Merge commit mesa-public/master into vulkan
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97 /**
98 * Determine if the given gl_varying_slot appears in the fragment shader.
99 */
100 static inline GLboolean
101 _mesa_varying_slot_in_fs(gl_varying_slot slot)
102 {
103 switch (slot) {
104 case VARYING_SLOT_PSIZ:
105 case VARYING_SLOT_BFC0:
106 case VARYING_SLOT_BFC1:
107 case VARYING_SLOT_EDGE:
108 case VARYING_SLOT_CLIP_VERTEX:
109 case VARYING_SLOT_LAYER:
110 case VARYING_SLOT_TESS_LEVEL_OUTER:
111 case VARYING_SLOT_TESS_LEVEL_INNER:
112 return GL_FALSE;
113 default:
114 return GL_TRUE;
115 }
116 }
117
118 /**
119 * Indexes for all renderbuffers
120 */
121 typedef enum
122 {
123 /* the four standard color buffers */
124 BUFFER_FRONT_LEFT,
125 BUFFER_BACK_LEFT,
126 BUFFER_FRONT_RIGHT,
127 BUFFER_BACK_RIGHT,
128 BUFFER_DEPTH,
129 BUFFER_STENCIL,
130 BUFFER_ACCUM,
131 /* optional aux buffer */
132 BUFFER_AUX0,
133 /* generic renderbuffers */
134 BUFFER_COLOR0,
135 BUFFER_COLOR1,
136 BUFFER_COLOR2,
137 BUFFER_COLOR3,
138 BUFFER_COLOR4,
139 BUFFER_COLOR5,
140 BUFFER_COLOR6,
141 BUFFER_COLOR7,
142 BUFFER_COUNT
143 } gl_buffer_index;
144
145 /**
146 * Bit flags for all renderbuffers
147 */
148 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
149 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
150 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
151 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
152 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
153 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
154 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
155 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
156 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
157 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
158 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
159 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
160 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
161 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
162 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
163 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
164 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
165 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
166 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
167
168 /**
169 * Mask of all the color buffer bits (but not accum).
170 */
171 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
172 BUFFER_BIT_BACK_LEFT | \
173 BUFFER_BIT_FRONT_RIGHT | \
174 BUFFER_BIT_BACK_RIGHT | \
175 BUFFER_BIT_AUX0 | \
176 BUFFER_BIT_COLOR0 | \
177 BUFFER_BIT_COLOR1 | \
178 BUFFER_BIT_COLOR2 | \
179 BUFFER_BIT_COLOR3 | \
180 BUFFER_BIT_COLOR4 | \
181 BUFFER_BIT_COLOR5 | \
182 BUFFER_BIT_COLOR6 | \
183 BUFFER_BIT_COLOR7)
184
185 /**
186 * Framebuffer configuration (aka visual / pixelformat)
187 * Note: some of these fields should be boolean, but it appears that
188 * code in drivers/dri/common/util.c requires int-sized fields.
189 */
190 struct gl_config
191 {
192 GLboolean rgbMode;
193 GLboolean floatMode;
194 GLuint doubleBufferMode;
195 GLuint stereoMode;
196
197 GLboolean haveAccumBuffer;
198 GLboolean haveDepthBuffer;
199 GLboolean haveStencilBuffer;
200
201 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
202 GLuint redMask, greenMask, blueMask, alphaMask;
203 GLint rgbBits; /* total bits for rgb */
204 GLint indexBits; /* total bits for colorindex */
205
206 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
207 GLint depthBits;
208 GLint stencilBits;
209
210 GLint numAuxBuffers;
211
212 GLint level;
213
214 /* EXT_visual_rating / GLX 1.2 */
215 GLint visualRating;
216
217 /* EXT_visual_info / GLX 1.2 */
218 GLint transparentPixel;
219 /* colors are floats scaled to ints */
220 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
221 GLint transparentIndex;
222
223 /* ARB_multisample / SGIS_multisample */
224 GLint sampleBuffers;
225 GLint samples;
226
227 /* SGIX_pbuffer / GLX 1.3 */
228 GLint maxPbufferWidth;
229 GLint maxPbufferHeight;
230 GLint maxPbufferPixels;
231 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
232 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
233
234 /* OML_swap_method */
235 GLint swapMethod;
236
237 /* EXT_texture_from_pixmap */
238 GLint bindToTextureRgb;
239 GLint bindToTextureRgba;
240 GLint bindToMipmapTexture;
241 GLint bindToTextureTargets;
242 GLint yInverted;
243
244 /* EXT_framebuffer_sRGB */
245 GLint sRGBCapable;
246 };
247
248
249 /**
250 * \name Bit flags used for updating material values.
