeroInit;
3801
3802 /**
3803 * Does the driver support real 32-bit integers? (Otherwise, integers are
3804 * simulated via floats.)
3805 */
3806 GLboolean NativeIntegers;
3807
3808 /**
3809 * Does VertexID count from zero or from base vertex?
3810 *
3811 * \note
3812 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3813 * ignored and need not be set.
3814 */
3815 bool VertexID_is_zero_based;
3816
3817 /**
3818 * If the driver supports real 32-bit integers, what integer value should be
3819 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3820 */
3821 GLuint UniformBooleanTrue;
3822
3823 /**
3824 * Maximum amount of time, measured in nanseconds, that the server can wait.
3825 */
3826 GLuint64 MaxServerWaitTimeout;
3827
3828 /** GL_EXT_provoking_vertex */
3829 GLboolean QuadsFollowProvokingVertexConvention;
3830
3831 /** GL_ARB_viewport_array */
3832 GLenum16 LayerAndVPIndexProvokingVertex;
3833
3834 /** OpenGL version 3.0 */
3835 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3836
3837 /** OpenGL version 3.2 */
3838 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3839
3840 /** OpenGL version 4.4 */
3841 GLuint MaxVertexAttribStride;
3842
3843 /** GL_EXT_transform_feedback */
3844 GLuint MaxTransformFeedbackBuffers;
3845 GLuint MaxTransformFeedbackSeparateComponents;
3846 GLuint MaxTransformFeedbackInterleavedComponents;
3847 GLuint MaxVertexStreams;
3848
3849 /** GL_EXT_gpu_shader4 */
3850 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3851
3852 /** GL_ARB_texture_gather */
3853 GLuint MinProgramTextureGatherOffset;
3854 GLuint MaxProgramTextureGatherOffset;
3855 GLuint MaxProgramTextureGatherComponents;
3856
3857 /* GL_ARB_robustness */
3858 GLenum16 ResetStrategy;
3859
3860 /* GL_KHR_robustness */
3861 GLboolean RobustAccess;
3862
3863 /* GL_ARB_blend_func_extended */
3864 GLuint MaxDualSourceDrawBuffers;
3865
3866 /**
3867 * Whether the implementation strips out and ignores texture borders.
3868 *
3869 * Many GPU hardware implementations don't support rendering with texture
3870 * borders and mipmapped textures. (Note: not static border color, but the
3871 * old 1-pixel border around each edge). Implementations then have to do
3872 * slow fallbacks to be correct, or just ignore the border and be fast but
3873 * wrong. Setting the flag strips the border off of TexImage calls,
3874 * providing "fast but wrong" at significantly reduced driver complexity.
3875 *
3876 * Texture borders are deprecated in GL 3.0.
3877 **/
3878 GLboolean StripTextureBorder;
3879
3880 /**
3881 * For drivers which can do a better job at eliminating unused uniforms
3882 * than the GLSL compiler.
3883 *
3884 * XXX Remove these as soon as a better solution is available.
3885 */
3886 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3887
3888 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3889 bool GLSLFragCoordIsSysVal;
3890 bool GLSLFrontFacingIsSysVal;
3891
3892 /**
3893 * Run the minimum amount of GLSL optimizations to be able to link
3894 * shaders optimally (eliminate dead varyings and uniforms) and just do
3895 * all the necessary lowering.
3896 */
3897 bool GLSLOptimizeConservatively;
3898
3899 /**
3900 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3901 * (otherwise, they're system values).
3902 */
3903 bool GLSLTessLevelsAsInputs;
3904
3905 /**
3906 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3907 * than passing the transform feedback object to the drawing function.
3908 */
3909 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3910
3911 /** GL_ARB_map_buffer_alignment */
3912 GLuint MinMapBufferAlignment;
3913
3914 /**
3915 * Disable varying packing. This is out of spec, but potentially useful
3916 * for older platforms that supports a limited number of texture
3917 * indirections--on these platforms, unpacking the varyings in the fragment
3918 * shader increases the number of texture indirections by 1, which might
3919 * make some shaders not executable at all.
3920 *
3921 * Drivers that support transform feedback must set this value to GL_FALSE.
3922 */
3923 GLboolean DisableVaryingPacking;
3924
3925 /**
3926 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3927 * layout is set as shared (the default) or packed. However most Mesa drivers
3928 * just use STD140 for these layouts. This flag allows drivers to use STD430
3929 * for packed and shared layouts which allows arrays to be packed more
3930 * tightly.
3931 */
3932 bool UseSTD430AsDefaultPacking;
3933
3934 /**
3935 * Should meaningful names be generated for compiler temporary variables?
3936 *
3937 * Generally, it is not useful to have the compiler generate "meaningful"
3938 * names for temporary variables that it creates. This can, however, be a
3939 * useful debugging aid. In Mesa debug builds or release builds when
3940 * MESA_GLSL is set at run-time, meaningful names will be generated.
3941 * Drivers can also force names to be generated by setting this field.
3942 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3943 * vertex shader assembly) is set at run-time.
3944 */
3945 bool GenerateTemporaryNames;
3946
3947 /*
3948 * Maximum value supported for an index in DrawElements and friends.
3949 *
3950 * This must be at least (1ull<<24)-1. The default value is
3951 * (1ull<<32)-1.
3952 *
3953 * \since ES 3.0 or GL_ARB_ES3_compatibility
3954 * \sa _mesa_init_constants
3955 */
3956 GLuint64 MaxElementIndex;
3957
3958 /**
3959 * Disable interpretation of line continuations (lines ending with a
3960 * backslash character ('\') in GLSL source.
3961 */
3962 GLboolean DisableGLSLLineContinuations;
3963
3964 /** GL_ARB_texture_multisample */
3965 GLint MaxColorTextureSamples;
3966 GLint MaxDepthTextureSamples;
3967 GLint MaxIntegerSamples;
3968
3969 /** GL_AMD_framebuffer_multisample_advanced */
3970 GLint MaxColorFramebufferSamples;
3971 GLint MaxColorFramebufferStorageSamples;
3972 GLint MaxDepthStencilFramebufferSamples;
3973
3974 /* An array of supported MSAA modes allowing different sample
3975 * counts per attachment type.
