mesa: Add the basics for the NV_fog_distance extension
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Stencil buffer data type.
48 */
49 #if STENCIL_BITS==8
50 typedef GLubyte GLstencil;
51 #elif STENCIL_BITS==16
52 typedef GLushort GLstencil;
53 #else
54 # error "illegal number of stencil bits"
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_program_cache;
77 struct gl_texture_object;
78 struct gl_context;
79 struct st_context;
80 /*@}*/
81
82
83 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
84 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
85 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
86 #define PRIM_UNKNOWN (GL_POLYGON+3)
87
88
89 /**
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
92 */
93 typedef enum
94 {
95 MESA_SHADER_VERTEX = 0,
96 MESA_SHADER_FRAGMENT = 1,
97 MESA_SHADER_GEOMETRY = 2,
98 MESA_SHADER_TYPES = 3
99 } gl_shader_type;
100
101
102
103 /**
104 * Indexes for vertex program attributes.
105 * GL_NV_vertex_program aliases generic attributes over the conventional
106 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
107 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
108 * generic attributes are distinct/separate).
109 */
110 typedef enum
111 {
112 VERT_ATTRIB_POS = 0,
113 VERT_ATTRIB_WEIGHT = 1,
114 VERT_ATTRIB_NORMAL = 2,
115 VERT_ATTRIB_COLOR0 = 3,
116 VERT_ATTRIB_COLOR1 = 4,
117 VERT_ATTRIB_FOG = 5,
118 VERT_ATTRIB_COLOR_INDEX = 6,
119 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
120 VERT_ATTRIB_EDGEFLAG = 7,
121 VERT_ATTRIB_TEX0 = 8,
122 VERT_ATTRIB_TEX1 = 9,
123 VERT_ATTRIB_TEX2 = 10,
124 VERT_ATTRIB_TEX3 = 11,
125 VERT_ATTRIB_TEX4 = 12,
126 VERT_ATTRIB_TEX5 = 13,
127 VERT_ATTRIB_TEX6 = 14,
128 VERT_ATTRIB_TEX7 = 15,
129 VERT_ATTRIB_GENERIC0 = 16,
130 VERT_ATTRIB_GENERIC1 = 17,
131 VERT_ATTRIB_GENERIC2 = 18,
132 VERT_ATTRIB_GENERIC3 = 19,
133 VERT_ATTRIB_GENERIC4 = 20,
134 VERT_ATTRIB_GENERIC5 = 21,
135 VERT_ATTRIB_GENERIC6 = 22,
136 VERT_ATTRIB_GENERIC7 = 23,
137 VERT_ATTRIB_GENERIC8 = 24,
138 VERT_ATTRIB_GENERIC9 = 25,
139 VERT_ATTRIB_GENERIC10 = 26,
140 VERT_ATTRIB_GENERIC11 = 27,
141 VERT_ATTRIB_GENERIC12 = 28,
142 VERT_ATTRIB_GENERIC13 = 29,
143 VERT_ATTRIB_GENERIC14 = 30,
144 VERT_ATTRIB_GENERIC15 = 31,
145 VERT_ATTRIB_MAX = 32
146 } gl_vert_attrib;
147
148 /**
149 * Bitflags for vertex attributes.
150 * These are used in bitfields in many places.
151 */
152 /*@{*/
153 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
154 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
155 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
156 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
157 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
158 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
159 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
160 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
161 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
162 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
163 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
164 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
165 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
166 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
167 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
168 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
169 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
170 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
171 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
172 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
173 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
174 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
175 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
176 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
177 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
178 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
179 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
180 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
181 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
182 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
183 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
184 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
185
186 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
187 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
188 /*@}*/
189
190
191 /**
192 * Indexes for vertex program result attributes. Note that
193 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
194 * assumptions about the layout of this enum.
195 */
196 typedef enum
197 {
198 VERT_RESULT_HPOS = 0,
199 VERT_RESULT_COL0 = 1,
200 VERT_RESULT_COL1 = 2,
201 VERT_RESULT_FOGC = 3,
202 VERT_RESULT_TEX0 = 4,
203 VERT_RESULT_TEX1 = 5,
204 VERT_RESULT_TEX2 = 6,
205 VERT_RESULT_TEX3 = 7,
206 VERT_RESULT_TEX4 = 8,
207 VERT_RESULT_TEX5 = 9,
208 VERT_RESULT_TEX6 = 10,
209 VERT_RESULT_TEX7 = 11,
210 VERT_RESULT_PSIZ = 12,
211 VERT_RESULT_BFC0 = 13,
212 VERT_RESULT_BFC1 = 14,
213 VERT_RESULT_EDGE = 15,
214 VERT_RESULT_CLIP_VERTEX = 16,
215 VERT_RESULT_CLIP_DIST0 = 17,
216 VERT_RESULT_CLIP_DIST1 = 18,
217 VERT_RESULT_VAR0 = 19, /**< shader varying */
218 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
219 } gl_vert_result;
220
221
222 /*********************************************/
223
224 /**
225 * Indexes for geometry program attributes.
226 */
227 typedef enum
228 {
229 GEOM_ATTRIB_POSITION = 0,
230 GEOM_ATTRIB_COLOR0 = 1,
231 GEOM_ATTRIB_COLOR1 = 2,
232 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
233 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
234 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
235 GEOM_ATTRIB_POINT_SIZE = 6,
236 GEOM_ATTRIB_CLIP_VERTEX = 7,
237 GEOM_ATTRIB_PRIMITIVE_ID = 8,
238 GEOM_ATTRIB_TEX_COORD = 9,
239
240 GEOM_ATTRIB_VAR0 = 16,
241 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
242 } gl_geom_attrib;
243
244 /**
245 * Bitflags for geometry attributes.
246 * These are used in bitfields in many places.
247 */
248 /*@{*/
249 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
250 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
251 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
252 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
253 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
254 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
255 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
256 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
257 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
258 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
259 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
260
261 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
262 /*@}*/
263
264
265 /**
266 * Indexes for geometry program result attributes
267 */
268 typedef enum
269 {
270 GEOM_RESULT_POS = 0,
271 GEOM_RESULT_COL0 = 1,
272 GEOM_RESULT_COL1 = 2,
273 GEOM_RESULT_SCOL0 = 3,
274 GEOM_RESULT_SCOL1 = 4,
275 GEOM_RESULT_FOGC = 5,
276 GEOM_RESULT_TEX0 = 6,
277 GEOM_RESULT_TEX1 = 7,
278 GEOM_RESULT_TEX2 = 8,
279 GEOM_RESULT_TEX3 = 9,
280 GEOM_RESULT_TEX4 = 10,
281 GEOM_RESULT_TEX5 = 11,
282 GEOM_RESULT_TEX6 = 12,
283 GEOM_RESULT_TEX7 = 13,
284 GEOM_RESULT_PSIZ = 14,
285 GEOM_RESULT_CLPV = 15,
286 GEOM_RESULT_PRID = 16,
287 GEOM_RESULT_LAYR = 17,
288 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
289 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
290 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
291 } gl_geom_result;
292
293
294 /**
295 * Indexes for fragment program input attributes. Note that
296 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
297 * assumptions about the layout of this enum.
298 */
299 typedef enum
300 {
301 FRAG_ATTRIB_WPOS = 0,
302 FRAG_ATTRIB_COL0 = 1,
303 FRAG_ATTRIB_COL1 = 2,
304 FRAG_ATTRIB_FOGC = 3,
305 FRAG_ATTRIB_TEX0 = 4,
306 FRAG_ATTRIB_TEX1 = 5,
307 FRAG_ATTRIB_TEX2 = 6,
308 FRAG_ATTRIB_TEX3 = 7,
309 FRAG_ATTRIB_TEX4 = 8,
310 FRAG_ATTRIB_TEX5 = 9,
311 FRAG_ATTRIB_TEX6 = 10,
312 FRAG_ATTRIB_TEX7 = 11,
313 FRAG_ATTRIB_FACE = 12, /**< front/back face */
314 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
315 FRAG_ATTRIB_CLIP_DIST0 = 14,
316 FRAG_ATTRIB_CLIP_DIST1 = 15,
317 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
318 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
319 } gl_frag_attrib;
320
321
322 /**
323 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
324 *
325 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
326 *
327 * gl_vert_result values which have no corresponding gl_frag_attrib
328 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
329 * VERT_RESULT_EDGE) are converted to a value of -1.
330 */
331 static inline int
332 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
333 {
334 if (vert_result >= VERT_RESULT_CLIP_DIST0)
335 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
336 else if (vert_result <= VERT_RESULT_TEX7)
337 return vert_result;
338 else
339 return -1;
340 }
341
342
343 /**
344 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
345 *
346 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
347 *
348 * gl_frag_attrib values which have no corresponding gl_vert_result
349 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
353 {
354 if (frag_attrib <= FRAG_ATTRIB_TEX7)
355 return frag_attrib;
356 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
357 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Bitflags for fragment program input attributes.
365 */
366 /*@{*/
367 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
368 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
369 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
370 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
371 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
372 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
373 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
374 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
375 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
376 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
377 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
378 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
379 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
380 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
381 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
382
383 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
384 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
385
386 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
387 FRAG_BIT_TEX1| \
388 FRAG_BIT_TEX2| \
389 FRAG_BIT_TEX3| \
390 FRAG_BIT_TEX4| \
391 FRAG_BIT_TEX5| \
392 FRAG_BIT_TEX6| \
393 FRAG_BIT_TEX7)
394 /*@}*/
395
396
397 /**
398 * Fragment program results
399 */
400 typedef enum
401 {
402 FRAG_RESULT_DEPTH = 0,
403 FRAG_RESULT_STENCIL = 1,
404 /* If a single color should be written to all render targets, this
405 * register is written. No FRAG_RESULT_DATAn will be written.
406 */
407 FRAG_RESULT_COLOR = 2,
408
409 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
410 * or ARB_fragment_program fragment.color[n]) color results. If
411 * any are written, FRAG_RESULT_COLOR will not be written.
412 */
413 FRAG_RESULT_DATA0 = 3,
414 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
415 } gl_frag_result;
416
417
418 /**
419 * Indexes for all renderbuffers
420 */
421 typedef enum
422 {
423 /* the four standard color buffers */
424 BUFFER_FRONT_LEFT,
425 BUFFER_BACK_LEFT,
426 BUFFER_FRONT_RIGHT,
427 BUFFER_BACK_RIGHT,
428 BUFFER_DEPTH,
429 BUFFER_STENCIL,
430 BUFFER_ACCUM,
431 /* optional aux buffer */
432 BUFFER_AUX0,
433 /* generic renderbuffers */
434 BUFFER_COLOR0,
435 BUFFER_COLOR1,
436 BUFFER_COLOR2,
437 BUFFER_COLOR3,
438 BUFFER_COLOR4,
439 BUFFER_COLOR5,
440 BUFFER_COLOR6,
441 BUFFER_COLOR7,
442 BUFFER_COUNT
443 } gl_buffer_index;
444
445 /**
446 * Bit flags for all renderbuffers
447 */
448 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
449 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
450 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
451 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
452 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
453 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
454 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
455 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
456 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
457 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
458 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
459 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
460 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
461 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
462 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
463 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
464 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
465 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
466 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
467
468 /**
469 * Mask of all the color buffer bits (but not accum).
470 */
471 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
472 BUFFER_BIT_BACK_LEFT | \
473 BUFFER_BIT_FRONT_RIGHT | \
474 BUFFER_BIT_BACK_RIGHT | \
475 BUFFER_BIT_AUX0 | \
476 BUFFER_BIT_COLOR0 | \
477 BUFFER_BIT_COLOR1 | \
478 BUFFER_BIT_COLOR2 | \
479 BUFFER_BIT_COLOR3 | \
480 BUFFER_BIT_COLOR4 | \
481 BUFFER_BIT_COLOR5 | \
482 BUFFER_BIT_COLOR6 | \
483 BUFFER_BIT_COLOR7)
484
485
486 /**
487 * Framebuffer configuration (aka visual / pixelformat)
488 * Note: some of these fields should be boolean, but it appears that
489 * code in drivers/dri/common/util.c requires int-sized fields.