251 */
252 /*@{*/
253 #define MAT_ATTRIB_FRONT_AMBIENT 0
254 #define MAT_ATTRIB_BACK_AMBIENT 1
255 #define MAT_ATTRIB_FRONT_DIFFUSE 2
256 #define MAT_ATTRIB_BACK_DIFFUSE 3
257 #define MAT_ATTRIB_FRONT_SPECULAR 4
258 #define MAT_ATTRIB_BACK_SPECULAR 5
259 #define MAT_ATTRIB_FRONT_EMISSION 6
260 #define MAT_ATTRIB_BACK_EMISSION 7
261 #define MAT_ATTRIB_FRONT_SHININESS 8
262 #define MAT_ATTRIB_BACK_SHININESS 9
263 #define MAT_ATTRIB_FRONT_INDEXES 10
264 #define MAT_ATTRIB_BACK_INDEXES 11
265 #define MAT_ATTRIB_MAX 12
266
267 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
268 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
269 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
270 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
271 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
272 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
273
274 #define MAT_INDEX_AMBIENT 0
275 #define MAT_INDEX_DIFFUSE 1
276 #define MAT_INDEX_SPECULAR 2
277
278 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
279 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
280 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
281 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
282 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
283 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
284 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
285 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
286 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
287 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
288 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
289 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
290
291
292 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
293 MAT_BIT_FRONT_AMBIENT | \
294 MAT_BIT_FRONT_DIFFUSE | \
295 MAT_BIT_FRONT_SPECULAR | \
296 MAT_BIT_FRONT_SHININESS | \
297 MAT_BIT_FRONT_INDEXES)
298
299 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
300 MAT_BIT_BACK_AMBIENT | \
301 MAT_BIT_BACK_DIFFUSE | \
302 MAT_BIT_BACK_SPECULAR | \
303 MAT_BIT_BACK_SHININESS | \
304 MAT_BIT_BACK_INDEXES)
305
306 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
307 /*@}*/
308
309
310 /**
311 * Material state.
312 */
313 struct gl_material
314 {
315 GLfloat Attrib[MAT_ATTRIB_MAX][4];
316 };
317
318
319 /**
320 * Light state flags.
321 */
322 /*@{*/
323 #define LIGHT_SPOT 0x1
324 #define LIGHT_LOCAL_VIEWER 0x2
325 #define LIGHT_POSITIONAL 0x4
326 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
327 /*@}*/
328
329
330 /**
331 * Light source state.
332 */
333 struct gl_light
334 {
335 struct gl_light *next; /**< double linked list with sentinel */
336 struct gl_light *prev;
337
338 GLfloat Ambient[4]; /**< ambient color */
339 GLfloat Diffuse[4]; /**< diffuse color */
340 GLfloat Specular[4]; /**< specular color */
341 GLfloat EyePosition[4]; /**< position in eye coordinates */
342 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
343 GLfloat SpotExponent;
344 GLfloat SpotCutoff; /**< in degrees */
345 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
346 GLfloat ConstantAttenuation;
347 GLfloat LinearAttenuation;
348 GLfloat QuadraticAttenuation;
349 GLboolean Enabled; /**< On/off flag */
350
351 /**
352 * \name Derived fields
353 */
354 /*@{*/
355 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
356
357 GLfloat _Position[4]; /**< position in eye/obj coordinates */
358 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
359 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
360 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
361 GLfloat _VP_inf_spot_attenuation;
362
363 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
364 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
365 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
366 /*@}*/
367 };
368
369
370 /**
371 * Light model state.
372 */
373 struct gl_lightmodel
374 {
375 GLfloat Ambient[4]; /**< ambient color */
376 GLboolean LocalViewer; /**< Local (or infinite) view point? */
377 GLboolean TwoSide; /**< Two (or one) sided lighting? */
378 GLenum ColorControl; /**< either GL_SINGLE_COLOR
379 * or GL_SEPARATE_SPECULAR_COLOR */
380 };
381
382
383 /**
384 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
385 */
386 struct gl_accum_attrib
387 {
388 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
389 };
390
391
392 /**
393 * Used for storing clear color, texture border color, etc.
394 * The float values are typically unclamped.
395 */
396 union gl_color_union
397 {
398 GLfloat f[4];
399 GLint i[4];
400 GLuint ui[4];
401 };
402
403
404 /**
405 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
406 */
407 struct gl_colorbuffer_attrib
408 {
409 GLuint ClearIndex; /**< Index for glClear */
410 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
411 GLuint IndexMask; /**< Color index write mask */
412 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
413
414 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
415
416 /**
417 * \name alpha testing
418 */
419 /*@{*/
420 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
421 GLenum AlphaFunc; /**< Alpha test function */
422 GLfloat AlphaRefUnclamped;
423 GLclampf AlphaRef; /**< Alpha reference value */
424 /*@}*/
425
426 /**
427 * \name Blending
428 */
429 /*@{*/
430 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
431
432 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
433 * control, only on the fixed-pointness of the render target.