3976 */
3977 struct {
3978 GLint NumColorSamples;
3979 GLint NumColorStorageSamples;
3980 GLint NumDepthStencilSamples;
3981 } SupportedMultisampleModes[40];
3982 GLint NumSupportedMultisampleModes;
3983
3984 /**
3985 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3986 * samples are laid out in a rectangular grid roughly corresponding to
3987 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3988 * are used to map indices of rectangular grid to sample numbers within
3989 * a pixel. This mapping of indices to sample numbers must be initialized
3990 * by the driver for the target hardware. For example, if we have the 8X
3991 * MSAA sample number layout (sample positions) for XYZ hardware:
3992 *
3993 * sample indices layout sample number layout
3994 * --------- ---------
3995 * | 0 | 1 | | a | b |
3996 * --------- ---------
3997 * | 2 | 3 | | c | d |
3998 * --------- ---------
3999 * | 4 | 5 | | e | f |
4000 * --------- ---------
4001 * | 6 | 7 | | g | h |
4002 * --------- ---------
4003 *
4004 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4005 *
4006 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4007 * below:
4008 * SampleMap8x = {a, b, c, d, e, f, g, h};
4009 *
4010 * Follow the logic for sample counts 2-8.
4011 *
4012 * For 16x the sample indices layout as a 4x4 grid as follows:
4013 *
4014 * -----------------
4015 * | 0 | 1 | 2 | 3 |
4016 * -----------------
4017 * | 4 | 5 | 6 | 7 |
4018 * -----------------
4019 * | 8 | 9 |10 |11 |
4020 * -----------------
4021 * |12 |13 |14 |15 |
4022 * -----------------
4023 */
4024 uint8_t SampleMap2x[2];
4025 uint8_t SampleMap4x[4];
4026 uint8_t SampleMap8x[8];
4027 uint8_t SampleMap16x[16];
4028
4029 /** GL_ARB_shader_atomic_counters */
4030 GLuint MaxAtomicBufferBindings;
4031 GLuint MaxAtomicBufferSize;
4032 GLuint MaxCombinedAtomicBuffers;
4033 GLuint MaxCombinedAtomicCounters;
4034
4035 /** GL_ARB_vertex_attrib_binding */
4036 GLint MaxVertexAttribRelativeOffset;
4037 GLint MaxVertexAttribBindings;
4038
4039 /* GL_ARB_shader_image_load_store */
4040 GLuint MaxImageUnits;
4041 GLuint MaxCombinedShaderOutputResources;
4042 GLuint MaxImageSamples;
4043 GLuint MaxCombinedImageUniforms;
4044
4045 /** GL_ARB_compute_shader */
4046 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4047 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4048 GLuint MaxComputeWorkGroupInvocations;
4049 GLuint MaxComputeSharedMemorySize;
4050
4051 /** GL_ARB_compute_variable_group_size */
4052 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4053 GLuint MaxComputeVariableGroupInvocations;
4054
4055 /** GL_ARB_gpu_shader5 */
4056 GLfloat MinFragmentInterpolationOffset;
4057 GLfloat MaxFragmentInterpolationOffset;
4058
4059 GLboolean FakeSWMSAA;
4060
4061 /** GL_KHR_context_flush_control */
4062 GLenum16 ContextReleaseBehavior;
4063
4064 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4065
4066 /** GL_ARB_tessellation_shader */
4067 GLuint MaxPatchVertices;
4068 GLuint MaxTessGenLevel;
4069 GLuint MaxTessPatchComponents;
4070 GLuint MaxTessControlTotalOutputComponents;
4071 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4072 bool PrimitiveRestartForPatches;
4073 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4074 * gl_LocalInvocationIndex based on
4075 * other builtin variables. */
4076
4077 /** GL_OES_primitive_bounding_box */
4078 bool NoPrimitiveBoundingBoxOutput;
4079
4080 /** GL_ARB_sparse_buffer */
4081 GLuint SparseBufferPageSize;
4082
4083 /** Used as an input for sha1 generation in the on-disk shader cache */
4084 unsigned char *dri_config_options_sha1;
4085
4086 /** When drivers are OK with mapped buffers during draw and other calls. */
4087 bool AllowMappedBuffersDuringExecution;
4088
4089 /** GL_ARB_get_program_binary */
4090 GLuint NumProgramBinaryFormats;
4091
4092 /** GL_NV_conservative_raster */
4093 GLuint MaxSubpixelPrecisionBiasBits;
4094
4095 /** GL_NV_conservative_raster_dilate */
4096 GLfloat ConservativeRasterDilateRange[2];
4097 GLfloat ConservativeRasterDilateGranularity;
4098
4099 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4100 bool PackedDriverUniformStorage;
4101
4102 /** GL_ARB_gl_spirv */
4103 struct spirv_supported_capabilities SpirVCapabilities;
4104 };
4105
4106
4107 /**
4108 * Enable flag for each OpenGL extension. Different device drivers will
4109 * enable different extensions at runtime.