490 */
491 struct gl_config
492 {
493 GLboolean rgbMode;
494 GLboolean floatMode;
495 GLboolean colorIndexMode; /* XXX is this used anywhere? */
496 GLuint doubleBufferMode;
497 GLuint stereoMode;
498
499 GLboolean haveAccumBuffer;
500 GLboolean haveDepthBuffer;
501 GLboolean haveStencilBuffer;
502
503 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
504 GLuint redMask, greenMask, blueMask, alphaMask;
505 GLint rgbBits; /* total bits for rgb */
506 GLint indexBits; /* total bits for colorindex */
507
508 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
509 GLint depthBits;
510 GLint stencilBits;
511
512 GLint numAuxBuffers;
513
514 GLint level;
515
516 /* EXT_visual_rating / GLX 1.2 */
517 GLint visualRating;
518
519 /* EXT_visual_info / GLX 1.2 */
520 GLint transparentPixel;
521 /* colors are floats scaled to ints */
522 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
523 GLint transparentIndex;
524
525 /* ARB_multisample / SGIS_multisample */
526 GLint sampleBuffers;
527 GLint samples;
528
529 /* SGIX_pbuffer / GLX 1.3 */
530 GLint maxPbufferWidth;
531 GLint maxPbufferHeight;
532 GLint maxPbufferPixels;
533 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
534 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
535
536 /* OML_swap_method */
537 GLint swapMethod;
538
539 /* EXT_texture_from_pixmap */
540 GLint bindToTextureRgb;
541 GLint bindToTextureRgba;
542 GLint bindToMipmapTexture;
543 GLint bindToTextureTargets;
544 GLint yInverted;
545
546 /* EXT_framebuffer_sRGB */
547 GLint sRGBCapable;
548 };
549
550
551 /**
552 * \name Bit flags used for updating material values.
553 */
554 /*@{*/
555 #define MAT_ATTRIB_FRONT_AMBIENT 0
556 #define MAT_ATTRIB_BACK_AMBIENT 1
557 #define MAT_ATTRIB_FRONT_DIFFUSE 2
558 #define MAT_ATTRIB_BACK_DIFFUSE 3
559 #define MAT_ATTRIB_FRONT_SPECULAR 4
560 #define MAT_ATTRIB_BACK_SPECULAR 5
561 #define MAT_ATTRIB_FRONT_EMISSION 6
562 #define MAT_ATTRIB_BACK_EMISSION 7
563 #define MAT_ATTRIB_FRONT_SHININESS 8
564 #define MAT_ATTRIB_BACK_SHININESS 9
565 #define MAT_ATTRIB_FRONT_INDEXES 10
566 #define MAT_ATTRIB_BACK_INDEXES 11
567 #define MAT_ATTRIB_MAX 12
568
569 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
570 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
571 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
572 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
573 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
574 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
575
576 #define MAT_INDEX_AMBIENT 0
577 #define MAT_INDEX_DIFFUSE 1
578 #define MAT_INDEX_SPECULAR 2
579
580 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
581 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
582 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
583 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
584 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
585 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
586 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
587 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
588 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
589 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
590 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
591 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
592
593
594 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
595 MAT_BIT_FRONT_AMBIENT | \
596 MAT_BIT_FRONT_DIFFUSE | \
597 MAT_BIT_FRONT_SPECULAR | \
598 MAT_BIT_FRONT_SHININESS | \
599 MAT_BIT_FRONT_INDEXES)
600
601 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
602 MAT_BIT_BACK_AMBIENT | \
603 MAT_BIT_BACK_DIFFUSE | \
604 MAT_BIT_BACK_SPECULAR | \
605 MAT_BIT_BACK_SHININESS | \
606 MAT_BIT_BACK_INDEXES)
607
608 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
609 /*@}*/
610
611
612 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
613 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
614
615 /**
616 * Material shininess lookup table.
617 */
618 struct gl_shine_tab
619 {
620 struct gl_shine_tab *next, *prev;
621 GLfloat tab[SHINE_TABLE_SIZE+1];
622 GLfloat shininess;
623 GLuint refcount;
624 };
625
626
627 /**
628 * Light source state.
629 */
630 struct gl_light
631 {
632 struct gl_light *next; /**< double linked list with sentinel */
633 struct gl_light *prev;
634
635 GLfloat Ambient[4]; /**< ambient color */
636 GLfloat Diffuse[4]; /**< diffuse color */
637 GLfloat Specular[4]; /**< specular color */
638 GLfloat EyePosition[4]; /**< position in eye coordinates */
639 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
640 GLfloat SpotExponent;
641 GLfloat SpotCutoff; /**< in degrees */
642 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
643 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
644 GLfloat ConstantAttenuation;
645 GLfloat LinearAttenuation;
646 GLfloat QuadraticAttenuation;
647 GLboolean Enabled; /**< On/off flag */
648
649 /**
650 * \name Derived fields
651 */
652 /*@{*/
653 GLbitfield _Flags; /**< State */
654
655 GLfloat _Position[4]; /**< position in eye/obj coordinates */
656 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
657 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
658 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
659 GLfloat _VP_inf_spot_attenuation;
660
661 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
662 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
663 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
664 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
665 GLfloat _dli; /**< CI diffuse light intensity */
666 GLfloat _sli; /**< CI specular light intensity */
667 /*@}*/
668 };
669
670
671 /**
672 * Light model state.
673 */
674 struct gl_lightmodel
675 {
676 GLfloat Ambient[4]; /**< ambient color */
677 GLboolean LocalViewer; /**< Local (or infinite) view point? */
678 GLboolean TwoSide; /**< Two (or one) sided lighting? */
679 GLenum ColorControl; /**< either GL_SINGLE_COLOR
680 * or GL_SEPARATE_SPECULAR_COLOR */
681 };
682
683
684 /**
685 * Material state.
686 */
687 struct gl_material
688 {
689 GLfloat Attrib[MAT_ATTRIB_MAX][4];
690 };
691
692
693 /**
694 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
695 */
696 struct gl_accum_attrib
697 {
698 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
699 };
700
701
702 /**
703 * Used for storing clear color, texture border color, etc.
704 * The float values are typically unclamped.
705 */
706 union gl_color_union
707 {
708 GLfloat f[4];
709 GLint i[4];
710 GLuint ui[4];
711 };
712
713
714 /**
715 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
716 */
717 struct gl_colorbuffer_attrib
718 {
719 GLuint ClearIndex; /**< Index for glClear */
720 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
721 GLuint IndexMask; /**< Color index write mask */
722 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
723
724 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
725
726 /**
727 * \name alpha testing
728 */
729 /*@{*/
730 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
731 GLenum AlphaFunc; /**< Alpha test function */
732 GLfloat AlphaRefUnclamped;
733 GLclampf AlphaRef; /**< Alpha reference value */
734 /*@}*/
735
736 /**
737 * \name Blending
738 */
739 /*@{*/
740 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
741
742 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
743 * control, only on the fixed-pointness of the render target.
744 * The query does however depend on fragment color clamping.
745 */
746 GLfloat BlendColorUnclamped[4]; /**< Blending color */
747 GLfloat BlendColor[4]; /**< Blending color */
748
749 struct
750 {
751 GLenum SrcRGB; /**< RGB blend source term */
752 GLenum DstRGB; /**< RGB blend dest term */
753 GLenum SrcA; /**< Alpha blend source term */
754 GLenum DstA; /**< Alpha blend dest term */
755 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
756 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
757 } Blend[MAX_DRAW_BUFFERS];
758 /** Are the blend func terms currently different for each buffer/target? */
759 GLboolean _BlendFuncPerBuffer;
760 /** Are the blend equations currently different for each buffer/target? */
761 GLboolean _BlendEquationPerBuffer;
762 /*@}*/
763
764 /**
765 * \name Logic op
766 */
767 /*@{*/
768 GLenum LogicOp; /**< Logic operator */
769 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
770 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
771 /*@}*/
772
773 GLboolean DitherFlag; /**< Dither enable flag */
774
775 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
776 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
777 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
778 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
779
780 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
781 };
782
783
784 /**
785 * Current attribute group (GL_CURRENT_BIT).
786 */
787 struct gl_current_attrib
788 {
789 /**
790 * \name Current vertex attributes.
791 * \note Values are valid only after FLUSH_VERTICES has been called.
792 * \note Index and Edgeflag current values are stored as floats in the
793 * SIX and SEVEN attribute slots.
794 */
795 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
796
797 /**
798 * \name Current raster position attributes (always valid).
799 * \note This set of attributes is very similar to the SWvertex struct.
800 */
801 /*@{*/
802 GLfloat RasterPos[4];
803 GLfloat RasterDistance;
804 GLfloat RasterColor[4];
805 GLfloat RasterSecondaryColor[4];
806 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
807 GLboolean RasterPosValid;
808 /*@}*/
809 };
810
811
812 /**
813 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
814 */
815 struct gl_depthbuffer_attrib
816 {
817 GLenum Func; /**< Function for depth buffer compare */
818 GLclampd Clear; /**< Value to clear depth buffer to */
819 GLboolean Test; /**< Depth buffering enabled flag */
820 GLboolean Mask; /**< Depth buffer writable? */
821 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
822 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
823 };
824
825
826 /**
827 * Evaluator attribute group (GL_EVAL_BIT).
828 */
829 struct gl_eval_attrib
830 {
831 /**
832 * \name Enable bits
833 */
834 /*@{*/
835 GLboolean Map1Color4;
836 GLboolean Map1Index;
837 GLboolean Map1Normal;
838 GLboolean Map1TextureCoord1;
839 GLboolean Map1TextureCoord2;
840 GLboolean Map1TextureCoord3;
841 GLboolean Map1TextureCoord4;
842 GLboolean Map1Vertex3;
843 GLboolean Map1Vertex4;
844 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
845 GLboolean Map2Color4;
846 GLboolean Map2Index;
847 GLboolean Map2Normal;
848 GLboolean Map2TextureCoord1;
849 GLboolean Map2TextureCoord2;
850 GLboolean Map2TextureCoord3;
851 GLboolean Map2TextureCoord4;
852 GLboolean Map2Vertex3;
853 GLboolean Map2Vertex4;
854 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
855 GLboolean AutoNormal;
856 /*@}*/
857
858 /**
859 * \name Map Grid endpoints and divisions and calculated du values
860 */
861 /*@{*/
862 GLint MapGrid1un;
863 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
864 GLint MapGrid2un, MapGrid2vn;
865 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
866 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
867 /*@}*/
868 };
869
870
871 /**
872 * Fog attribute group (GL_FOG_BIT).
873 */
874 struct gl_fog_attrib
875 {
876 GLboolean Enabled; /**< Fog enabled flag */
877 GLfloat ColorUnclamped[4]; /**< Fog color */
878 GLfloat Color[4]; /**< Fog color */
879 GLfloat Density; /**< Density >= 0.0 */
880 GLfloat Start; /**< Start distance in eye coords */
881 GLfloat End; /**< End distance in eye coords */
882 GLfloat Index; /**< Fog index */
883 GLenum Mode; /**< Fog mode */
884 GLboolean ColorSumEnabled;
885 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
886 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
887 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
888 };
889
890
891 /**
892 * \brief Layout qualifiers for gl_FragDepth.
893 *
894 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
895 * a layout qualifier.
896 *
897 * \see enum ir_depth_layout
898 */
899 enum gl_frag_depth_layout {
900 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
901 FRAG_DEPTH_LAYOUT_ANY,
902 FRAG_DEPTH_LAYOUT_GREATER,
903 FRAG_DEPTH_LAYOUT_LESS,
904 FRAG_DEPTH_LAYOUT_UNCHANGED
905 };
906
907
908 /**
909 * Hint attribute group (GL_HINT_BIT).
910 *
911 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
912 */
913 struct gl_hint_attrib
914 {
915 GLenum PerspectiveCorrection;
916 GLenum PointSmooth;
917 GLenum LineSmooth;
918 GLenum PolygonSmooth;
919 GLenum Fog;
920 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
921 GLenum TextureCompression; /**< GL_ARB_texture_compression */
922 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
923 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
924 };
925
926 /**
927 * Light state flags.
928 */
929 /*@{*/
930 #define LIGHT_SPOT 0x1
931 #define LIGHT_LOCAL_VIEWER 0x2
932 #define LIGHT_POSITIONAL 0x4
933 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
934 /*@}*/
935
936
937 /**
938 * Lighting attribute group (GL_LIGHT_BIT).