434 * The query does however depend on fragment color clamping.
435 */
436 GLfloat BlendColorUnclamped[4]; /**< Blending color */
437 GLfloat BlendColor[4]; /**< Blending color */
438
439 struct
440 {
441 GLenum SrcRGB; /**< RGB blend source term */
442 GLenum DstRGB; /**< RGB blend dest term */
443 GLenum SrcA; /**< Alpha blend source term */
444 GLenum DstA; /**< Alpha blend dest term */
445 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
446 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
447 /**
448 * Set if any blend factor uses SRC1. Computed at the time blend factors
449 * get set.
450 */
451 GLboolean _UsesDualSrc;
452 } Blend[MAX_DRAW_BUFFERS];
453 /** Are the blend func terms currently different for each buffer/target? */
454 GLboolean _BlendFuncPerBuffer;
455 /** Are the blend equations currently different for each buffer/target? */
456 GLboolean _BlendEquationPerBuffer;
457 /*@}*/
458
459 /**
460 * \name Logic op
461 */
462 /*@{*/
463 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
464 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
465 GLenum LogicOp; /**< Logic operator */
466
467 /*@}*/
468
469 GLboolean DitherFlag; /**< Dither enable flag */
470
471 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
472 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
473 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474
475 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
476 };
477
478
479 /**
480 * Current attribute group (GL_CURRENT_BIT).
481 */
482 struct gl_current_attrib
483 {
484 /**
485 * \name Current vertex attributes (color, texcoords, etc).
486 * \note Values are valid only after FLUSH_VERTICES has been called.
487 * \note Index and Edgeflag current values are stored as floats in the
488 * SIX and SEVEN attribute slots.
489 * \note We need double storage for 64-bit vertex attributes
490 */
491 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
492
493 /**
494 * \name Current raster position attributes (always up to date after a
495 * glRasterPos call).
496 */
497 GLfloat RasterPos[4];
498 GLfloat RasterDistance;
499 GLfloat RasterColor[4];
500 GLfloat RasterSecondaryColor[4];
501 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
502 GLboolean RasterPosValid;
503 };
504
505
506 /**
507 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
508 */
509 struct gl_depthbuffer_attrib
510 {
511 GLenum Func; /**< Function for depth buffer compare */
512 GLclampd Clear; /**< Value to clear depth buffer to */
513 GLboolean Test; /**< Depth buffering enabled flag */
514 GLboolean Mask; /**< Depth buffer writable? */
515 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
516 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
517 };
518
519
520 /**
521 * Evaluator attribute group (GL_EVAL_BIT).
522 */
523 struct gl_eval_attrib
524 {
525 /**
526 * \name Enable bits
527 */
528 /*@{*/
529 GLboolean Map1Color4;
530 GLboolean Map1Index;
531 GLboolean Map1Normal;
532 GLboolean Map1TextureCoord1;
533 GLboolean Map1TextureCoord2;
534 GLboolean Map1TextureCoord3;
535 GLboolean Map1TextureCoord4;
536 GLboolean Map1Vertex3;
537 GLboolean Map1Vertex4;
538 GLboolean Map2Color4;
539 GLboolean Map2Index;
540 GLboolean Map2Normal;
541 GLboolean Map2TextureCoord1;
542 GLboolean Map2TextureCoord2;
543 GLboolean Map2TextureCoord3;
544 GLboolean Map2TextureCoord4;
545 GLboolean Map2Vertex3;
546 GLboolean Map2Vertex4;
547 GLboolean AutoNormal;
548 /*@}*/
549
550 /**
551 * \name Map Grid endpoints and divisions and calculated du values
552 */
553 /*@{*/
554 GLint MapGrid1un;
555 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
556 GLint MapGrid2un, MapGrid2vn;
557 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
558 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
559 /*@}*/
560 };
561
562
563 /**
564 * Fog attribute group (GL_FOG_BIT).
565 */
566 struct gl_fog_attrib
567 {
568 GLboolean Enabled; /**< Fog enabled flag */
569 GLboolean ColorSumEnabled;
570 GLfloat ColorUnclamped[4]; /**< Fog color */
571 GLfloat Color[4]; /**< Fog color */
572 GLfloat Density; /**< Density >= 0.0 */
573 GLfloat Start; /**< Start distance in eye coords */
574 GLfloat End; /**< End distance in eye coords */
575 GLfloat Index; /**< Fog index */
576 GLenum Mode; /**< Fog mode */
577 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
578 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
579 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
580 };
581
582
583 /**
584 * Hint attribute group (GL_HINT_BIT).