4110 */
4111 struct gl_extensions
4112 {
4113 GLboolean dummy; /* don't remove this! */
4114 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4115 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4116 GLboolean ANGLE_texture_compression_dxt;
4117 GLboolean ARB_ES2_compatibility;
4118 GLboolean ARB_ES3_compatibility;
4119 GLboolean ARB_ES3_1_compatibility;
4120 GLboolean ARB_ES3_2_compatibility;
4121 GLboolean ARB_arrays_of_arrays;
4122 GLboolean ARB_base_instance;
4123 GLboolean ARB_bindless_texture;
4124 GLboolean ARB_blend_func_extended;
4125 GLboolean ARB_buffer_storage;
4126 GLboolean ARB_clear_texture;
4127 GLboolean ARB_clip_control;
4128 GLboolean ARB_color_buffer_float;
4129 GLboolean ARB_compatibility;
4130 GLboolean ARB_compute_shader;
4131 GLboolean ARB_compute_variable_group_size;
4132 GLboolean ARB_conditional_render_inverted;
4133 GLboolean ARB_conservative_depth;
4134 GLboolean ARB_copy_image;
4135 GLboolean ARB_cull_distance;
4136 GLboolean ARB_depth_buffer_float;
4137 GLboolean ARB_depth_clamp;
4138 GLboolean ARB_depth_texture;
4139 GLboolean ARB_derivative_control;
4140 GLboolean ARB_draw_buffers_blend;
4141 GLboolean ARB_draw_elements_base_vertex;
4142 GLboolean ARB_draw_indirect;
4143 GLboolean ARB_draw_instanced;
4144 GLboolean ARB_fragment_coord_conventions;
4145 GLboolean ARB_fragment_layer_viewport;
4146 GLboolean ARB_fragment_program;
4147 GLboolean ARB_fragment_program_shadow;
4148 GLboolean ARB_fragment_shader;
4149 GLboolean ARB_framebuffer_no_attachments;
4150 GLboolean ARB_framebuffer_object;
4151 GLboolean ARB_fragment_shader_interlock;
4152 GLboolean ARB_enhanced_layouts;
4153 GLboolean ARB_explicit_attrib_location;
4154 GLboolean ARB_explicit_uniform_location;
4155 GLboolean ARB_gl_spirv;
4156 GLboolean ARB_gpu_shader5;
4157 GLboolean ARB_gpu_shader_fp64;
4158 GLboolean ARB_gpu_shader_int64;
4159 GLboolean ARB_half_float_vertex;
4160 GLboolean ARB_indirect_parameters;
4161 GLboolean ARB_instanced_arrays;
4162 GLboolean ARB_internalformat_query;
4163 GLboolean ARB_internalformat_query2;
4164 GLboolean ARB_map_buffer_range;
4165 GLboolean ARB_occlusion_query;
4166 GLboolean ARB_occlusion_query2;
4167 GLboolean ARB_pipeline_statistics_query;
4168 GLboolean ARB_point_sprite;
4169 GLboolean ARB_polygon_offset_clamp;
4170 GLboolean ARB_post_depth_coverage;
4171 GLboolean ARB_query_buffer_object;
4172 GLboolean ARB_robust_buffer_access_behavior;
4173 GLboolean ARB_sample_locations;
4174 GLboolean ARB_sample_shading;
4175 GLboolean ARB_seamless_cube_map;
4176 GLboolean ARB_shader_atomic_counter_ops;
4177 GLboolean ARB_shader_atomic_counters;
4178 GLboolean ARB_shader_ballot;
4179 GLboolean ARB_shader_bit_encoding;
4180 GLboolean ARB_shader_clock;
4181 GLboolean ARB_shader_draw_parameters;
4182 GLboolean ARB_shader_group_vote;
4183 GLboolean ARB_shader_image_load_store;
4184 GLboolean ARB_shader_image_size;
4185 GLboolean ARB_shader_precision;
4186 GLboolean ARB_shader_stencil_export;
4187 GLboolean ARB_shader_storage_buffer_object;
4188 GLboolean ARB_shader_texture_image_samples;
4189 GLboolean ARB_shader_texture_lod;
4190 GLboolean ARB_shader_viewport_layer_array;
4191 GLboolean ARB_shading_language_packing;
4192 GLboolean ARB_shading_language_420pack;
4193 GLboolean ARB_shadow;
4194 GLboolean ARB_sparse_buffer;
4195 GLboolean ARB_stencil_texturing;
4196 GLboolean ARB_sync;
4197 GLboolean ARB_tessellation_shader;
4198 GLboolean ARB_texture_border_clamp;
4199 GLboolean ARB_texture_buffer_object;
4200 GLboolean ARB_texture_buffer_object_rgb32;
4201 GLboolean ARB_texture_buffer_range;
4202 GLboolean ARB_texture_compression_bptc;
4203 GLboolean ARB_texture_compression_rgtc;
4204 GLboolean ARB_texture_cube_map;
4205 GLboolean ARB_texture_cube_map_array;
4206 GLboolean ARB_texture_env_combine;
4207 GLboolean ARB_texture_env_crossbar;
4208 GLboolean ARB_texture_env_dot3;
4209 GLboolean ARB_texture_filter_anisotropic;
4210 GLboolean ARB_texture_float;
4211 GLboolean ARB_texture_gather;
4212 GLboolean ARB_texture_mirror_clamp_to_edge;
4213 GLboolean ARB_texture_multisample;
4214 GLboolean ARB_texture_non_power_of_two;
4215 GLboolean ARB_texture_stencil8;
4216 GLboolean ARB_texture_query_levels;
4217 GLboolean ARB_texture_query_lod;
4218 GLboolean ARB_texture_rg;
4219 GLboolean ARB_texture_rgb10_a2ui;
4220 GLboolean ARB_texture_view;
4221 GLboolean ARB_timer_query;
4222 GLboolean ARB_transform_feedback2;
4223 GLboolean ARB_transform_feedback3;
4224 GLboolean ARB_transform_feedback_instanced;
4225 GLboolean ARB_transform_feedback_overflow_query;
4226 GLboolean ARB_uniform_buffer_object;
4227 GLboolean ARB_vertex_attrib_64bit;
4228 GLboolean ARB_vertex_program;
4229 GLboolean ARB_vertex_shader;
4230 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4231 GLboolean ARB_vertex_type_2_10_10_10_rev;
4232 GLboolean ARB_viewport_array;