939 */
940 struct gl_light_attrib
941 {
942 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
943 struct gl_lightmodel Model; /**< Lighting model */
944
945 /**
946 * Must flush FLUSH_VERTICES before referencing:
947 */
948 /*@{*/
949 struct gl_material Material; /**< Includes front & back values */
950 /*@}*/
951
952 GLboolean Enabled; /**< Lighting enabled flag */
953 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
954 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
955 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
956 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
957 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
958 GLboolean ColorMaterialEnabled;
959 GLenum ClampVertexColor;
960 GLboolean _ClampVertexColor;
961
962 struct gl_light EnabledList; /**< List sentinel */
963
964 /**
965 * Derived state for optimizations:
966 */
967 /*@{*/
968 GLboolean _NeedEyeCoords;
969 GLboolean _NeedVertices; /**< Use fast shader? */
970 GLbitfield _Flags; /**< LIGHT_* flags, see above */
971 GLfloat _BaseColor[2][3];
972 /*@}*/
973 };
974
975
976 /**
977 * Line attribute group (GL_LINE_BIT).
978 */
979 struct gl_line_attrib
980 {
981 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
982 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
983 GLushort StipplePattern; /**< Stipple pattern */
984 GLint StippleFactor; /**< Stipple repeat factor */
985 GLfloat Width; /**< Line width */
986 };
987
988
989 /**
990 * Display list attribute group (GL_LIST_BIT).
991 */
992 struct gl_list_attrib
993 {
994 GLuint ListBase;
995 };
996
997
998 /**
999 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1000 */
1001 struct gl_multisample_attrib
1002 {
1003 GLboolean Enabled;
1004 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1005 GLboolean SampleAlphaToCoverage;
1006 GLboolean SampleAlphaToOne;
1007 GLboolean SampleCoverage;
1008 GLfloat SampleCoverageValue;
1009 GLboolean SampleCoverageInvert;
1010 };
1011
1012
1013 /**
1014 * A pixelmap (see glPixelMap)
1015 */
1016 struct gl_pixelmap
1017 {
1018 GLint Size;
1019 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1020 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1021 };
1022
1023
1024 /**
1025 * Collection of all pixelmaps
1026 */
1027 struct gl_pixelmaps
1028 {
1029 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1030 struct gl_pixelmap GtoG;
1031 struct gl_pixelmap BtoB;
1032 struct gl_pixelmap AtoA;
1033 struct gl_pixelmap ItoR;
1034 struct gl_pixelmap ItoG;
1035 struct gl_pixelmap ItoB;
1036 struct gl_pixelmap ItoA;
1037 struct gl_pixelmap ItoI;
1038 struct gl_pixelmap StoS;
1039 };
1040
1041
1042 /**
1043 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1044 */
1045 struct gl_pixel_attrib
1046 {
1047 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1048
1049 /*--- Begin Pixel Transfer State ---*/
1050 /* Fields are in the order in which they're applied... */
1051
1052 /** Scale & Bias (index shift, offset) */
1053 /*@{*/
1054 GLfloat RedBias, RedScale;
1055 GLfloat GreenBias, GreenScale;
1056 GLfloat BlueBias, BlueScale;
1057 GLfloat AlphaBias, AlphaScale;
1058 GLfloat DepthBias, DepthScale;
1059 GLint IndexShift, IndexOffset;
1060 /*@}*/
1061
1062 /* Pixel Maps */
1063 /* Note: actual pixel maps are not part of this attrib group */
1064 GLboolean MapColorFlag;
1065 GLboolean MapStencilFlag;
1066
1067 /*--- End Pixel Transfer State ---*/
1068
1069 /** glPixelZoom */
1070 GLfloat ZoomX, ZoomY;
1071 };
1072
1073
1074 /**
1075 * Point attribute group (GL_POINT_BIT).
1076 */
1077 struct gl_point_attrib
1078 {
1079 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1080 GLfloat Size; /**< User-specified point size */
1081 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1082 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1083 GLfloat Threshold; /**< GL_EXT_point_parameters */
1084 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1085 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1086 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1087 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1088 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1089 };
1090
1091
1092 /**
1093 * Polygon attribute group (GL_POLYGON_BIT).
1094 */
1095 struct gl_polygon_attrib
1096 {
1097 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1098 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1099 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1100 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1101 GLboolean CullFlag; /**< Culling on/off flag */
1102 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1103 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1104 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1105 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1106 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1107 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1108 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1109 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1110 };
1111
1112
1113 /**
1114 * Scissor attributes (GL_SCISSOR_BIT).
1115 */
1116 struct gl_scissor_attrib
1117 {
1118 GLboolean Enabled; /**< Scissor test enabled? */
1119 GLint X, Y; /**< Lower left corner of box */
1120 GLsizei Width, Height; /**< Size of box */
1121 };
1122
1123
1124 /**
1125 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1126 *
1127 * Three sets of stencil data are tracked so that OpenGL 2.0,
1128 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1129 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1130 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1131 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1132 * GL_EXT_stencil_two_side GL_BACK state.
1133 *
1134 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1135 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1136 *
1137 * The derived value \c _TestTwoSide is set when the front-face and back-face
1138 * stencil state are different.
1139 */
1140 struct gl_stencil_attrib
1141 {
1142 GLboolean Enabled; /**< Enabled flag */
1143 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1144 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1145 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1146 GLboolean _TestTwoSide;
1147 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1148 GLenum Function[3]; /**< Stencil function */
1149 GLenum FailFunc[3]; /**< Fail function */
1150 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1151 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1152 GLint Ref[3]; /**< Reference value */
1153 GLuint ValueMask[3]; /**< Value mask */
1154 GLuint WriteMask[3]; /**< Write mask */
1155 GLuint Clear; /**< Clear value */
1156 };
1157
1158
1159 /**
1160 * An index for each type of texture object. These correspond to the GL
1161 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1162 * Note: the order is from highest priority to lowest priority.
1163 */
1164 typedef enum
1165 {
1166 TEXTURE_BUFFER_INDEX,
1167 TEXTURE_2D_ARRAY_INDEX,
1168 TEXTURE_1D_ARRAY_INDEX,
1169 TEXTURE_CUBE_INDEX,
1170 TEXTURE_3D_INDEX,
1171 TEXTURE_RECT_INDEX,
1172 TEXTURE_2D_INDEX,
1173 TEXTURE_1D_INDEX,
1174 NUM_TEXTURE_TARGETS
1175 } gl_texture_index;
1176
1177
1178 /**
1179 * Bit flags for each type of texture object
1180 * Used for Texture.Unit[]._ReallyEnabled flags.
1181 */
1182 /*@{*/
1183 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1184 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1185 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1186 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1187 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1188 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1189 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1190 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1191 /*@}*/
1192
1193
1194 /**
1195 * TexGenEnabled flags.
1196 */
1197 /*@{*/
1198 #define S_BIT 1
1199 #define T_BIT 2
1200 #define R_BIT 4
1201 #define Q_BIT 8
1202 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1203 /*@}*/
1204
1205
1206 /**
1207 * Bit flag versions of the corresponding GL_ constants.
1208 */
1209 /*@{*/
1210 #define TEXGEN_SPHERE_MAP 0x1
1211 #define TEXGEN_OBJ_LINEAR 0x2
1212 #define TEXGEN_EYE_LINEAR 0x4
1213 #define TEXGEN_REFLECTION_MAP_NV 0x8
1214 #define TEXGEN_NORMAL_MAP_NV 0x10
1215
1216 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1217 TEXGEN_REFLECTION_MAP_NV | \
1218 TEXGEN_NORMAL_MAP_NV)
1219 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1220 TEXGEN_REFLECTION_MAP_NV | \
1221 TEXGEN_NORMAL_MAP_NV | \
1222 TEXGEN_EYE_LINEAR)
1223 /*@}*/
1224
1225
1226
1227 /** Tex-gen enabled for texture unit? */
1228 #define ENABLE_TEXGEN(unit) (1 << (unit))
1229
1230 /** Non-identity texture matrix for texture unit? */
1231 #define ENABLE_TEXMAT(unit) (1 << (unit))
1232
1233
1234 /**
1235 * Texture image state. Drivers will typically create a subclass of this
1236 * with extra fields for memory buffers, etc.
1237 */
1238 struct gl_texture_image
1239 {
1240 GLint InternalFormat; /**< Internal format as given by the user */
1241 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1242 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1243 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1244 * GL_DEPTH_STENCIL_EXT only. Used for
1245 * choosing TexEnv arithmetic.
1246 */
1247 gl_format TexFormat; /**< The actual texture memory format */
1248
1249 GLuint Border; /**< 0 or 1 */
1250 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1251 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1252 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1253 GLuint Width2; /**< = Width - 2*Border */
1254 GLuint Height2; /**< = Height - 2*Border */
1255 GLuint Depth2; /**< = Depth - 2*Border */
1256 GLuint WidthLog2; /**< = log2(Width2) */
1257 GLuint HeightLog2; /**< = log2(Height2) */
1258 GLuint DepthLog2; /**< = log2(Depth2) */
1259 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1260
1261 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1262 GLuint Level; /**< Which mipmap level am I? */
1263 /** Cube map face: index into gl_texture_object::Image[] array */
1264 GLuint Face;
1265 };
1266
1267
1268 /**
1269 * Indexes for cube map faces.
1270 */
1271 typedef enum
1272 {
1273 FACE_POS_X = 0,
1274 FACE_NEG_X = 1,
1275 FACE_POS_Y = 2,
1276 FACE_NEG_Y = 3,
1277 FACE_POS_Z = 4,
1278 FACE_NEG_Z = 5,
1279 MAX_FACES = 6
1280 } gl_face_index;
1281
1282
1283 /**
1284 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1285 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1286 */
1287 struct gl_sampler_object
1288 {
1289 GLuint Name;
1290 GLint RefCount;
1291
1292 GLenum WrapS; /**< S-axis texture image wrap mode */
1293 GLenum WrapT; /**< T-axis texture image wrap mode */
1294 GLenum WrapR; /**< R-axis texture image wrap mode */
1295 GLenum MinFilter; /**< minification filter */
1296 GLenum MagFilter; /**< magnification filter */
1297 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1298 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1299 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1300 GLfloat LodBias; /**< OpenGL 1.4 */
1301 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1302 GLenum CompareMode; /**< GL_ARB_shadow */
1303 GLenum CompareFunc; /**< GL_ARB_shadow */
1304 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1305 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1306 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1307
1308 /* deprecated sampler state */
1309 GLenum DepthMode; /**< GL_ARB_depth_texture */
1310 };
1311
1312
1313 /**
1314 * Texture object state. Contains the array of mipmap images, border color,
1315 * wrap modes, filter modes, and shadow/texcompare state.
1316 */
1317 struct gl_texture_object
1318 {
1319 _glthread_Mutex Mutex; /**< for thread safety */
1320 GLint RefCount; /**< reference count */
1321 GLuint Name; /**< the user-visible texture object ID */
1322 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1323
1324 struct gl_sampler_object Sampler;
1325
1326 GLfloat Priority; /**< in [0,1] */
1327 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1328 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1329 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1330 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1331 GLint CropRect[4]; /**< GL_OES_draw_texture */
1332 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1333 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1334 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1335 GLboolean _Complete; /**< Is texture object complete? */
1336 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1337 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1338 GLboolean Immutable; /**< GL_ARB_texture_storage */
1339
1340 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1341 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1342
1343 /** GL_ARB_texture_buffer_object */
1344 struct gl_buffer_object *BufferObject;
1345 GLenum BufferObjectFormat;
1346
1347 /**
1348 * \name For device driver.
1349 * Note: instead of attaching driver data to this pointer, it's preferable
1350 * to instead use this struct as a base class for your own texture object
1351 * class. Driver->NewTextureObject() can be used to implement the
1352 * allocation.
1353 */
1354 void *DriverData; /**< Arbitrary device driver data */
1355 };
1356
1357
1358 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1359 #define MAX_COMBINER_TERMS 4
1360
1361
1362 /**
1363 * Texture combine environment state.
1364 */
1365 struct gl_tex_env_combine_state
1366 {
1367 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1368 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1369 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1370 GLenum SourceRGB[MAX_COMBINER_TERMS];
1371 GLenum SourceA[MAX_COMBINER_TERMS];
1372 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1373 GLenum OperandRGB[MAX_COMBINER_TERMS];
1374 GLenum OperandA[MAX_COMBINER_TERMS];
1375 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1376 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1377 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1378 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1379 };
1380
1381
1382 /**
1383 * Texture coord generation state.