585 *
586 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
587 */
588 struct gl_hint_attrib
589 {
590 GLenum PerspectiveCorrection;
591 GLenum PointSmooth;
592 GLenum LineSmooth;
593 GLenum PolygonSmooth;
594 GLenum Fog;
595 GLenum TextureCompression; /**< GL_ARB_texture_compression */
596 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
597 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
598 };
599
600
601 /**
602 * Lighting attribute group (GL_LIGHT_BIT).
603 */
604 struct gl_light_attrib
605 {
606 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
607 struct gl_lightmodel Model; /**< Lighting model */
608
609 /**
610 * Front and back material values.
611 * Note: must call FLUSH_VERTICES() before using.
612 */
613 struct gl_material Material;
614
615 GLboolean Enabled; /**< Lighting enabled flag */
616 GLboolean ColorMaterialEnabled;
617
618 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
619 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
620 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
621 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
622 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
623
624
625 GLboolean _ClampVertexColor;
626 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
627
628 /**
629 * Derived state for optimizations:
630 */
631 /*@{*/
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634 struct gl_light EnabledList; /**< List sentinel */
635
636 GLfloat _BaseColor[2][3];
637 /*@}*/
638 };
639
640
641 /**
642 * Line attribute group (GL_LINE_BIT).
643 */
644 struct gl_line_attrib
645 {
646 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
647 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
648 GLushort StipplePattern; /**< Stipple pattern */
649 GLint StippleFactor; /**< Stipple repeat factor */
650 GLfloat Width; /**< Line width */
651 };
652
653
654 /**
655 * Display list attribute group (GL_LIST_BIT).
656 */
657 struct gl_list_attrib
658 {
659 GLuint ListBase;
660 };
661
662
663 /**
664 * Multisample attribute group (GL_MULTISAMPLE_BIT).
665 */
666 struct gl_multisample_attrib
667 {
668 GLboolean Enabled;
669 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
670 GLboolean SampleAlphaToCoverage;
671 GLboolean SampleAlphaToOne;
672 GLboolean SampleCoverage;
673 GLboolean SampleCoverageInvert;
674 GLboolean SampleShading;
675
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask;
678
679 GLfloat SampleCoverageValue;
680 GLfloat MinSampleShadingValue;
681
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue;
684 };
685
686
687 /**
688 * A pixelmap (see glPixelMap)
689 */
690 struct gl_pixelmap
691 {
692 GLint Size;
693 GLfloat Map[MAX_PIXEL_MAP_TABLE];
694 };
695
696
697 /**
698 * Collection of all pixelmaps
699 */
700 struct gl_pixelmaps
701 {
702 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG;
704 struct gl_pixelmap BtoB;
705 struct gl_pixelmap AtoA;
706 struct gl_pixelmap ItoR;
707 struct gl_pixelmap ItoG;
708 struct gl_pixelmap ItoB;
709 struct gl_pixelmap ItoA;
710 struct gl_pixelmap ItoI;
711 struct gl_pixelmap StoS;
712 };
713
714
715 /**
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
717 */
718 struct gl_pixel_attrib
719 {
720 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
721
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
724
725 /** Scale & Bias (index shift, offset) */
726 /*@{*/
727 GLfloat RedBias, RedScale;
728 GLfloat GreenBias, GreenScale;
729 GLfloat BlueBias, BlueScale;
730 GLfloat AlphaBias, AlphaScale;
731 GLfloat DepthBias, DepthScale;
732 GLint IndexShift, IndexOffset;
733 /*@}*/
734
735 /* Pixel Maps */
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag;
738 GLboolean MapStencilFlag;
739
740 /*--- End Pixel Transfer State ---*/
741
742 /** glPixelZoom */
743 GLfloat ZoomX, ZoomY;
744 };
745
746
747 /**
748 * Point attribute group (GL_POINT_BIT).
749 */
750 struct gl_point_attrib
751 {
752 GLfloat Size; /**< User-specified point size */
753 GLfloat Params[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
755 GLfloat Threshold; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
762 };
763
764
765 /**
766 * Polygon attribute group (GL_POLYGON_BIT).
767 */
768 struct gl_polygon_attrib
769 {
770 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag; /**< Culling on/off flag */
775 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
784 };
785
786
787 /**
788 * Scissor attributes (GL_SCISSOR_BIT).