4233 GLboolean EXT_blend_color;
4234 GLboolean EXT_blend_equation_separate;
4235 GLboolean EXT_blend_func_separate;
4236 GLboolean EXT_blend_minmax;
4237 GLboolean EXT_depth_bounds_test;
4238 GLboolean EXT_disjoint_timer_query;
4239 GLboolean EXT_draw_buffers2;
4240 GLboolean EXT_framebuffer_multisample;
4241 GLboolean EXT_framebuffer_multisample_blit_scaled;
4242 GLboolean EXT_framebuffer_sRGB;
4243 GLboolean EXT_gpu_program_parameters;
4244 GLboolean EXT_gpu_shader4;
4245 GLboolean EXT_memory_object;
4246 GLboolean EXT_memory_object_fd;
4247 GLboolean EXT_packed_float;
4248 GLboolean EXT_pixel_buffer_object;
4249 GLboolean EXT_point_parameters;
4250 GLboolean EXT_provoking_vertex;
4251 GLboolean EXT_render_snorm;
4252 GLboolean EXT_semaphore;
4253 GLboolean EXT_semaphore_fd;
4254 GLboolean EXT_shader_integer_mix;
4255 GLboolean EXT_shader_samples_identical;
4256 GLboolean EXT_stencil_two_side;
4257 GLboolean EXT_texture_array;
4258 GLboolean EXT_texture_compression_latc;
4259 GLboolean EXT_texture_compression_s3tc;
4260 GLboolean EXT_texture_env_dot3;
4261 GLboolean EXT_texture_filter_anisotropic;
4262 GLboolean EXT_texture_integer;
4263 GLboolean EXT_texture_mirror_clamp;
4264 GLboolean EXT_texture_shared_exponent;
4265 GLboolean EXT_texture_snorm;
4266 GLboolean EXT_texture_sRGB;
4267 GLboolean EXT_texture_sRGB_R8;
4268 GLboolean EXT_texture_sRGB_decode;
4269 GLboolean EXT_texture_swizzle;
4270 GLboolean EXT_texture_type_2_10_10_10_REV;
4271 GLboolean EXT_transform_feedback;
4272 GLboolean EXT_timer_query;
4273 GLboolean EXT_vertex_array_bgra;
4274 GLboolean EXT_window_rectangles;
4275 GLboolean OES_copy_image;
4276 GLboolean OES_primitive_bounding_box;
4277 GLboolean OES_sample_variables;
4278 GLboolean OES_standard_derivatives;
4279 GLboolean OES_texture_buffer;
4280 GLboolean OES_texture_cube_map_array;
4281 GLboolean OES_texture_view;
4282 GLboolean OES_viewport_array;
4283 /* vendor extensions */
4284 GLboolean AMD_framebuffer_multisample_advanced;
4285 GLboolean AMD_depth_clamp_separate;
4286 GLboolean AMD_performance_monitor;
4287 GLboolean AMD_pinned_memory;
4288 GLboolean AMD_seamless_cubemap_per_texture;
4289 GLboolean AMD_vertex_shader_layer;
4290 GLboolean AMD_vertex_shader_viewport_index;
4291 GLboolean ANDROID_extension_pack_es31a;
4292 GLboolean APPLE_object_purgeable;
4293 GLboolean ATI_meminfo;
4294 GLboolean ATI_texture_compression_3dc;
4295 GLboolean ATI_texture_mirror_once;
4296 GLboolean ATI_texture_env_combine3;
4297 GLboolean ATI_fragment_shader;
4298 GLboolean GREMEDY_string_marker;
4299 GLboolean INTEL_conservative_rasterization;
4300 GLboolean INTEL_fragment_shader_ordering;
4301 GLboolean INTEL_performance_query;
4302 GLboolean INTEL_shader_atomic_float_minmax;
4303 GLboolean KHR_blend_equation_advanced;
4304 GLboolean KHR_blend_equation_advanced_coherent;
4305 GLboolean KHR_robustness;
4306 GLboolean KHR_texture_compression_astc_hdr;
4307 GLboolean KHR_texture_compression_astc_ldr;
4308 GLboolean KHR_texture_compression_astc_sliced_3d;
4309 GLboolean MESA_framebuffer_flip_y;
4310 GLboolean MESA_tile_raster_order;
4311 GLboolean MESA_pack_invert;
4312 GLboolean EXT_shader_framebuffer_fetch;
4313 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4314 GLboolean MESA_shader_integer_functions;
4315 GLboolean MESA_ycbcr_texture;
4316 GLboolean NV_conditional_render;
4317 GLboolean NV_fill_rectangle;
4318 GLboolean NV_fog_distance;
4319 GLboolean NV_point_sprite;
4320 GLboolean NV_primitive_restart;
4321 GLboolean NV_shader_atomic_float;
4322 GLboolean NV_texture_barrier;
4323 GLboolean NV_texture_env_combine4;
4324 GLboolean NV_texture_rectangle;
4325 GLboolean NV_vdpau_interop;
4326 GLboolean NV_conservative_raster;
4327 GLboolean NV_conservative_raster_dilate;
4328 GLboolean NV_conservative_raster_pre_snap_triangles;
4329 GLboolean NV_conservative_raster_pre_snap;
4330 GLboolean NVX_gpu_memory_info;
4331 GLboolean TDFX_texture_compression_FXT1;
4332 GLboolean OES_EGL_image;
4333 GLboolean OES_draw_texture;
4334 GLboolean OES_depth_texture_cube_map;
4335 GLboolean OES_EGL_image_external;
4336 GLboolean OES_texture_float;
4337 GLboolean OES_texture_float_linear;
4338 GLboolean OES_texture_half_float;
4339 GLboolean OES_texture_half_float_linear;
4340 GLboolean OES_compressed_ETC1_RGB8_texture;
4341 GLboolean OES_geometry_shader;
4342 GLboolean OES_texture_compression_astc;
4343 GLboolean extension_sentinel;
4344 /** The extension string */
4345 const GLubyte *String;
4346 /** Number of supported extensions */
4347 GLuint Count;
4348 /**
4349 * The context version which extension helper functions compare against.
4350 * By default, the value is equal to ctx->Version. This changes to ~0
4351 * while meta is in progress.
4352 */
4353 GLubyte Version;
4354 /**
4355 * Force-enabled, yet unrecognized, extensions.