1384 */
1385 struct gl_texgen
1386 {
1387 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1388 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1389 GLfloat ObjectPlane[4];
1390 GLfloat EyePlane[4];
1391 };
1392
1393
1394 /**
1395 * Texture unit state. Contains enable flags, texture environment/function/
1396 * combiners, texgen state, and pointers to current texture objects.
1397 */
1398 struct gl_texture_unit
1399 {
1400 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1401 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1402
1403 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1404 GLclampf EnvColor[4];
1405 GLfloat EnvColorUnclamped[4];
1406
1407 struct gl_texgen GenS;
1408 struct gl_texgen GenT;
1409 struct gl_texgen GenR;
1410 struct gl_texgen GenQ;
1411 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1412 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1413
1414 GLfloat LodBias; /**< for biasing mipmap levels */
1415 GLenum BumpTarget;
1416 GLfloat RotMatrix[4]; /* 2x2 matrix */
1417
1418 /** Current sampler object (GL_ARB_sampler_objects) */
1419 struct gl_sampler_object *Sampler;
1420
1421 /**
1422 * \name GL_EXT_texture_env_combine
1423 */
1424 struct gl_tex_env_combine_state Combine;
1425
1426 /**
1427 * Derived state based on \c EnvMode and the \c BaseFormat of the
1428 * currently enabled texture.
1429 */
1430 struct gl_tex_env_combine_state _EnvMode;
1431
1432 /**
1433 * Currently enabled combiner state. This will point to either
1434 * \c Combine or \c _EnvMode.
1435 */
1436 struct gl_tex_env_combine_state *_CurrentCombine;
1437
1438 /** Current texture object pointers */
1439 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1440
1441 /** Points to highest priority, complete and enabled texture object */
1442 struct gl_texture_object *_Current;
1443 };
1444
1445
1446 /**
1447 * Texture attribute group (GL_TEXTURE_BIT).
1448 */
1449 struct gl_texture_attrib
1450 {
1451 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1452 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1453
1454 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1455
1456 /** GL_ARB_texture_buffer_object */
1457 struct gl_buffer_object *BufferObject;
1458
1459 /** GL_ARB_seamless_cubemap */
1460 GLboolean CubeMapSeamless;
1461
1462 /** Texture units/samplers used by vertex or fragment texturing */
1463 GLbitfield _EnabledUnits;
1464
1465 /** Texture coord units/sets used for fragment texturing */
1466 GLbitfield _EnabledCoordUnits;
1467
1468 /** Texture coord units that have texgen enabled */
1469 GLbitfield _TexGenEnabled;
1470
1471 /** Texture coord units that have non-identity matrices */
1472 GLbitfield _TexMatEnabled;
1473
1474 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1475 GLbitfield _GenFlags;
1476 };
1477
1478
1479 /**
1480 * Data structure representing a single clip plane (e.g. one of the elements
1481 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1482 */
1483 typedef GLfloat gl_clip_plane[4];
1484
1485
1486 /**
1487 * Transformation attribute group (GL_TRANSFORM_BIT).
1488 */
1489 struct gl_transform_attrib
1490 {
1491 GLenum MatrixMode; /**< Matrix mode */
1492 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1493 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1494 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1495 GLboolean Normalize; /**< Normalize all normals? */
1496 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1497 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1498 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1499
1500 GLfloat CullEyePos[4];
1501 GLfloat CullObjPos[4];
1502 };
1503
1504
1505 /**
1506 * Viewport attribute group (GL_VIEWPORT_BIT).
1507 */
1508 struct gl_viewport_attrib
1509 {
1510 GLint X, Y; /**< position */
1511 GLsizei Width, Height; /**< size */
1512 GLfloat Near, Far; /**< Depth buffer range */
1513 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1514 };
1515
1516
1517 /**
1518 * GL_ARB_vertex/pixel_buffer_object buffer object
1519 */
1520 struct gl_buffer_object
1521 {
1522 _glthread_Mutex Mutex;
1523 GLint RefCount;
1524 GLuint Name;
1525 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1526 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1527 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1528 /** Fields describing a mapped buffer */
1529 /*@{*/
1530 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1531 GLvoid *Pointer; /**< User-space address of mapping */
1532 GLintptr Offset; /**< Mapped offset */
1533 GLsizeiptr Length; /**< Mapped length */
1534 /*@}*/
1535 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1536 GLboolean Written; /**< Ever written to? (for debugging) */
1537 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1538 };
1539
1540
1541 /**
1542 * Client pixel packing/unpacking attributes
1543 */
1544 struct gl_pixelstore_attrib
1545 {
1546 GLint Alignment;
1547 GLint RowLength;
1548 GLint SkipPixels;
1549 GLint SkipRows;
1550 GLint ImageHeight;
1551 GLint SkipImages;
1552 GLboolean SwapBytes;
1553 GLboolean LsbFirst;
1554 GLboolean Invert; /**< GL_MESA_pack_invert */
1555 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1556 };
1557
1558
1559 /**
1560 * Client vertex array attributes
1561 */
1562 struct gl_client_array
1563 {
1564 GLint Size; /**< components per element (1,2,3,4) */
1565 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1566 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1567 GLsizei Stride; /**< user-specified stride */
1568 GLsizei StrideB; /**< actual stride in bytes */
1569 const GLubyte *Ptr; /**< Points to array data */
1570 GLboolean Enabled; /**< Enabled flag is a boolean */
1571 GLboolean Normalized; /**< GL_ARB_vertex_program */
1572 GLboolean Integer; /**< Integer-valued? */
1573 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1574 GLuint _ElementSize; /**< size of each element in bytes */
1575
1576 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1577 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1578 };
1579
1580
1581 /**
1582 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1583 * extension, but a nice encapsulation in any case.
1584 */
1585 struct gl_array_object
1586 {
1587 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1588 GLuint Name;
1589
1590 GLint RefCount;
1591 _glthread_Mutex Mutex;
1592 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1593
1594 /** Conventional vertex arrays */
1595 /*@{*/
1596 struct gl_client_array Vertex;
1597 struct gl_client_array Weight;
1598 struct gl_client_array Normal;
1599 struct gl_client_array Color;
1600 struct gl_client_array SecondaryColor;
1601 struct gl_client_array FogCoord;
1602 struct gl_client_array Index;
1603 struct gl_client_array EdgeFlag;
1604 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1605 struct gl_client_array PointSize;
1606 /*@}*/
1607
1608 /**
1609 * Generic arrays for vertex programs/shaders.
1610 * For NV vertex programs, these attributes alias and take priority
1611 * over the conventional attribs above. For ARB vertex programs and
1612 * GLSL vertex shaders, these attributes are separate.
1613 */
1614 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1615
1616 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1617 GLbitfield _Enabled;
1618
1619 /**
1620 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1621 * we can determine the max legal (in bounds) glDrawElements array index.
1622 */
1623 GLuint _MaxElement;
1624 };
1625
1626
1627 /**
1628 * Vertex array state
1629 */
1630 struct gl_array_attrib
1631 {
1632 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1633 struct gl_array_object *ArrayObj;
1634
1635 /** The default vertex array object */
1636 struct gl_array_object *DefaultArrayObj;
1637
1638 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1639 struct _mesa_HashTable *Objects;
1640
1641 GLint ActiveTexture; /**< Client Active Texture */
1642 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1643 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1644
1645 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1646 GLboolean PrimitiveRestart;
1647 GLuint RestartIndex;
1648
1649 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1650 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1651
1652 /* GL_ARB_vertex_buffer_object */
1653 struct gl_buffer_object *ArrayBufferObj;
1654 struct gl_buffer_object *ElementArrayBufferObj;
1655 };
1656
1657
1658 /**
1659 * Feedback buffer state
1660 */
1661 struct gl_feedback
1662 {
1663 GLenum Type;
1664 GLbitfield _Mask; /**< FB_* bits */
1665 GLfloat *Buffer;
1666 GLuint BufferSize;
1667 GLuint Count;
1668 };
1669
1670
1671 /**
1672 * Selection buffer state
1673 */
1674 struct gl_selection
1675 {
1676 GLuint *Buffer; /**< selection buffer */
1677 GLuint BufferSize; /**< size of the selection buffer */
1678 GLuint BufferCount; /**< number of values in the selection buffer */
1679 GLuint Hits; /**< number of records in the selection buffer */
1680 GLuint NameStackDepth; /**< name stack depth */
1681 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1682 GLboolean HitFlag; /**< hit flag */
1683 GLfloat HitMinZ; /**< minimum hit depth */
1684 GLfloat HitMaxZ; /**< maximum hit depth */
1685 };
1686
1687
1688 /**
1689 * 1-D Evaluator control points
1690 */
1691 struct gl_1d_map
1692 {
1693 GLuint Order; /**< Number of control points */
1694 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1695 GLfloat *Points; /**< Points to contiguous control points */
1696 };
1697
1698
1699 /**
1700 * 2-D Evaluator control points
1701 */
1702 struct gl_2d_map
1703 {
1704 GLuint Uorder; /**< Number of control points in U dimension */
1705 GLuint Vorder; /**< Number of control points in V dimension */
1706 GLfloat u1, u2, du;
1707 GLfloat v1, v2, dv;
1708 GLfloat *Points; /**< Points to contiguous control points */
1709 };
1710
1711
1712 /**
1713 * All evaluator control point state
1714 */
1715 struct gl_evaluators
1716 {
1717 /**
1718 * \name 1-D maps
1719 */
1720 /*@{*/
1721 struct gl_1d_map Map1Vertex3;
1722 struct gl_1d_map Map1Vertex4;
1723 struct gl_1d_map Map1Index;
1724 struct gl_1d_map Map1Color4;
1725 struct gl_1d_map Map1Normal;
1726 struct gl_1d_map Map1Texture1;
1727 struct gl_1d_map Map1Texture2;
1728 struct gl_1d_map Map1Texture3;
1729 struct gl_1d_map Map1Texture4;
1730 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1731 /*@}*/
1732
1733 /**
1734 * \name 2-D maps
1735 */
1736 /*@{*/
1737 struct gl_2d_map Map2Vertex3;
1738 struct gl_2d_map Map2Vertex4;
1739 struct gl_2d_map Map2Index;
1740 struct gl_2d_map Map2Color4;
1741 struct gl_2d_map Map2Normal;
1742 struct gl_2d_map Map2Texture1;
1743 struct gl_2d_map Map2Texture2;
1744 struct gl_2d_map Map2Texture3;
1745 struct gl_2d_map Map2Texture4;
1746 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1747 /*@}*/
1748 };
1749
1750
1751 /**
1752 * Names of the various vertex/fragment program register files, etc.
1753 *
1754 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1755 * All values should fit in a 4-bit field.
1756 *
1757 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1758 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1759 * be "uniform" variables since they can only be set outside glBegin/End.
1760 * They're also all stored in the same Parameters array.
1761 */
1762 typedef enum
1763 {
1764 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1765 PROGRAM_INPUT, /**< machine->Inputs[] */
1766 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1767 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1768 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1769 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1770 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1771 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1772 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1773 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1774 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1775 PROGRAM_ADDRESS, /**< machine->AddressReg */
1776 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1777 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1778 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1779 PROGRAM_FILE_MAX
1780 } gl_register_file;
1781
1782
1783 /**
1784 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1785 * one of these values.
1786 */
1787 typedef enum
1788 {
1789 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1790 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1791 SYSTEM_VALUE_MAX /**< Number of values */
1792 } gl_system_value;
1793
1794
1795 /**
1796 * The possible interpolation qualifiers that can be applied to a fragment
1797 * shader input in GLSL.
1798 *
1799 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1800 * gl_fragment_program data structure to 0 causes the default behavior.