789 */
790 struct gl_scissor_rect
791 {
792 GLint X, Y; /**< Lower left corner of box */
793 GLsizei Width, Height; /**< Size of box */
794 };
795 struct gl_scissor_attrib
796 {
797 GLbitfield EnableFlags; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
799 };
800
801
802 /**
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
804 *
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
811 *
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
814 *
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
817 */
818 struct gl_stencil_attrib
819 {
820 GLboolean Enabled; /**< Enabled flag */
821 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide;
826 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
827 GLenum Function[3]; /**< Stencil function */
828 GLenum FailFunc[3]; /**< Fail function */
829 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
831 GLint Ref[3]; /**< Reference value */
832 GLuint ValueMask[3]; /**< Value mask */
833 GLuint WriteMask[3]; /**< Write mask */
834 GLuint Clear; /**< Clear value */
835 };
836
837
838 /**
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
842 */
843 typedef enum
844 {
845 TEXTURE_2D_MULTISAMPLE_INDEX,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
847 TEXTURE_CUBE_ARRAY_INDEX,
848 TEXTURE_BUFFER_INDEX,
849 TEXTURE_2D_ARRAY_INDEX,
850 TEXTURE_1D_ARRAY_INDEX,
851 TEXTURE_EXTERNAL_INDEX,
852 TEXTURE_CUBE_INDEX,
853 TEXTURE_3D_INDEX,
854 TEXTURE_RECT_INDEX,
855 TEXTURE_2D_INDEX,
856 TEXTURE_1D_INDEX,
857 NUM_TEXTURE_TARGETS
858 } gl_texture_index;
859
860
861 /**
862 * Bit flags for each type of texture object
863 */
864 /*@{*/
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
877 /*@}*/
878
879
880 /**
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
883 */
884 struct gl_texture_image
885 {
886 GLint InternalFormat; /**< Internal format as given by the user */
887 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
892 */
893 mesa_format TexFormat; /**< The actual texture memory format */
894
895 GLuint Border; /**< 0 or 1 */
896 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2; /**< = Width - 2*Border */
900 GLuint Height2; /**< = Height - 2*Border */
901 GLuint Depth2; /**< = Depth - 2*Border */
902 GLuint WidthLog2; /**< = log2(Width2) */
903 GLuint HeightLog2; /**< = log2(Height2) */
904 GLuint DepthLog2; /**< = log2(Depth2) */
905 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
907
908 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
909 GLuint Level; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
911 GLuint Face;
912
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
916 };
917
918
919 /**
920 * Indexes for cube map faces.
921 */
922 typedef enum
923 {
924 FACE_POS_X = 0,
925 FACE_NEG_X = 1,
926 FACE_POS_Y = 2,
927 FACE_NEG_Y = 3,
928 FACE_POS_Z = 4,
929 FACE_NEG_Z = 5,
930 MAX_FACES = 6
931 } gl_face_index;
932
933
934 /**
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
937 */
938 struct gl_sampler_object
939 {
940 mtx_t Mutex;
941 GLuint Name;
942 GLint RefCount;
943 GLchar *Label; /**< GL_KHR_debug */
944
945 GLenum WrapS; /**< S-axis texture image wrap mode */
946 GLenum WrapT; /**< T-axis texture image wrap mode */
947 GLenum WrapR; /**< R-axis texture image wrap mode */
948 GLenum MinFilter; /**< minification filter */
949 GLenum MagFilter; /**< magnification filter */
950 union gl_color_union BorderColor; /**< Interpreted according to texture format */
951 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode; /**< GL_ARB_shadow */
956 GLenum CompareFunc; /**< GL_ARB_shadow */
957 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
959 };
960
961
962 /**
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
965 */
966 struct gl_texture_object
967 {
968 mtx_t Mutex; /**< for thread safety */
969 GLint RefCount; /**< reference count */
970 GLuint Name; /**< the user-visible texture object ID */
971 GLchar *Label; /**< GL_KHR_debug */
972 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
975
976 struct gl_sampler_object Sampler;
977
978 GLenum DepthMode; /**< GL_ARB_depth_texture */
979 bool StencilSampling; /**< Should we sample stencil instead of depth? */
980
981 GLfloat Priority; /**< in [0,1] */
982 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
995 GLboolean Purgeable; /**< Is the buffer purgeable under memory
996 pressure? */
997 GLboolean Immutable; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1000
1001 GLuint MinLevel; /**< GL_ARB_texture_view */
1002 GLuint MinLayer; /**< GL_ARB_texture_view */
1003 GLuint NumLevels; /**< GL_ARB_texture_view */
1004 GLuint NumLayers; /**< GL_ARB_texture_view */
1005
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1008
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object *BufferObject;
1011 GLenum BufferObjectFormat;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits;
1020
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType;
1023 };
1024
1025
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1028
1029
1030 /**
1031 * Texture combine environment state.