4356 * See _mesa_one_time_init_extension_overrides()
4357 */
4358 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4359 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4360 };
4361
4362
4363 /**
4364 * A stack of matrices (projection, modelview, color, texture, etc).
4365 */
4366 struct gl_matrix_stack
4367 {
4368 GLmatrix *Top; /**< points into Stack */
4369 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4370 unsigned StackSize; /**< Number of elements in Stack */
4371 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4372 GLuint MaxDepth; /**< size of Stack[] array */
4373 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4374 };
4375
4376
4377 /**
4378 * \name Bits for image transfer operations
4379 * \sa __struct gl_contextRec::ImageTransferState.
4380 */
4381 /*@{*/
4382 #define IMAGE_SCALE_BIAS_BIT 0x1
4383 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4384 #define IMAGE_MAP_COLOR_BIT 0x4
4385 #define IMAGE_CLAMP_BIT 0x800
4386
4387
4388 /** Pixel Transfer ops */
4389 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4390 IMAGE_SHIFT_OFFSET_BIT | \
4391 IMAGE_MAP_COLOR_BIT)
4392
4393
4394 /**
4395 * \name Bits to indicate what state has changed.
4396 */
4397 /*@{*/
4398 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4399 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4400 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4401 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4402 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4403 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4404 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4405 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4406 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4407 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4408 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4409 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4410 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4411 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4412 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4413 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4414 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4415 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4416 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4417 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4418 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4419 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4420 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4421 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4422 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4423 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4424 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4425 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4426 /* gap */
4427 #define _NEW_FRAG_CLAMP (1u << 29)
4428 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4429 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4430 #define _NEW_ALL ~0
4431 /*@}*/
4432
4433
4434 /**
4435 * Composite state flags
4436 */
4437 /*@{*/
4438 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4439
4440 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4441 _NEW_TEXTURE_STATE | \
4442 _NEW_POINT | \
4443 _NEW_PROGRAM | \
4444 _NEW_MODELVIEW)
4445
4446 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4447 _NEW_FOG | \
4448 _NEW_PROGRAM)
4449
4450
4451 /*@}*/
4452
4453
4454
4455
4456 /* This has to be included here. */
4457 #include "dd.h"
4458
4459
4460 /** Opaque declaration of display list payload data type */
4461 union gl_dlist_node;
4462
4463
4464 /**
4465 * Per-display list information.
4466 */
4467 struct gl_display_list
4468 {
4469 GLuint Name;
4470 GLbitfield Flags; /**< DLIST_x flags */
4471 GLchar *Label; /**< GL_KHR_debug */
4472 /** The dlist commands are in a linked list of nodes */
4473 union gl_dlist_node *Head;
4474 };
4475
4476
4477 /**
4478 * State used during display list compilation and execution.
4479 */
4480 struct gl_dlist_state
4481 {
4482 struct gl_display_list *CurrentList; /**< List currently being compiled */
4483 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4484 GLuint CurrentPos; /**< Index into current block of nodes */
4485 GLuint CallDepth; /**< Current recursion calling depth */
4486
4487 GLvertexformat ListVtxfmt;
4488
4489 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4490 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4491
4492 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4493 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4494
4495 struct {
4496 /* State known to have been set by the currently-compiling display
4497 * list. Used to eliminate some redundant state changes.
4498 */
4499 GLenum16 ShadeModel;
4500 } Current;
4501 };
4502
4503 /**
4504 * Driver-specific state flags.
4505 *
4506 * These are or'd with gl_context::NewDriverState to notify a driver about
4507 * a state change. The driver sets the flags at context creation and
4508 * the meaning of the bits set is opaque to core Mesa.
4509 */
4510 struct gl_driver_flags
4511 {
4512 /** gl_context::Array::_DrawArrays (vertex array state) */
4513 uint64_t NewArray;
4514
4515 /** gl_context::TransformFeedback::CurrentObject */
4516 uint64_t NewTransformFeedback;
4517
4518 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4519 uint64_t NewTransformFeedbackProg;
4520
4521 /** gl_context::RasterDiscard */
4522 uint64_t NewRasterizerDiscard;
4523
4524 /** gl_context::TileRasterOrder* */
4525 uint64_t NewTileRasterOrder;
4526
4527 /**
4528 * gl_context::UniformBufferBindings
4529 * gl_shader_program::UniformBlocks
4530 */
4531 uint64_t NewUniformBuffer;
4532
4533 /**
4534 * gl_context::ShaderStorageBufferBindings
4535 * gl_shader_program::ShaderStorageBlocks
4536 */
4537 uint64_t NewShaderStorageBuffer;
4538
4539 uint64_t NewTextureBuffer;
4540
4541 /**
4542 * gl_context::AtomicBufferBindings
4543 */
4544 uint64_t NewAtomicBuffer;
4545
4546 /**
4547 * gl_context::ImageUnits
4548 */
4549 uint64_t NewImageUnits;
4550
4551 /**
4552 * gl_context::TessCtrlProgram::patch_default_*
4553 */
4554 uint64_t NewDefaultTessLevels;