1801 */
1802 enum glsl_interp_qualifier
1803 {
1804 INTERP_QUALIFIER_NONE = 0,
1805 INTERP_QUALIFIER_SMOOTH,
1806 INTERP_QUALIFIER_FLAT,
1807 INTERP_QUALIFIER_NOPERSPECTIVE
1808 };
1809
1810
1811 /** Vertex and fragment instructions */
1812 struct prog_instruction;
1813 struct gl_program_parameter_list;
1814 struct gl_uniform_list;
1815
1816
1817 /**
1818 * Base class for any kind of program object
1819 */
1820 struct gl_program
1821 {
1822 GLuint Id;
1823 GLubyte *String; /**< Null-terminated program text */
1824 GLint RefCount;
1825 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1826 GLenum Format; /**< String encoding format */
1827 GLboolean Resident;
1828
1829 struct prog_instruction *Instructions;
1830
1831 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1832 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1833 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1834 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1835 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1836 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1837 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1838 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1839
1840
1841 /** Named parameters, constants, etc. from program text */
1842 struct gl_program_parameter_list *Parameters;
1843 /** Numbered local parameters */
1844 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1845
1846 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1847 GLubyte SamplerUnits[MAX_SAMPLERS];
1848 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1849 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1850
1851 /** Bitmask of which register files are read/written with indirect
1852 * addressing. Mask of (1 << PROGRAM_x) bits.
1853 */
1854 GLbitfield IndirectRegisterFiles;
1855
1856 /** Logical counts */
1857 /*@{*/
1858 GLuint NumInstructions;
1859 GLuint NumTemporaries;
1860 GLuint NumParameters;
1861 GLuint NumAttributes;
1862 GLuint NumAddressRegs;
1863 GLuint NumAluInstructions;
1864 GLuint NumTexInstructions;
1865 GLuint NumTexIndirections;
1866 /*@}*/
1867 /** Native, actual h/w counts */
1868 /*@{*/
1869 GLuint NumNativeInstructions;
1870 GLuint NumNativeTemporaries;
1871 GLuint NumNativeParameters;
1872 GLuint NumNativeAttributes;
1873 GLuint NumNativeAddressRegs;
1874 GLuint NumNativeAluInstructions;
1875 GLuint NumNativeTexInstructions;
1876 GLuint NumNativeTexIndirections;
1877 /*@}*/
1878 };
1879
1880
1881 /** Vertex program object */
1882 struct gl_vertex_program
1883 {
1884 struct gl_program Base; /**< base class */
1885 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1886 GLboolean IsPositionInvariant;
1887 GLboolean UsesClipDistance;
1888 };
1889
1890
1891 /** Geometry program object */
1892 struct gl_geometry_program
1893 {
1894 struct gl_program Base; /**< base class */
1895
1896 GLint VerticesOut;
1897 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1898 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1899 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1900 };
1901
1902
1903 /** Fragment program object */
1904 struct gl_fragment_program
1905 {
1906 struct gl_program Base; /**< base class */
1907 GLboolean UsesKill; /**< shader uses KIL instruction */
1908 GLboolean OriginUpperLeft;
1909 GLboolean PixelCenterInteger;
1910 enum gl_frag_depth_layout FragDepthLayout;
1911
1912 /**
1913 * GLSL interpolation qualifier associated with each fragment shader input.
1914 * For inputs that do not have an interpolation qualifier specified in
1915 * GLSL, the value is INTERP_QUALIFIER_NONE.
1916 */
1917 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1918 };
1919
1920
1921 /**
1922 * State common to vertex and fragment programs.
1923 */
1924 struct gl_program_state
1925 {
1926 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1927 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1928 };
1929
1930
1931 /**
1932 * Context state for vertex programs.
1933 */
1934 struct gl_vertex_program_state
1935 {
1936 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1937 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1938 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1939 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1940 /** Computed two sided lighting for fixed function/programs. */
1941 GLboolean _TwoSideEnabled;
1942 struct gl_vertex_program *Current; /**< User-bound vertex program */
1943
1944 /** Currently enabled and valid vertex program (including internal
1945 * programs, user-defined vertex programs and GLSL vertex shaders).
1946 * This is the program we must use when rendering.
1947 */
1948 struct gl_vertex_program *_Current;
1949
1950 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1951
1952 /* For GL_NV_vertex_program only: */
1953 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1954 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1955
1956 /** Should fixed-function T&L be implemented with a vertex prog? */
1957 GLboolean _MaintainTnlProgram;
1958
1959 /** Program to emulate fixed-function T&L (see above) */
1960 struct gl_vertex_program *_TnlProgram;
1961
1962 /** Cache of fixed-function programs */
1963 struct gl_program_cache *Cache;
1964
1965 GLboolean _Overriden;
1966 };
1967
1968
1969 /**
1970 * Context state for geometry programs.
1971 */
1972 struct gl_geometry_program_state
1973 {
1974 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1975 GLboolean _Enabled; /**< Enabled and valid program? */
1976 struct gl_geometry_program *Current; /**< user-bound geometry program */
1977
1978 /** Currently enabled and valid program (including internal programs
1979 * and compiled shader programs).
1980 */
1981 struct gl_geometry_program *_Current;
1982
1983 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1984
1985 /** Cache of fixed-function programs */
1986 struct gl_program_cache *Cache;
1987 };
1988
1989 /**
1990 * Context state for fragment programs.
1991 */
1992 struct gl_fragment_program_state
1993 {
1994 GLboolean Enabled; /**< User-set fragment program enable flag */
1995 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1996 struct gl_fragment_program *Current; /**< User-bound fragment program */
1997
1998 /** Currently enabled and valid fragment program (including internal
1999 * programs, user-defined fragment programs and GLSL fragment shaders).
2000 * This is the program we must use when rendering.
2001 */
2002 struct gl_fragment_program *_Current;
2003
2004 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2005
2006 /** Should fixed-function texturing be implemented with a fragment prog? */
2007 GLboolean _MaintainTexEnvProgram;
2008
2009 /** Program to emulate fixed-function texture env/combine (see above) */
2010 struct gl_fragment_program *_TexEnvProgram;
2011
2012 /** Cache of fixed-function programs */
2013 struct gl_program_cache *Cache;
2014 };
2015
2016
2017 /**
2018 * ATI_fragment_shader runtime state
2019 */
2020 #define ATI_FS_INPUT_PRIMARY 0
2021 #define ATI_FS_INPUT_SECONDARY 1
2022
2023 struct atifs_instruction;
2024 struct atifs_setupinst;
2025
2026 /**
2027 * ATI fragment shader
2028 */
2029 struct ati_fragment_shader
2030 {
2031 GLuint Id;
2032 GLint RefCount;
2033 struct atifs_instruction *Instructions[2];
2034 struct atifs_setupinst *SetupInst[2];
2035 GLfloat Constants[8][4];
2036 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2037 GLubyte numArithInstr[2];
2038 GLubyte regsAssigned[2];
2039 GLubyte NumPasses; /**< 1 or 2 */
2040 GLubyte cur_pass;
2041 GLubyte last_optype;
2042 GLboolean interpinp1;
2043 GLboolean isValid;
2044 GLuint swizzlerq;
2045 };
2046
2047 /**
2048 * Context state for GL_ATI_fragment_shader
2049 */
2050 struct gl_ati_fragment_shader_state
2051 {
2052 GLboolean Enabled;
2053 GLboolean _Enabled; /**< enabled and valid shader? */
2054 GLboolean Compiling;
2055 GLfloat GlobalConstants[8][4];
2056 struct ati_fragment_shader *Current;
2057 };
2058
2059
2060 /**
2061 * Occlusion/timer query object.
2062 */
2063 struct gl_query_object
2064 {
2065 GLenum Target; /**< The query target, when active */
2066 GLuint Id; /**< hash table ID/name */
2067 GLuint64EXT Result; /**< the counter */
2068 GLboolean Active; /**< inside Begin/EndQuery */
2069 GLboolean Ready; /**< result is ready? */
2070 };
2071
2072
2073 /**
2074 * Context state for query objects.
2075 */
2076 struct gl_query_state
2077 {
2078 struct _mesa_HashTable *QueryObjects;
2079 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2080 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2081
2082 /** GL_NV_conditional_render */
2083 struct gl_query_object *CondRenderQuery;
2084
2085 /** GL_EXT_transform_feedback */
2086 struct gl_query_object *PrimitivesGenerated;
2087 struct gl_query_object *PrimitivesWritten;
2088
2089 /** GL_ARB_timer_query */
2090 struct gl_query_object *TimeElapsed;
2091
2092 GLenum CondRenderMode;
2093 };
2094
2095
2096 /** Sync object state */
2097 struct gl_sync_object {
2098 struct simple_node link;
2099 GLenum Type; /**< GL_SYNC_FENCE */
2100 GLuint Name; /**< Fence name */
2101 GLint RefCount; /**< Reference count */
2102 GLboolean DeletePending; /**< Object was deleted while there were still
2103 * live references (e.g., sync not yet finished)
2104 */
2105 GLenum SyncCondition;
2106 GLbitfield Flags; /**< Flags passed to glFenceSync */
2107 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2108 };
2109
2110
2111 /** Set by #pragma directives */
2112 struct gl_sl_pragmas
2113 {
2114 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2115 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2116 GLboolean Optimize; /**< defaults on */
2117 GLboolean Debug; /**< defaults off */
2118 };
2119
2120
2121 /**
2122 * A GLSL vertex or fragment shader object.
2123 */
2124 struct gl_shader
2125 {
2126 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2127 GLuint Name; /**< AKA the handle */
2128 GLint RefCount; /**< Reference count */
2129 GLboolean DeletePending;
2130 GLboolean CompileStatus;
2131 const GLchar *Source; /**< Source code string */
2132 GLuint SourceChecksum; /**< for debug/logging purposes */
2133 struct gl_program *Program; /**< Post-compile assembly code */
2134 GLchar *InfoLog;
2135 struct gl_sl_pragmas Pragmas;
2136
2137 unsigned Version; /**< GLSL version used for linking */
2138
2139 struct exec_list *ir;
2140 struct glsl_symbol_table *symbols;
2141
2142 /** Shaders containing built-in functions that are used for linking. */
2143 struct gl_shader *builtins_to_link[16];
2144 unsigned num_builtins_to_link;
2145 };
2146
2147
2148 /**
2149 * A GLSL program object.
2150 * Basically a linked collection of vertex and fragment shaders.
2151 */
2152 struct gl_shader_program
2153 {
2154 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2155 GLuint Name; /**< aka handle or ID */
2156 GLint RefCount; /**< Reference count */
2157 GLboolean DeletePending;
2158
2159 /**
2160 * Flags that the linker should not reject the program if it lacks
2161 * a vertex or fragment shader. GLES2 doesn't allow separate
2162 * shader objects, and would reject them. However, we internally
2163 * build separate shader objects for fixed function programs, which
2164 * we use for drivers/common/meta.c and for handling
2165 * _mesa_update_state with no program bound (for example in
2166 * glClear()).
2167 */
2168 GLboolean InternalSeparateShader;
2169
2170 GLuint NumShaders; /**< number of attached shaders */
2171 struct gl_shader **Shaders; /**< List of attached the shaders */
2172
2173 /**
2174 * User-defined attribute bindings
2175 *
2176 * These are set via \c glBindAttribLocation and are used to direct the
2177 * GLSL linker. These are \b not the values used in the compiled shader,
2178 * and they are \b not the values returned by \c glGetAttribLocation.
2179 */
2180 struct string_to_uint_map *AttributeBindings;
2181
2182 /** Transform feedback varyings */
2183 struct {
2184 GLenum BufferMode;
2185 GLuint NumVarying;
2186 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2187 } TransformFeedback;
2188
2189 /** Geometry shader state - copied into gl_geometry_program at link time */
2190 struct {
2191 GLint VerticesOut;
2192 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2193 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2194 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2195 } Geom;
2196
2197 /** Vertex shader state - copied into gl_vertex_program at link time */
2198 struct {
2199 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2200 } Vert;
2201
2202 /* post-link info: */
2203 struct gl_uniform_list *Uniforms;
2204 struct gl_program_parameter_list *Varying;
2205 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2206 GLboolean Validated;
2207 GLboolean _Used; /**< Ever used for drawing? */
2208 GLchar *InfoLog;
2209
2210 unsigned Version; /**< GLSL version used for linking */
2211
2212 /**
2213 * Per-stage shaders resulting from the first stage of linking.
2214 *
2215 * Set of linked shaders for this program. The array is accessed using the
2216 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2217 * \c NULL.
2218 */
2219 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2220 };
2221
2222
2223 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2224 #define GLSL_LOG 0x2 /**< Write shaders to files */
2225 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2226 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2227 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2228 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2229 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2230 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2231
2232
2233 /**
2234 * Context state for GLSL vertex/fragment shaders.