1032 */
1033 struct gl_tex_env_combine_state
1034 {
1035 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB[MAX_COMBINER_TERMS];
1039 GLenum SourceA[MAX_COMBINER_TERMS];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB[MAX_COMBINER_TERMS];
1042 GLenum OperandA[MAX_COMBINER_TERMS];
1043 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1047 };
1048
1049
1050 /**
1051 * TexGenEnabled flags.
1052 */
1053 /*@{*/
1054 #define S_BIT 1
1055 #define T_BIT 2
1056 #define R_BIT 4
1057 #define Q_BIT 8
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1059 /*@}*/
1060
1061
1062 /**
1063 * Bit flag versions of the corresponding GL_ constants.
1064 */
1065 /*@{*/
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1071
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1078 TEXGEN_EYE_LINEAR)
1079 /*@}*/
1080
1081
1082
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1085
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1088
1089
1090 /**
1091 * Texture coord generation state.
1092 */
1093 struct gl_texgen
1094 {
1095 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane[4];
1098 GLfloat EyePlane[4];
1099 };
1100
1101
1102 /**
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1105 */
1106 struct gl_texture_unit
1107 {
1108 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1109
1110 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor[4];
1112 GLfloat EnvColorUnclamped[4];
1113
1114 struct gl_texgen GenS;
1115 struct gl_texgen GenT;
1116 struct gl_texgen GenR;
1117 struct gl_texgen GenQ;
1118 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1120
1121 GLfloat LodBias; /**< for biasing mipmap levels */
1122
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures;
1125
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object *Sampler;
1128
1129 /**
1130 * \name GL_EXT_texture_env_combine
1131 */
1132 struct gl_tex_env_combine_state Combine;
1133
1134 /**
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1137 */
1138 struct gl_tex_env_combine_state _EnvMode;
1139
1140 /**
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1143 */
1144 struct gl_tex_env_combine_state *_CurrentCombine;
1145
1146 /** Current texture object pointers */
1147 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1148
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object *_Current;
1151
1152 };
1153
1154
1155 /**
1156 * Texture attribute group (GL_TEXTURE_BIT).
1157 */
1158 struct gl_texture_attrib
1159 {
1160 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1161
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless;
1164
1165 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1166
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object *BufferObject;
1169
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits;
1172
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled;
1175
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled;
1178
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags;
1181
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit;
1184
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed;
1187
1188 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1189 };
1190
1191
1192 /**
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1195 */
1196 typedef GLfloat gl_clip_plane[4];
1197
1198
1199 /**
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1201 */
1202 struct gl_transform_attrib
1203 {
1204 GLenum MatrixMode; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1207 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1208 GLboolean Normalize; /**< Normalize all normals? */
1209 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1215 };
1216
1217
1218 /**
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1220 */
1221 struct gl_viewport_attrib
1222 {
1223 GLfloat X, Y; /**< position */
1224 GLfloat Width, Height; /**< size */
1225 GLdouble Near, Far; /**< Depth buffer range */
1226 };
1227
1228
1229 typedef enum {
1230 MAP_USER,
1231 MAP_INTERNAL,
1232
1233 MAP_COUNT
1234 } gl_map_buffer_index;
1235
1236
1237 /**
1238 * Fields describing a mapped buffer range.
1239 */
1240 struct gl_buffer_mapping {
1241 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid *Pointer; /**< User-space address of mapping */
1243 GLintptr Offset; /**< Mapped offset */
1244 GLsizeiptr Length; /**< Mapped length */
1245 };
1246
1247
1248 /**
1249 * Usages we've seen for a buffer object.
1250 */
1251 typedef enum {
1252 USAGE_UNIFORM_BUFFER = 0x1,
1253 USAGE_TEXTURE_BUFFER = 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1256 } gl_buffer_usage;
1257
1258
1259 /**
1260 * GL_ARB_vertex/pixel_buffer_object buffer object
1261 */
1262 struct gl_buffer_object
1263 {
1264 mtx_t Mutex;
1265 GLint RefCount;
1266 GLuint Name;
1267 GLchar *Label; /**< GL_KHR_debug */
1268 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1269 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1270 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1271 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1272 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1273 GLboolean Written; /**< Ever written to? (for debugging) */
1274 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1275 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1276 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1277
1278 /** Counters used for buffer usage warnings */
1279 GLuint NumSubDataCalls;
1280 GLuint NumMapBufferWriteCalls;
1281
1282 struct gl_buffer_mapping Mappings[MAP_COUNT];
1283 };
1284
1285
1286 /**
1287 * Client pixel packing/unpacking attributes
1288 */
1289 struct gl_pixelstore_attrib
1290 {
1291 GLint Alignment;
1292 GLint RowLength;
1293 GLint SkipPixels;
1294 GLint SkipRows;
1295 GLint ImageHeight;
1296 GLint SkipImages;
1297 GLboolean SwapBytes;
1298 GLboolean LsbFirst;
1299 GLboolean Invert; /**< GL_MESA_pack_invert */
1300 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1301 GLint CompressedBlockHeight;
1302 GLint CompressedBlockDepth;
1303 GLint CompressedBlockSize;
1304 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1305 };
1306
1307
1308 /**
1309 * Client vertex array attributes
1310 */
1311 struct gl_client_array
1312 {
1313 GLint Size; /**< components per element (1,2,3,4) */
1314 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1315 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1316 GLsizei Stride; /**< user-specified stride */
1317 GLsizei StrideB; /**< actual stride in bytes */
1318 GLuint _ElementSize; /**< size of each element in bytes */
1319 const GLubyte *Ptr; /**< Points to array data */
1320 GLboolean Enabled; /**< Enabled flag is a boolean */
1321 GLboolean Normalized; /**< GL_ARB_vertex_program */
1322 GLboolean Integer; /**< Integer-valued? */
1323 GLboolean Doubles; /**< double precision values are not converted to floats */
1324 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1325
1326 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1327 };
1328
1329
1330 /**
1331 * Vertex attribute array as seen by the client.