4555
4556 /**
4557 * gl_context::IntelConservativeRasterization
4558 */
4559 uint64_t NewIntelConservativeRasterization;
4560
4561 /**
4562 * gl_context::NvConservativeRasterization
4563 */
4564 uint64_t NewNvConservativeRasterization;
4565
4566 /**
4567 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4568 * gl_context::SubpixelPrecisionBias
4569 */
4570 uint64_t NewNvConservativeRasterizationParams;
4571
4572 /**
4573 * gl_context::Scissor::WindowRects
4574 */
4575 uint64_t NewWindowRectangles;
4576
4577 /** gl_context::Color::sRGBEnabled */
4578 uint64_t NewFramebufferSRGB;
4579
4580 /** gl_context::Scissor::EnableFlags */
4581 uint64_t NewScissorTest;
4582
4583 /** gl_context::Scissor::ScissorArray */
4584 uint64_t NewScissorRect;
4585
4586 /** gl_context::Color::Alpha* */
4587 uint64_t NewAlphaTest;
4588
4589 /** gl_context::Color::Blend/Dither */
4590 uint64_t NewBlend;
4591
4592 /** gl_context::Color::BlendColor */
4593 uint64_t NewBlendColor;
4594
4595 /** gl_context::Color::Color/Index */
4596 uint64_t NewColorMask;
4597
4598 /** gl_context::Depth */
4599 uint64_t NewDepth;
4600
4601 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4602 uint64_t NewLogicOp;
4603
4604 /** gl_context::Multisample::Enabled */
4605 uint64_t NewMultisampleEnable;
4606
4607 /** gl_context::Multisample::SampleAlphaTo* */
4608 uint64_t NewSampleAlphaToXEnable;
4609
4610 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4611 uint64_t NewSampleMask;
4612
4613 /** gl_context::Multisample::(Min)SampleShading */
4614 uint64_t NewSampleShading;
4615
4616 /** gl_context::Stencil */
4617 uint64_t NewStencil;
4618
4619 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4620 uint64_t NewClipControl;
4621
4622 /** gl_context::Transform::EyeUserPlane */
4623 uint64_t NewClipPlane;
4624
4625 /** gl_context::Transform::ClipPlanesEnabled */
4626 uint64_t NewClipPlaneEnable;
4627
4628 /** gl_context::Transform::DepthClamp */
4629 uint64_t NewDepthClamp;
4630
4631 /** gl_context::Line */
4632 uint64_t NewLineState;
4633
4634 /** gl_context::Polygon */
4635 uint64_t NewPolygonState;
4636
4637 /** gl_context::PolygonStipple */
4638 uint64_t NewPolygonStipple;
4639
4640 /** gl_context::ViewportArray */
4641 uint64_t NewViewport;
4642
4643 /** Shader constants (uniforms, program parameters, state constants) */
4644 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4645
4646 /** Programmable sample location state for gl_context::DrawBuffer */
4647 uint64_t NewSampleLocations;
4648 };
4649
4650 struct gl_buffer_binding
4651 {
4652 struct gl_buffer_object *BufferObject;
4653 /** Start of uniform block data in the buffer */
4654 GLintptr Offset;
4655 /** Size of data allowed to be referenced from the buffer (in bytes) */
4656 GLsizeiptr Size;
4657 /**
4658 * glBindBufferBase() indicates that the Size should be ignored and only
4659 * limited by the current size of the BufferObject.
4660 */
4661 GLboolean AutomaticSize;
4662 };
4663
4664 /**
4665 * ARB_shader_image_load_store image unit.
4666 */
4667 struct gl_image_unit
4668 {
4669 /**
4670 * Texture object bound to this unit.
4671 */
4672 struct gl_texture_object *TexObj;
4673
4674 /**
4675 * Level of the texture object bound to this unit.
4676 */
4677 GLubyte Level;
4678
4679 /**
4680 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4681 * GL_FALSE if only some specific layer of the texture is bound.
4682 * \sa Layer
4683 */
4684 GLboolean Layered;
4685
4686 /**
4687 * Layer of the texture object bound to this unit as specified by the
4688 * application.
4689 */
4690 GLushort Layer;
4691
4692 /**
4693 * Layer of the texture object bound to this unit, or zero if
4694 * Layered == false.
4695 */
4696 GLushort _Layer;
4697
4698 /**
4699 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4700 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4701 */
4702 GLenum16 Access;
4703
4704 /**
4705 * GL internal format that determines the interpretation of the
4706 * image memory when shader image operations are performed through
4707 * this unit.
4708 */
4709 GLenum16 Format;
4710
4711 /**
4712 * Mesa format corresponding to \c Format.
4713 */
4714 mesa_format _ActualFormat:16;
4715 };
4716
4717 /**
4718 * Shader subroutines storage
4719 */
4720 struct gl_subroutine_index_binding
4721 {
4722 GLuint NumIndex;
4723 GLuint *IndexPtr;
4724 };
4725
4726 struct gl_texture_handle_object
4727 {
4728 struct gl_texture_object *texObj;
4729 struct gl_sampler_object *sampObj;
4730 GLuint64 handle;
4731 };
4732
4733 struct gl_image_handle_object
4734 {
4735 struct gl_image_unit imgObj;
4736 GLuint64 handle;
4737 };
4738
4739 struct gl_memory_object
4740 {
4741 GLuint Name; /**< hash table ID/name */
4742 GLboolean Immutable; /**< denotes mutability state of parameters */
4743 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4744 };
4745
4746 struct gl_semaphore_object
4747 {
4748 GLuint Name; /**< hash table ID/name */
4749 };
4750
4751 /**
4752 * Mesa rendering context.
4753 *
4754 * This is the central context data structure for Mesa. Almost all
4755 * OpenGL state is contained in this structure.
4756 * Think of this as a base class from which device drivers will derive
4757 * sub classes.
4758 */
4759 struct gl_context
4760 {
4761 /** State possibly shared with other contexts in the address space */
4762 struct gl_shared_state *Shared;
4763
4764 /** \name API function pointer tables */
4765 /*@{*/
4766 gl_api API;
4767
4768 /**
4769 * The current dispatch table for non-displaylist-saving execution, either
4770 * BeginEnd or OutsideBeginEnd
4771 */
4772 struct _glapi_table *Exec;
4773 /**
4774 * The normal dispatch table for non-displaylist-saving, non-begin/end
4775 */
4776 struct _glapi_table *OutsideBeginEnd;
4777 /** The dispatch table used between glNewList() and glEndList() */
4778 struct _glapi_table *Save;
4779 /**
4780 * The dispatch table used between glBegin() and glEnd() (outside of a
4781 * display list). Only valid functions between those two are set, which is
4782 * mostly just the set in a GLvertexformat struct.
4783 */
4784 struct _glapi_table *BeginEnd;
4785 /**
4786 * Dispatch table for when a graphics reset has happened.