2235 */
2236 struct gl_shader_state
2237 {
2238 /**
2239 * Programs used for rendering
2240 *
2241 * There is a separate program set for each shader stage. If
2242 * GL_EXT_separate_shader_objects is not supported, each of these must point
2243 * to \c NULL or to the same program.
2244 */
2245 struct gl_shader_program *CurrentVertexProgram;
2246 struct gl_shader_program *CurrentGeometryProgram;
2247 struct gl_shader_program *CurrentFragmentProgram;
2248
2249 /**
2250 * Program used by glUniform calls.
2251 *
2252 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2253 */
2254 struct gl_shader_program *ActiveProgram;
2255
2256 GLbitfield Flags; /**< Mask of GLSL_x flags */
2257 };
2258
2259 /**
2260 * Compiler options for a single GLSL shaders type
2261 */
2262 struct gl_shader_compiler_options
2263 {
2264 /** Driver-selectable options: */
2265 GLboolean EmitCondCodes; /**< Use condition codes? */
2266 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2267 GLboolean EmitNoLoops;
2268 GLboolean EmitNoFunctions;
2269 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2270 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2271 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2272 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2273 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2274
2275 /**
2276 * \name Forms of indirect addressing the driver cannot do.
2277 */
2278 /*@{*/
2279 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2280 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2281 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2282 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2283 /*@}*/
2284
2285 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2286 GLuint MaxUnrollIterations;
2287
2288 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2289 };
2290
2291 /**
2292 * Transform feedback object state
2293 */
2294 struct gl_transform_feedback_object
2295 {
2296 GLuint Name; /**< AKA the object ID */
2297 GLint RefCount;
2298 GLboolean Active; /**< Is transform feedback enabled? */
2299 GLboolean Paused; /**< Is transform feedback paused? */
2300
2301 /** The feedback buffers */
2302 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2303 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2304
2305 /** Start of feedback data in dest buffer */
2306 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2307 /** Max data to put into dest buffer (in bytes) */
2308 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2309 };
2310
2311
2312 /**
2313 * Context state for transform feedback.
2314 */
2315 struct gl_transform_feedback
2316 {
2317 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2318
2319 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2320
2321 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2322 struct gl_buffer_object *CurrentBuffer;
2323
2324 /** The table of all transform feedback objects */
2325 struct _mesa_HashTable *Objects;
2326
2327 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2328 struct gl_transform_feedback_object *CurrentObject;
2329
2330 /** The default xform-fb object (Name==0) */
2331 struct gl_transform_feedback_object *DefaultObject;
2332 };
2333
2334
2335
2336 /**
2337 * State which can be shared by multiple contexts:
2338 */
2339 struct gl_shared_state
2340 {
2341 _glthread_Mutex Mutex; /**< for thread safety */
2342 GLint RefCount; /**< Reference count */
2343 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2344 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2345
2346 /** Default texture objects (shared by all texture units) */
2347 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2348
2349 /** Fallback texture used when a bound texture is incomplete */
2350 struct gl_texture_object *FallbackTex;
2351
2352 /**
2353 * \name Thread safety and statechange notification for texture
2354 * objects.
2355 *
2356 * \todo Improve the granularity of locking.
2357 */
2358 /*@{*/
2359 _glthread_Mutex TexMutex; /**< texobj thread safety */
2360 GLuint TextureStateStamp; /**< state notification for shared tex */
2361 /*@}*/
2362
2363 /** Default buffer object for vertex arrays that aren't in VBOs */
2364 struct gl_buffer_object *NullBufferObj;
2365
2366 /**
2367 * \name Vertex/geometry/fragment programs
2368 */
2369 /*@{*/
2370 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2371 struct gl_vertex_program *DefaultVertexProgram;
2372 struct gl_fragment_program *DefaultFragmentProgram;
2373 struct gl_geometry_program *DefaultGeometryProgram;
2374 /*@}*/
2375
2376 /* GL_ATI_fragment_shader */
2377 struct _mesa_HashTable *ATIShaders;
2378 struct ati_fragment_shader *DefaultFragmentShader;
2379
2380 struct _mesa_HashTable *BufferObjects;
2381
2382 /** Table of both gl_shader and gl_shader_program objects */
2383 struct _mesa_HashTable *ShaderObjects;
2384
2385 /* GL_EXT_framebuffer_object */
2386 struct _mesa_HashTable *RenderBuffers;
2387 struct _mesa_HashTable *FrameBuffers;
2388
2389 /* GL_ARB_sync */
2390 struct simple_node SyncObjects;
2391
2392 /** GL_ARB_sampler_objects */
2393 struct _mesa_HashTable *SamplerObjects;
2394
2395 void *DriverData; /**< Device driver shared state */
2396 };
2397
2398
2399
2400
2401 /**
2402 * A renderbuffer stores colors or depth values or stencil values.
2403 * A framebuffer object will have a collection of these.
2404 * Data are read/written to the buffer with a handful of Get/Put functions.
2405 *
2406 * Instances of this object are allocated with the Driver's NewRenderbuffer
2407 * hook. Drivers will likely wrap this class inside a driver-specific
2408 * class to simulate inheritance.
2409 */
2410 struct gl_renderbuffer
2411 {
2412 _glthread_Mutex Mutex; /**< for thread safety */
2413 GLuint ClassID; /**< Useful for drivers */
2414 GLuint Name;
2415 GLint RefCount;
2416 GLuint Width, Height;
2417 GLint RowStride; /**< Padded width in units of pixels */
2418 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2419
2420 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2421
2422 GLubyte NumSamples;
2423
2424 GLenum InternalFormat; /**< The user-specified format */
2425 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2426 GL_STENCIL_INDEX. */
2427 gl_format Format; /**< The actual renderbuffer memory format */
2428
2429 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2430 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2431
2432 /* Used to wrap one renderbuffer around another: */
2433 struct gl_renderbuffer *Wrapped;
2434
2435 /* Delete this renderbuffer */
2436 void (*Delete)(struct gl_renderbuffer *rb);
2437
2438 /* Allocate new storage for this renderbuffer */
2439 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2440 GLenum internalFormat,
2441 GLuint width, GLuint height);
2442
2443 /* Lock/Unlock are called before/after calling the Get/Put functions.
2444 * Not sure this is the right place for these yet.
2445 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2446 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2447 */
2448
2449 /* Return a pointer to the element/pixel at (x,y).
2450 * Should return NULL if the buffer memory can't be directly addressed.
2451 */
2452 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2453 GLint x, GLint y);
2454
2455 /* Get/Read a row of values.
2456 * The values will be of format _BaseFormat and type DataType.
2457 */
2458 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2459 GLint x, GLint y, void *values);
2460
2461 /* Get/Read values at arbitrary locations.
2462 * The values will be of format _BaseFormat and type DataType.
2463 */
2464 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2465 const GLint x[], const GLint y[], void *values);
2466
2467 /* Put/Write a row of values.
2468 * The values will be of format _BaseFormat and type DataType.
2469 */
2470 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2471 GLint x, GLint y, const void *values, const GLubyte *mask);
2472
2473 /* Put/Write a row of RGB values. This is a special-case routine that's
2474 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2475 * a common case for glDrawPixels and some triangle routines.
2476 * The values will be of format GL_RGB and type DataType.
2477 */
2478 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2479 GLint x, GLint y, const void *values, const GLubyte *mask);
2480
2481
2482 /* Put/Write a row of identical values.
2483 * The values will be of format _BaseFormat and type DataType.
2484 */
2485 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2486 GLint x, GLint y, const void *value, const GLubyte *mask);
2487
2488 /* Put/Write values at arbitrary locations.
2489 * The values will be of format _BaseFormat and type DataType.
2490 */
2491 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2492 const GLint x[], const GLint y[], const void *values,
2493 const GLubyte *mask);
2494 /* Put/Write identical values at arbitrary locations.
2495 * The values will be of format _BaseFormat and type DataType.
2496 */
2497 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2498 GLuint count, const GLint x[], const GLint y[],
2499 const void *value, const GLubyte *mask);
2500 };
2501
2502
2503 /**
2504 * A renderbuffer attachment points to either a texture object (and specifies
2505 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2506 */
2507 struct gl_renderbuffer_attachment
2508 {
2509 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2510 GLboolean Complete;
2511
2512 /**
2513 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2514 * application supplied renderbuffer object.
2515 */
2516 struct gl_renderbuffer *Renderbuffer;
2517
2518 /**
2519 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2520 * supplied texture object.
2521 */
2522 struct gl_texture_object *Texture;
2523 GLuint TextureLevel; /**< Attached mipmap level. */
2524 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2525 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2526 * and 2D array textures */
2527 };
2528
2529
2530 /**
2531 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2532 * In C++ terms, think of this as a base class from which device drivers
2533 * will make derived classes.
2534 */
2535 struct gl_framebuffer
2536 {
2537 _glthread_Mutex Mutex; /**< for thread safety */
2538 /**
2539 * If zero, this is a window system framebuffer. If non-zero, this
2540 * is a FBO framebuffer; note that for some devices (i.e. those with
2541 * a natural pixel coordinate system for FBOs that differs from the
2542 * OpenGL/Mesa coordinate system), this means that the viewport,
2543 * polygon face orientation, and polygon stipple will have to be inverted.
2544 */
2545 GLuint Name;
2546
2547 GLint RefCount;
2548 GLboolean DeletePending;
2549
2550 /**
2551 * The framebuffer's visual. Immutable if this is a window system buffer.
2552 * Computed from attachments if user-made FBO.
2553 */
2554 struct gl_config Visual;
2555
2556 GLboolean Initialized;
2557
2558 GLuint Width, Height; /**< size of frame buffer in pixels */
2559
2560 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2561 /*@{*/
2562 GLint _Xmin, _Xmax; /**< inclusive */
2563 GLint _Ymin, _Ymax; /**< exclusive */
2564 /*@}*/
2565
2566 /** \name Derived Z buffer stuff */
2567 /*@{*/
2568 GLuint _DepthMax; /**< Max depth buffer value */
2569 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2570 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2571 /*@}*/
2572
2573 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2574 GLenum _Status;
2575
2576 /** Integer color values */
2577 GLboolean _IntegerColor;
2578
2579 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2580 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2581
2582 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2583 * attribute group and GL_PIXEL attribute group, respectively.
2584 */
2585 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2586 GLenum ColorReadBuffer;
2587
2588 /** Computed from ColorDraw/ReadBuffer above */
2589 GLuint _NumColorDrawBuffers;
2590 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2591 GLint _ColorReadBufferIndex; /* -1 = None */
2592 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2593 struct gl_renderbuffer *_ColorReadBuffer;
2594
2595 /** The Actual depth/stencil buffers to use. May be wrappers around the
2596 * depth/stencil buffers attached above. */
2597 struct gl_renderbuffer *_DepthBuffer;
2598 struct gl_renderbuffer *_StencilBuffer;
2599
2600 /** Delete this framebuffer */
2601 void (*Delete)(struct gl_framebuffer *fb);
2602 };
2603
2604
2605 /**
2606 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2607 */
2608 struct gl_precision
2609 {
2610 GLushort RangeMin; /**< min value exponent */
2611 GLushort RangeMax; /**< max value exponent */
2612 GLushort Precision; /**< number of mantissa bits */
2613 };
2614
2615
2616 /**
2617 * Limits for vertex, geometry and fragment programs/shaders.
2618 */
2619 struct gl_program_constants
2620 {
2621 /* logical limits */
2622 GLuint MaxInstructions;
2623 GLuint MaxAluInstructions;
2624 GLuint MaxTexInstructions;
2625 GLuint MaxTexIndirections;
2626 GLuint MaxAttribs;
2627 GLuint MaxTemps;
2628 GLuint MaxAddressRegs;
2629 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2630 GLuint MaxParameters;
2631 GLuint MaxLocalParams;
2632 GLuint MaxEnvParams;
2633 /* native/hardware limits */
2634 GLuint MaxNativeInstructions;
2635 GLuint MaxNativeAluInstructions;
2636 GLuint MaxNativeTexInstructions;
2637 GLuint MaxNativeTexIndirections;
2638 GLuint MaxNativeAttribs;
2639 GLuint MaxNativeTemps;
2640 GLuint MaxNativeAddressRegs;
2641 GLuint MaxNativeParameters;
2642 /* For shaders */
2643 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2644 /* ES 2.0 and GL_ARB_ES2_compatibility */
2645 struct gl_precision LowFloat, MediumFloat, HighFloat;
2646 struct gl_precision LowInt, MediumInt, HighInt;
2647 };
2648
2649
2650 /**
2651 * Constants which may be overridden by device driver during context creation
2652 * but are never changed after that.