1332 *
1333 * Contains the size, type, format and normalization flag,
1334 * along with the index of a vertex buffer binding point.
1335 *
1336 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1337 * and is only present for backwards compatibility reasons.
1338 * Rendering always uses VERTEX_BINDING_STRIDE.
1339 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1340 * and VERTEX_BINDING_STRIDE to the same value, while
1341 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1342 */
1343 struct gl_vertex_attrib_array
1344 {
1345 GLint Size; /**< Components per element (1,2,3,4) */
1346 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1347 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1348 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1349 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1350 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1351 GLboolean Enabled; /**< Whether the array is enabled */
1352 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1353 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1354 GLboolean Doubles; /**< double precision values are not converted to floats */
1355 GLuint _ElementSize; /**< Size of each element in bytes */
1356 GLuint VertexBinding; /**< Vertex buffer binding */
1357 };
1358
1359
1360 /**
1361 * This describes the buffer object used for a vertex array (or
1362 * multiple vertex arrays). If BufferObj points to the default/null
1363 * buffer object, then the vertex array lives in user memory and not a VBO.
1364 */
1365 struct gl_vertex_buffer_binding
1366 {
1367 GLintptr Offset; /**< User-specified offset */
1368 GLsizei Stride; /**< User-specified stride */
1369 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1370 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1371 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1372 };
1373
1374
1375 /**
1376 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1377 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1378 * extension.
1379 */
1380 struct gl_vertex_array_object
1381 {
1382 /** Name of the VAO as received from glGenVertexArray. */
1383 GLuint Name;
1384
1385 GLint RefCount;
1386
1387 GLchar *Label; /**< GL_KHR_debug */
1388
1389 mtx_t Mutex;
1390
1391 /**
1392 * Does the VAO use ARB semantics or Apple semantics?
1393 *
1394 * There are several ways in which ARB_vertex_array_object and
1395 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1396 * least,
1397 *
1398 * - ARB VAOs require that all array data be sourced from vertex buffer
1399 * objects, but Apple VAOs do not.
1400 *
1401 * - ARB VAOs require that names come from GenVertexArrays.
1402 *
1403 * This flag notes which behavior governs this VAO.
1404 */
1405 GLboolean ARBsemantics;
1406
1407 /**
1408 * Has this array object been bound?
1409 */
1410 GLboolean EverBound;
1411
1412 /**
1413 * Derived vertex attribute arrays
1414 *
1415 * This is a legacy data structure created from gl_vertex_attrib_array and
1416 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1417 */
1418 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1419
1420 /** Vertex attribute arrays */
1421 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1422
1423 /** Vertex buffer bindings */
1424 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1425
1426 /** Mask indicating which vertex arrays have vertex buffer associated. */
1427 GLbitfield64 VertexAttribBufferMask;
1428
1429 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1430 GLbitfield64 _Enabled;
1431
1432 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1433 GLbitfield64 NewArrays;
1434
1435 /** The index buffer (also known as the element array buffer in OpenGL). */
1436 struct gl_buffer_object *IndexBufferObj;
1437 };
1438
1439
1440 /** Used to signal when transitioning from one kind of drawing method
1441 * to another.
1442 */
1443 typedef enum {
1444 DRAW_NONE, /**< Initial value only */
1445 DRAW_BEGIN_END,
1446 DRAW_DISPLAY_LIST,
1447 DRAW_ARRAYS
1448 } gl_draw_method;
1449
1450 /**
1451 * Enum for the OpenGL APIs we know about and may support.