4787 */
4788 struct _glapi_table *ContextLost;
4789 /**
4790 * Dispatch table used to marshal API calls from the client program to a
4791 * separate server thread. NULL if API calls are not being marshalled to
4792 * another thread.
4793 */
4794 struct _glapi_table *MarshalExec;
4795 /**
4796 * Dispatch table currently in use for fielding API calls from the client
4797 * program. If API calls are being marshalled to another thread, this ==
4798 * MarshalExec. Otherwise it == CurrentServerDispatch.
4799 */
4800 struct _glapi_table *CurrentClientDispatch;
4801
4802 /**
4803 * Dispatch table currently in use for performing API calls. == Save or
4804 * Exec.
4805 */
4806 struct _glapi_table *CurrentServerDispatch;
4807
4808 /*@}*/
4809
4810 struct glthread_state *GLThread;
4811
4812 struct gl_config Visual;
4813 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4814 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4815 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4816 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4817
4818 /**
4819 * Device driver function pointer table
4820 */
4821 struct dd_function_table Driver;
4822
4823 /** Core/Driver constants */
4824 struct gl_constants Const;
4825
4826 /** \name The various 4x4 matrix stacks */
4827 /*@{*/
4828 struct gl_matrix_stack ModelviewMatrixStack;
4829 struct gl_matrix_stack ProjectionMatrixStack;
4830 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4831 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4832 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4833 /*@}*/
4834
4835 /** Combined modelview and projection matrix */
4836 GLmatrix _ModelProjectMatrix;
4837
4838 /** \name Display lists */
4839 struct gl_dlist_state ListState;
4840
4841 GLboolean ExecuteFlag; /**< Execute GL commands? */
4842 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4843
4844 /** Extension information */
4845 struct gl_extensions Extensions;
4846
4847 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4848 GLuint Version;
4849 char *VersionString;
4850
4851 /** \name State attribute stack (for glPush/PopAttrib) */
4852 /*@{*/
4853 GLuint AttribStackDepth;
4854 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4855 /*@}*/
4856
4857 /** \name Renderer attribute groups
4858 *
4859 * We define a struct for each attribute group to make pushing and popping
4860 * attributes easy. Also it's a good organization.
4861 */
4862 /*@{*/
4863 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4864 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4865 struct gl_current_attrib Current; /**< Current attributes */
4866 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4867 struct gl_eval_attrib Eval; /**< Eval attributes */
4868 struct gl_fog_attrib Fog; /**< Fog attributes */
4869 struct gl_hint_attrib Hint; /**< Hint attributes */
4870 struct gl_light_attrib Light; /**< Light attributes */
4871 struct gl_line_attrib Line; /**< Line attributes */
4872 struct gl_list_attrib List; /**< List attributes */
4873 struct gl_multisample_attrib Multisample;
4874 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4875 struct gl_point_attrib Point; /**< Point attributes */
4876 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4877 GLuint PolygonStipple[32]; /**< Polygon stipple */
4878 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4879 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4880 struct gl_texture_attrib Texture; /**< Texture attributes */
4881 struct gl_transform_attrib Transform; /**< Transformation attributes */
4882 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4883 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4884 /*@}*/
4885
4886 /** \name Client attribute stack */
4887 /*@{*/
4888 GLuint ClientAttribStackDepth;
4889 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4890 /*@}*/
4891
4892 /** \name Client attribute groups */
4893 /*@{*/
4894 struct gl_array_attrib Array; /**< Vertex arrays */
4895 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4896 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4897 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4898 /*@}*/
4899
4900 /** \name Other assorted state (not pushed/popped on attribute stack) */
4901 /*@{*/
4902 struct gl_pixelmaps PixelMaps;
4903
4904 struct gl_evaluators EvalMap; /**< All evaluators */
4905 struct gl_feedback Feedback; /**< Feedback */
4906 struct gl_selection Select; /**< Selection */
4907
4908 struct gl_program_state Program; /**< general program state */
4909 struct gl_vertex_program_state VertexProgram;
4910 struct gl_fragment_program_state FragmentProgram;
4911 struct gl_geometry_program_state GeometryProgram;
4912 struct gl_compute_program_state ComputeProgram;
4913 struct gl_tess_ctrl_program_state TessCtrlProgram;
4914 struct gl_tess_eval_program_state TessEvalProgram;
4915 struct gl_ati_fragment_shader_state ATIFragmentShader;
4916
4917 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4918 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4919
4920 /**
4921 * Current active shader pipeline state
4922 *
4923 * Almost all internal users want ::_Shader instead of ::Shader. The
4924 * exceptions are bits of legacy GLSL API that do not know about separate
4925 * shader objects.
4926 *
4927 * If a program is active via \c glUseProgram, this will point to
4928 * \c ::Shader.
4929 *
4930 * If a program pipeline is active via \c glBindProgramPipeline, this will
4931 * point to \c ::Pipeline.Current.
4932 *
4933 * If neither a program nor a program pipeline is active, this will point to
4934 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4935 * \c NULL.
4936 */
4937 struct gl_pipeline_object *_Shader;
4938
4939 struct gl_query_state Query; /**< occlusion, timer queries */
4940
4941 struct gl_transform_feedback_state TransformFeedback;
4942
4943 struct gl_perf_monitor_state PerfMonitor;
4944 struct gl_perf_query_state PerfQuery;
4945
4946 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4947 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4948 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4949
4950 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4951 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4952
4953 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4954
4955 /**
4956 * Current GL_ARB_uniform_buffer_object binding referenced by
4957 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4958 */
4959 struct gl_buffer_object *UniformBuffer;
4960
4961 /**
4962 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4963 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4964 */
4965 struct gl_buffer_object *ShaderStorageBuffer;
4966
4967 /**
4968 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4969 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4970 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4971 * shader program.
4972 */
4973 struct gl_buffer_binding
4974 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4975
4976 /**
4977 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4978 * and GL 4.3. This is set up using glBindBufferRange() or
4979 * glBindBufferBase(). They are associated with shader storage blocks by
4980 * glShaderStorageBlockBinding()'s state in the shader program.