2653 */
2654 struct gl_constants
2655 {
2656 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2657 GLint MaxTextureLevels; /**< Max mipmap levels. */
2658 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2659 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2660 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2661 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2662 GLuint MaxTextureCoordUnits;
2663 GLuint MaxTextureImageUnits;
2664 GLuint MaxVertexTextureImageUnits;
2665 GLuint MaxCombinedTextureImageUnits;
2666 GLuint MaxGeometryTextureImageUnits;
2667 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2668 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2669 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2670 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2671
2672 GLuint MaxArrayLockSize;
2673
2674 GLint SubPixelBits;
2675
2676 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2677 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2678 GLfloat PointSizeGranularity;
2679 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2680 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2681 GLfloat LineWidthGranularity;
2682
2683 GLuint MaxColorTableSize;
2684
2685 GLuint MaxClipPlanes;
2686 GLuint MaxLights;
2687 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2688 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2689
2690 GLuint MaxViewportWidth, MaxViewportHeight;
2691
2692 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2693 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2694 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2695 GLuint MaxProgramMatrices;
2696 GLuint MaxProgramMatrixStackDepth;
2697
2698 /** vertex array / buffer object bounds checking */
2699 GLboolean CheckArrayBounds;
2700
2701 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2702
2703 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2704 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2705 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2706
2707 /** Number of varying vectors between vertex and fragment shaders */
2708 GLuint MaxVarying;
2709 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2710 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2711
2712 /** GL_ARB_geometry_shader4 */
2713 GLuint MaxGeometryOutputVertices;
2714 GLuint MaxGeometryTotalOutputComponents;
2715
2716 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2717
2718 /**
2719 * Does the driver support real 32-bit integers? (Otherwise, integers are
2720 * simulated via floats.)
2721 */
2722 GLboolean NativeIntegers;
2723
2724 /**
2725 * If the driver supports real 32-bit integers, what integer value should be
2726 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2727 */
2728 GLuint UniformBooleanTrue;
2729
2730 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2731 GLbitfield SupportedBumpUnits;
2732
2733 /**
2734 * Maximum amount of time, measured in nanseconds, that the server can wait.
2735 */
2736 GLuint64 MaxServerWaitTimeout;
2737
2738 /** GL_EXT_provoking_vertex */
2739 GLboolean QuadsFollowProvokingVertexConvention;
2740
2741 /** OpenGL version 3.0 */
2742 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2743
2744 /** OpenGL version 3.2 */
2745 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2746
2747 /** GL_EXT_transform_feedback */
2748 GLuint MaxTransformFeedbackSeparateAttribs;
2749 GLuint MaxTransformFeedbackSeparateComponents;
2750 GLuint MaxTransformFeedbackInterleavedComponents;
2751
2752 /** GL_EXT_gpu_shader4 */
2753 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2754
2755 /* GL_EXT_framebuffer_sRGB */
2756 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2757
2758 /* GL_ARB_robustness */
2759 GLenum ResetStrategy;
2760
2761 /**
2762 * Whether the implementation strips out and ignores texture borders.
2763 *
2764 * Many GPU hardware implementations don't support rendering with texture
2765 * borders and mipmapped textures. (Note: not static border color, but the
2766 * old 1-pixel border around each edge). Implementations then have to do
2767 * slow fallbacks to be correct, or just ignore the border and be fast but
2768 * wrong. Setting the flag stripts the border off of TexImage calls,
2769 * providing "fast but wrong" at significantly reduced driver complexity.
2770 *
2771 * Texture borders are deprecated in GL 3.0.
2772 **/
2773 GLboolean StripTextureBorder;
2774 };
2775
2776
2777 /**
2778 * Enable flag for each OpenGL extension. Different device drivers will
2779 * enable different extensions at runtime.
2780 */
2781 struct gl_extensions
2782 {
2783 GLboolean dummy; /* don't remove this! */
2784 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2785 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2786 GLboolean ARB_ES2_compatibility;
2787 GLboolean ARB_blend_func_extended;
2788 GLboolean ARB_color_buffer_float;
2789 GLboolean ARB_copy_buffer;
2790 GLboolean ARB_depth_buffer_float;
2791 GLboolean ARB_depth_clamp;
2792 GLboolean ARB_depth_texture;
2793 GLboolean ARB_draw_buffers_blend;
2794 GLboolean ARB_draw_elements_base_vertex;
2795 GLboolean ARB_draw_instanced;
2796 GLboolean ARB_fragment_coord_conventions;
2797 GLboolean ARB_fragment_program;
2798 GLboolean ARB_fragment_program_shadow;
2799 GLboolean ARB_fragment_shader;
2800 GLboolean ARB_framebuffer_object;
2801 GLboolean ARB_explicit_attrib_location;
2802 GLboolean ARB_geometry_shader4;
2803 GLboolean ARB_half_float_pixel;
2804 GLboolean ARB_half_float_vertex;
2805 GLboolean ARB_instanced_arrays;
2806 GLboolean ARB_map_buffer_range;
2807 GLboolean ARB_occlusion_query;
2808 GLboolean ARB_occlusion_query2;
2809 GLboolean ARB_point_sprite;
2810 GLboolean ARB_sampler_objects;
2811 GLboolean ARB_seamless_cube_map;
2812 GLboolean ARB_shader_objects;
2813 GLboolean ARB_shader_stencil_export;
2814 GLboolean ARB_shader_texture_lod;
2815 GLboolean ARB_shading_language_100;
2816 GLboolean ARB_shadow;
2817 GLboolean ARB_shadow_ambient;
2818 GLboolean ARB_sync;
2819 GLboolean ARB_texture_border_clamp;
2820 GLboolean ARB_texture_buffer_object;
2821 GLboolean ARB_texture_compression_rgtc;
2822 GLboolean ARB_texture_cube_map;
2823 GLboolean ARB_texture_env_combine;
2824 GLboolean ARB_texture_env_crossbar;
2825 GLboolean ARB_texture_env_dot3;
2826 GLboolean ARB_texture_float;
2827 GLboolean ARB_texture_multisample;
2828 GLboolean ARB_texture_non_power_of_two;
2829 GLboolean ARB_texture_rg;
2830 GLboolean ARB_texture_rgb10_a2ui;
2831 GLboolean ARB_texture_storage;
2832 GLboolean ARB_timer_query;
2833 GLboolean ARB_transform_feedback2;
2834 GLboolean ARB_transpose_matrix;
2835 GLboolean ARB_uniform_buffer_object;
2836 GLboolean ARB_vertex_array_object;
2837 GLboolean ARB_vertex_program;
2838 GLboolean ARB_vertex_shader;
2839 GLboolean ARB_vertex_type_2_10_10_10_rev;
2840 GLboolean ARB_window_pos;
2841 GLboolean EXT_blend_color;
2842 GLboolean EXT_blend_equation_separate;
2843 GLboolean EXT_blend_func_separate;
2844 GLboolean EXT_blend_minmax;
2845 GLboolean EXT_clip_volume_hint;
2846 GLboolean EXT_compiled_vertex_array;
2847 GLboolean EXT_depth_bounds_test;
2848 GLboolean EXT_draw_buffers2;
2849 GLboolean EXT_draw_range_elements;
2850 GLboolean EXT_fog_coord;
2851 GLboolean EXT_framebuffer_blit;
2852 GLboolean EXT_framebuffer_multisample;
2853 GLboolean EXT_framebuffer_object;
2854 GLboolean EXT_framebuffer_sRGB;
2855 GLboolean EXT_gpu_program_parameters;
2856 GLboolean EXT_gpu_shader4;
2857 GLboolean EXT_packed_depth_stencil;
2858 GLboolean EXT_packed_float;
2859 GLboolean EXT_packed_pixels;
2860 GLboolean EXT_pixel_buffer_object;
2861 GLboolean EXT_point_parameters;
2862 GLboolean EXT_provoking_vertex;
2863 GLboolean EXT_rescale_normal;
2864 GLboolean EXT_shadow_funcs;
2865 GLboolean EXT_secondary_color;
2866 GLboolean EXT_separate_shader_objects;
2867 GLboolean EXT_separate_specular_color;
2868 GLboolean EXT_stencil_two_side;
2869 GLboolean EXT_texture3D;
2870 GLboolean EXT_texture_array;
2871 GLboolean EXT_texture_compression_latc;
2872 GLboolean EXT_texture_compression_s3tc;
2873 GLboolean EXT_texture_env_dot3;
2874 GLboolean EXT_texture_filter_anisotropic;
2875 GLboolean EXT_texture_integer;
2876 GLboolean EXT_texture_mirror_clamp;
2877 GLboolean EXT_texture_shared_exponent;
2878 GLboolean EXT_texture_snorm;
2879 GLboolean EXT_texture_sRGB;
2880 GLboolean EXT_texture_sRGB_decode;
2881 GLboolean EXT_texture_swizzle;
2882 GLboolean EXT_transform_feedback;
2883 GLboolean EXT_timer_query;
2884 GLboolean EXT_vertex_array_bgra;
2885 GLboolean OES_standard_derivatives;
2886 /* vendor extensions */
2887 GLboolean AMD_conservative_depth;
2888 GLboolean AMD_seamless_cubemap_per_texture;
2889 GLboolean APPLE_packed_pixels;
2890 GLboolean APPLE_vertex_array_object;
2891 GLboolean APPLE_object_purgeable;
2892 GLboolean ATI_envmap_bumpmap;
2893 GLboolean ATI_texture_compression_3dc;
2894 GLboolean ATI_texture_mirror_once;
2895 GLboolean ATI_texture_env_combine3;
2896 GLboolean ATI_fragment_shader;
2897 GLboolean ATI_separate_stencil;
2898 GLboolean IBM_rasterpos_clip;
2899 GLboolean IBM_multimode_draw_arrays;
2900 GLboolean MESA_pack_invert;
2901 GLboolean MESA_resize_buffers;
2902 GLboolean MESA_ycbcr_texture;
2903 GLboolean MESA_texture_array;
2904 GLboolean NV_blend_square;
2905 GLboolean NV_conditional_render;
2906 GLboolean NV_fog_distance;
2907 GLboolean NV_fragment_program;
2908 GLboolean NV_fragment_program_option;
2909 GLboolean NV_light_max_exponent;
2910 GLboolean NV_point_sprite;
2911 GLboolean NV_primitive_restart;
2912 GLboolean NV_texture_barrier;
2913 GLboolean NV_texgen_reflection;
2914 GLboolean NV_texture_env_combine4;
2915 GLboolean NV_texture_rectangle;
2916 GLboolean NV_vertex_program;
2917 GLboolean NV_vertex_program1_1;
2918 GLboolean SGIS_texture_lod;
2919 GLboolean TDFX_texture_compression_FXT1;
2920 GLboolean S3_s3tc;
2921 GLboolean OES_EGL_image;
2922 GLboolean OES_draw_texture;
2923 GLboolean extension_sentinel;
2924 /** The extension string */
2925 const GLubyte *String;
2926 /** Number of supported extensions */
2927 GLuint Count;
2928 };
2929
2930
2931 /**
2932 * A stack of matrices (projection, modelview, color, texture, etc).
2933 */
2934 struct gl_matrix_stack
2935 {
2936 GLmatrix *Top; /**< points into Stack */
2937 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2938 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2939 GLuint MaxDepth; /**< size of Stack[] array */
2940 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2941 };
2942
2943
2944 /**
2945 * \name Bits for image transfer operations
2946 * \sa __struct gl_contextRec::ImageTransferState.
2947 */
2948 /*@{*/
2949 #define IMAGE_SCALE_BIAS_BIT 0x1
2950 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2951 #define IMAGE_MAP_COLOR_BIT 0x4
2952 #define IMAGE_CLAMP_BIT 0x800
2953
2954
2955 /** Pixel Transfer ops */
2956 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2957 IMAGE_SHIFT_OFFSET_BIT | \
2958 IMAGE_MAP_COLOR_BIT)
2959
2960 /**
2961 * \name Bits to indicate what state has changed.
2962 */
2963 /*@{*/
2964 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2965 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2966 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2967 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2968 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2969 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2970 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2971 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2972 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2973 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2974 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2975 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2976 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2977 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2978 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2979 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2980 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2981 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2982 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2983 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2984 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2985 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2986 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2987 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2988 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2989 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2990 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2991 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2992 #define _NEW_BUFFER_OBJECT (1 << 28)
2993 #define _NEW_FRAG_CLAMP (1 << 29)
2994 #define _NEW_ALL ~0
2995 /*@}*/
2996
2997
2998 /**
2999 * \name Bits to track array state changes
3000 *
3001 * Also used to summarize array enabled.
3002 */
3003 /*@{*/
3004 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3005 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3006 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3007 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3008 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3009 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3010 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3011 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3012 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3013 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3014 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3015 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3016 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3017 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3018 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3019 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3020 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3021 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3022 #define _NEW_ARRAY_ALL 0xffffffff
3023
3024
3025 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3026 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3027 /*@}*/
3028
3029
3030
3031 /**
3032 * \name A bunch of flags that we think might be useful to drivers.
3033 *
3034 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3035 */
3036 /*@{*/
3037 #define DD_FLATSHADE 0x1
3038 #define DD_SEPARATE_SPECULAR 0x2
3039 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3040 #define DD_TRI_LIGHT_TWOSIDE 0x8
3041 #define DD_TRI_UNFILLED 0x10
3042 #define DD_TRI_SMOOTH 0x20
3043 #define DD_TRI_STIPPLE 0x40
3044 #define DD_TRI_OFFSET 0x80
3045 #define DD_LINE_SMOOTH 0x100
3046 #define DD_LINE_STIPPLE 0x200
3047 #define DD_POINT_SMOOTH 0x400
3048 #define DD_POINT_ATTEN 0x800
3049 #define DD_TRI_TWOSTENCIL 0x1000
3050 /*@}*/
3051
3052
3053 /**
3054 * \name Define the state changes under which each of these bits might change
3055 */
3056 /*@{*/
3057 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3058 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3059 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3060 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3061 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3062 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3063 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3064 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3065 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3066 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3067 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3068 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3069 #define _DD_NEW_POINT_SIZE _NEW_POINT
3070 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3071 /*@}*/
3072
3073
3074 /**
3075 * Composite state flags
3076 */
3077 /*@{*/
3078 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3079 _NEW_TEXTURE | \
3080 _NEW_POINT | \
3081 _NEW_PROGRAM | \
3082 _NEW_MODELVIEW)
3083 /*@}*/
3084
3085
3086
3087
3088 /* This has to be included here. */
3089 #include "dd.h"
3090
3091
3092 /**
3093 * Display list flags.
3094 * Strictly this is a tnl-private concept, but it doesn't seem
3095 * worthwhile adding a tnl private structure just to hold this one bit
3096 * of information:
3097 */
3098 #define DLIST_DANGLING_REFS 0x1
3099
3100
3101 /** Opaque declaration of display list payload data type */
3102 union gl_dlist_node;
3103
3104
3105 /**
3106 * Provide a location where information about a display list can be
3107 * collected. Could be extended with driverPrivate structures,
3108 * etc. in the future.
3109 */
3110 struct gl_display_list
3111 {
3112 GLuint Name;
3113 GLbitfield Flags; /**< DLIST_x flags */
3114 /** The dlist commands are in a linked list of nodes */
3115 union gl_dlist_node *Head;
3116 };
3117
3118
3119 /**
3120 * State used during display list compilation and execution.
3121 */
3122 struct gl_dlist_state
3123 {
3124 GLuint CallDepth; /**< Current recursion calling depth */
3125
3126 struct gl_display_list *CurrentList; /**< List currently being compiled */
3127 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3128 GLuint CurrentPos; /**< Index into current block of nodes */
3129
3130 GLvertexformat ListVtxfmt;
3131
3132 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3133 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3134
3135 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3136 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3137
3138 GLubyte ActiveIndex;
3139 GLfloat CurrentIndex;
3140
3141 GLubyte ActiveEdgeFlag;
3142 GLboolean CurrentEdgeFlag;
3143
3144 struct {
3145 /* State known to have been set by the currently-compiling display
3146 * list. Used to eliminate some redundant state changes.
3147 */
3148 GLenum ShadeModel;
3149 } Current;
3150 };
3151
3152
3153 /**
3154 * Enum for the OpenGL APIs we know about and may support.
3155 */
3156 typedef enum
3157 {
3158 API_OPENGL,
3159 API_OPENGLES,
3160 API_OPENGLES2
3161 } gl_api;
3162
3163
3164 /**
3165 * Mesa rendering context.
3166 *
3167 * This is the central context data structure for Mesa. Almost all
3168 * OpenGL state is contained in this structure.
3169 * Think of this as a base class from which device drivers will derive
3170 * sub classes.
3171 *
3172 * The struct gl_context typedef names this structure.
3173 */
3174 struct gl_context
3175 {
3176 /** State possibly shared with other contexts in the address space */
3177 struct gl_shared_state *Shared;
3178
3179 /** \name API function pointer tables */
3180 /*@{*/
3181 gl_api API;
3182 struct _glapi_table *Save; /**< Display list save functions */
3183 struct _glapi_table *Exec; /**< Execute functions */
3184 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3185 /*@}*/
3186
3187 struct gl_config Visual;
3188 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3189 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3190 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3191 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3192
3193 /**
3194 * Device driver function pointer table
3195 */
3196 struct dd_function_table Driver;
3197
3198 void *DriverCtx; /**< Points to device driver context/state */
3199
3200 /** Core/Driver constants */
3201 struct gl_constants Const;
3202
3203 /** \name The various 4x4 matrix stacks */
3204 /*@{*/
3205 struct gl_matrix_stack ModelviewMatrixStack;
3206 struct gl_matrix_stack ProjectionMatrixStack;
3207 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3208 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3209 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3210 /*@}*/
3211
3212 /** Combined modelview and projection matrix */
3213 GLmatrix _ModelProjectMatrix;
3214
3215 /** \name Display lists */
3216 struct gl_dlist_state ListState;
3217
3218 GLboolean ExecuteFlag; /**< Execute GL commands? */
3219 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3220
3221 /** Extension information */
3222 struct gl_extensions Extensions;
3223
3224 /** Version info */
3225 GLuint VersionMajor, VersionMinor;
3226 char *VersionString;
3227
3228 /** \name State attribute stack (for glPush/PopAttrib) */
3229 /*@{*/
3230 GLuint AttribStackDepth;
3231 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3232 /*@}*/
3233
3234 /** \name Renderer attribute groups
3235 *
3236 * We define a struct for each attribute group to make pushing and popping
3237 * attributes easy. Also it's a good organization.
3238 */
3239 /*@{*/
3240 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3241 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3242 struct gl_current_attrib Current; /**< Current attributes */
3243 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3244 struct gl_eval_attrib Eval; /**< Eval attributes */
3245 struct gl_fog_attrib Fog; /**< Fog attributes */
3246 struct gl_hint_attrib Hint; /**< Hint attributes */
3247 struct gl_light_attrib Light; /**< Light attributes */
3248 struct gl_line_attrib Line; /**< Line attributes */
3249 struct gl_list_attrib List; /**< List attributes */
3250 struct gl_multisample_attrib Multisample;
3251 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3252 struct gl_point_attrib Point; /**< Point attributes */
3253 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3254 GLuint PolygonStipple[32]; /**< Polygon stipple */
3255 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3256 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3257 struct gl_texture_attrib Texture; /**< Texture attributes */
3258 struct gl_transform_attrib Transform; /**< Transformation attributes */
3259 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3260 /*@}*/
3261
3262 /** \name Client attribute stack */
3263 /*@{*/
3264 GLuint ClientAttribStackDepth;
3265 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3266 /*@}*/
3267
3268 /** \name Client attribute groups */
3269 /*@{*/
3270 struct gl_array_attrib Array; /**< Vertex arrays */
3271 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3272 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3273 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3274 /*@}*/
3275
3276 /** \name Other assorted state (not pushed/popped on attribute stack) */
3277 /*@{*/
3278 struct gl_pixelmaps PixelMaps;
3279
3280 struct gl_evaluators EvalMap; /**< All evaluators */
3281 struct gl_feedback Feedback; /**< Feedback */
3282 struct gl_selection Select; /**< Selection */
3283
3284 struct gl_program_state Program; /**< general program state */
3285 struct gl_vertex_program_state VertexProgram;
3286 struct gl_fragment_program_state FragmentProgram;
3287 struct gl_geometry_program_state GeometryProgram;
3288 struct gl_ati_fragment_shader_state ATIFragmentShader;
3289
3290 struct gl_shader_state Shader; /**< GLSL shader object state */
3291 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3292
3293 struct gl_query_state Query; /**< occlusion, timer queries */
3294
3295 struct gl_transform_feedback TransformFeedback;
3296
3297 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3298 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3299 /*@}*/
3300
3301 struct gl_meta_state *Meta; /**< for "meta" operations */
3302
3303 /* GL_EXT_framebuffer_object */
3304 struct gl_renderbuffer *CurrentRenderbuffer;
3305
3306 GLenum ErrorValue; /**< Last error code */
3307
3308 /* GL_ARB_robustness */
3309 GLenum ResetStatus;
3310
3311 /**
3312 * Recognize and silence repeated error debug messages in buggy apps.
3313 */
3314 const char *ErrorDebugFmtString;
3315 GLuint ErrorDebugCount;
3316
3317 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3318 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3319
3320 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3321
3322 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3323
3324 /** \name Derived state */
3325 /*@{*/
3326 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3327 * state validation so they need to always be current.
3328 */
3329 GLbitfield _TriangleCaps;
3330 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3331 GLfloat _EyeZDir[3];
3332 GLfloat _ModelViewInvScale;
3333 GLboolean _NeedEyeCoords;
3334 GLboolean _ForceEyeCoords;
3335
3336 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3337
3338 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3339 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3340 /**@}*/
3341
3342 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3343
3344 /** \name For debugging/development only */
3345 /*@{*/
3346 GLboolean FirstTimeCurrent;
3347 /*@}*/
3348
3349 /** software compression/decompression supported or not */
3350 GLboolean Mesa_DXTn;
3351
3352 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3353
3354 /**
3355 * Use dp4 (rather than mul/mad) instructions for position
3356 * transformation?
3357 */
3358 GLboolean mvp_with_dp4;
3359
3360 /**
3361 * \name Hooks for module contexts.
3362 *
3363 * These will eventually live in the driver or elsewhere.
3364 */
3365 /*@{*/
3366 void *swrast_context;
3367 void *swsetup_context;
3368 void *swtnl_context;
3369 void *swtnl_im;
3370 struct st_context *st;
3371 void *aelt_context;
3372 /*@}*/
3373 };
3374
3375
3376 #ifdef DEBUG
3377 extern int MESA_VERBOSE;
3378 extern int MESA_DEBUG_FLAGS;
3379 # define MESA_FUNCTION __FUNCTION__
3380 #else
3381 # define MESA_VERBOSE 0
3382 # define MESA_DEBUG_FLAGS 0
3383 # define MESA_FUNCTION "a function"
3384 # ifndef NDEBUG
3385 # define NDEBUG
3386 # endif
3387 #endif
3388
3389
3390 /** The MESA_VERBOSE var is a bitmask of these flags */
3391 enum _verbose
3392 {
3393 VERBOSE_VARRAY = 0x0001,
3394 VERBOSE_TEXTURE = 0x0002,
3395 VERBOSE_MATERIAL = 0x0004,
3396 VERBOSE_PIPELINE = 0x0008,
3397 VERBOSE_DRIVER = 0x0010,
3398 VERBOSE_STATE = 0x0020,
3399 VERBOSE_API = 0x0040,
3400 VERBOSE_DISPLAY_LIST = 0x0100,
3401 VERBOSE_LIGHTING = 0x0200,
3402 VERBOSE_PRIMS = 0x0400,
3403 VERBOSE_VERTS = 0x0800,
3404 VERBOSE_DISASSEM = 0x1000,
3405 VERBOSE_DRAW = 0x2000,
3406 VERBOSE_SWAPBUFFERS = 0x4000
3407 };
3408
3409
3410 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3411 enum _debug
3412 {
3413 DEBUG_ALWAYS_FLUSH = 0x1
3414 };
3415
3416
3417
3418 #endif /* MTYPES_H */