4981 */
4982 struct gl_buffer_binding
4983 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4984
4985 /**
4986 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4987 * target.
4988 */
4989 struct gl_buffer_object *AtomicBuffer;
4990
4991 /**
4992 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4993 * target.
4994 */
4995 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4996
4997 /**
4998 * Array of atomic counter buffer binding points.
4999 */
5000 struct gl_buffer_binding
5001 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5002
5003 /**
5004 * Array of image units for ARB_shader_image_load_store.
5005 */
5006 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5007
5008 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5009 /*@}*/
5010
5011 struct gl_meta_state *Meta; /**< for "meta" operations */
5012
5013 /* GL_EXT_framebuffer_object */
5014 struct gl_renderbuffer *CurrentRenderbuffer;
5015
5016 GLenum16 ErrorValue; /**< Last error code */
5017
5018 /**
5019 * Recognize and silence repeated error debug messages in buggy apps.
5020 */
5021 const char *ErrorDebugFmtString;
5022 GLuint ErrorDebugCount;
5023
5024 /* GL_ARB_debug_output/GL_KHR_debug */
5025 simple_mtx_t DebugMutex;
5026 struct gl_debug_state *Debug;
5027
5028 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5029 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5030 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5031
5032 struct gl_driver_flags DriverFlags;
5033
5034 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5035
5036 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5037
5038 /** \name Derived state */
5039 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5040 GLfloat _EyeZDir[3];
5041 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5042 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5043 GLboolean _NeedEyeCoords;
5044 GLboolean _ForceEyeCoords;
5045
5046 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5047
5048 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5049
5050 /** \name For debugging/development only */
5051 /*@{*/
5052 GLboolean FirstTimeCurrent;
5053 /*@}*/
5054
5055 /**
5056 * False if this context was created without a config. This is needed
5057 * because the initial state of glDrawBuffers depends on this
5058 */
5059 GLboolean HasConfig;
5060
5061 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5062
5063 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5064 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5065 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5066 GLfloat ConservativeRasterDilate;
5067 GLenum16 ConservativeRasterMode;
5068
5069 /** Does glVertexAttrib(0) alias glVertex()? */
5070 bool _AttribZeroAliasesVertex;
5071
5072 /**
5073 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5074 * renderer's tiles should be excecuted, to meet the requirements of
5075 * GL_MESA_tile_raster_order.
5076 */
5077 GLboolean TileRasterOrderFixed;
5078 GLboolean TileRasterOrderIncreasingX;
5079 GLboolean TileRasterOrderIncreasingY;
5080
5081 /**
5082 * \name Hooks for module contexts.
5083 *
5084 * These will eventually live in the driver or elsewhere.
5085 */
5086 /*@{*/
5087 void *swrast_context;
5088 void *swsetup_context;
5089 void *swtnl_context;
5090 struct vbo_context *vbo_context;
5091 struct st_context *st;
5092 void *aelt_context;
5093 /*@}*/
5094
5095 /**
5096 * \name NV_vdpau_interop
5097 */
5098 /*@{*/
5099 const void *vdpDevice;
5100 const void *vdpGetProcAddress;
5101 struct set *vdpSurfaces;
5102 /*@}*/
5103
5104 /**
5105 * Has this context observed a GPU reset in any context in the share group?
5106 *
5107 * Once this field becomes true, it is never reset to false.
5108 */
5109 GLboolean ShareGroupReset;
5110
5111 /**
5112 * \name OES_primitive_bounding_box
5113 *
5114 * Stores the arguments to glPrimitiveBoundingBox
5115 */
5116 GLfloat PrimitiveBoundingBox[8];
5117
5118 struct disk_cache *Cache;
5119
5120 /**
5121 * \name GL_ARB_bindless_texture
5122 */
5123 /*@{*/
5124 struct hash_table_u64 *ResidentTextureHandles;
5125 struct hash_table_u64 *ResidentImageHandles;
5126 /*@}*/
5127 };
5128
5129 /**
5130 * Information about memory usage. All sizes are in kilobytes.
5131 */
5132 struct gl_memory_info
5133 {
5134 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5135 unsigned avail_device_memory; /**< free device memory at the moment */
5136 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5137 unsigned avail_staging_memory; /**< free staging memory at the moment */
5138 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5139 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5140 };
5141
5142 #ifdef DEBUG
5143 extern int MESA_VERBOSE;
5144 extern int MESA_DEBUG_FLAGS;
5145 #else
5146 # define MESA_VERBOSE 0
5147 # define MESA_DEBUG_FLAGS 0
5148 #endif
5149
5150
5151 /** The MESA_VERBOSE var is a bitmask of these flags */
5152 enum _verbose
5153 {
5154 VERBOSE_VARRAY = 0x0001,
5155 VERBOSE_TEXTURE = 0x0002,
5156 VERBOSE_MATERIAL = 0x0004,
5157 VERBOSE_PIPELINE = 0x0008,
5158 VERBOSE_DRIVER = 0x0010,
5159 VERBOSE_STATE = 0x0020,
5160 VERBOSE_API = 0x0040,
5161 VERBOSE_DISPLAY_LIST = 0x0100,
5162 VERBOSE_LIGHTING = 0x0200,
5163 VERBOSE_PRIMS = 0x0400,
5164 VERBOSE_VERTS = 0x0800,
5165 VERBOSE_DISASSEM = 0x1000,
5166 VERBOSE_DRAW = 0x2000,
5167 VERBOSE_SWAPBUFFERS = 0x4000
5168 };
5169
5170
5171 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5172 enum _debug
5173 {
5174 DEBUG_SILENT = (1 << 0),
5175 DEBUG_ALWAYS_FLUSH = (1 << 1),
5176 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5177 DEBUG_INCOMPLETE_FBO = (1 << 3),
5178 DEBUG_CONTEXT = (1 << 4)
5179 };
5180
5181 #ifdef __cplusplus
5182 }
5183 #endif
5184
5185 #endif /* MTYPES_H */