1452 *
1453 * NOTE: This must match the api_enum table in
1454 * src/mesa/main/get_hash_generator.py
1455 */
1456 typedef enum
1457 {
1458 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1459 API_OPENGLES,
1460 API_OPENGLES2,
1461 API_OPENGL_CORE,
1462 API_OPENGL_LAST = API_OPENGL_CORE
1463 } gl_api;
1464
1465 /**
1466 * Vertex array state
1467 */
1468 struct gl_array_attrib
1469 {
1470 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1471 struct gl_vertex_array_object *VAO;
1472
1473 /** The default vertex array object */
1474 struct gl_vertex_array_object *DefaultVAO;
1475
1476 /** The last VAO accessed by a DSA function */
1477 struct gl_vertex_array_object *LastLookedUpVAO;
1478
1479 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1480 struct _mesa_HashTable *Objects;
1481
1482 GLint ActiveTexture; /**< Client Active Texture */
1483 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1484 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1485
1486 /**
1487 * \name Primitive restart controls
1488 *
1489 * Primitive restart is enabled if either \c PrimitiveRestart or
1490 * \c PrimitiveRestartFixedIndex is set.
1491 */
1492 /*@{*/
1493 GLboolean PrimitiveRestart;
1494 GLboolean PrimitiveRestartFixedIndex;
1495 GLboolean _PrimitiveRestart;
1496 GLuint RestartIndex;
1497 /*@}*/
1498
1499 /** One of the DRAW_xxx flags, not consumed by drivers */
1500 gl_draw_method DrawMethod;
1501
1502 /* GL_ARB_vertex_buffer_object */
1503 struct gl_buffer_object *ArrayBufferObj;
1504
1505 /**
1506 * Vertex arrays as consumed by a driver.
1507 * The array pointer is set up only by the VBO module.
1508 */
1509 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1510
1511 /** Legal array datatypes and the API for which they have been computed */
1512 GLbitfield LegalTypesMask;
1513 gl_api LegalTypesMaskAPI;
1514 };
1515
1516
1517 /**
1518 * Feedback buffer state
1519 */
1520 struct gl_feedback
1521 {
1522 GLenum Type;
1523 GLbitfield _Mask; /**< FB_* bits */
1524 GLfloat *Buffer;
1525 GLuint BufferSize;
1526 GLuint Count;
1527 };
1528
1529
1530 /**
1531 * Selection buffer state
1532 */
1533 struct gl_selection
1534 {
1535 GLuint *Buffer; /**< selection buffer */
1536 GLuint BufferSize; /**< size of the selection buffer */
1537 GLuint BufferCount; /**< number of values in the selection buffer */
1538 GLuint Hits; /**< number of records in the selection buffer */
1539 GLuint NameStackDepth; /**< name stack depth */
1540 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1541 GLboolean HitFlag; /**< hit flag */
1542 GLfloat HitMinZ; /**< minimum hit depth */
1543 GLfloat HitMaxZ; /**< maximum hit depth */
1544 };
1545
1546
1547 /**
1548 * 1-D Evaluator control points
1549 */
1550 struct gl_1d_map
1551 {
1552 GLuint Order; /**< Number of control points */
1553 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1554 GLfloat *Points; /**< Points to contiguous control points */
1555 };
1556
1557
1558 /**
1559 * 2-D Evaluator control points
1560 */
1561 struct gl_2d_map
1562 {
1563 GLuint Uorder; /**< Number of control points in U dimension */
1564 GLuint Vorder; /**< Number of control points in V dimension */
1565 GLfloat u1, u2, du;
1566 GLfloat v1, v2, dv;
1567 GLfloat *Points; /**< Points to contiguous control points */
1568 };
1569
1570
1571 /**
1572 * All evaluator control point state
1573 */
1574 struct gl_evaluators
1575 {
1576 /**
1577 * \name 1-D maps
1578 */
1579 /*@{*/
1580 struct gl_1d_map Map1Vertex3;
1581 struct gl_1d_map Map1Vertex4;
1582 struct gl_1d_map Map1Index;
1583 struct gl_1d_map Map1Color4;
1584 struct gl_1d_map Map1Normal;
1585 struct gl_1d_map Map1Texture1;
1586 struct gl_1d_map Map1Texture2;
1587 struct gl_1d_map Map1Texture3;
1588 struct gl_1d_map Map1Texture4;
1589 /*@}*/
1590
1591 /**
1592 * \name 2-D maps
1593 */
1594 /*@{*/
1595 struct gl_2d_map Map2Vertex3;
1596 struct gl_2d_map Map2Vertex4;
1597 struct gl_2d_map Map2Index;
1598 struct gl_2d_map Map2Color4;
1599 struct gl_2d_map Map2Normal;
1600 struct gl_2d_map Map2Texture1;
1601 struct gl_2d_map Map2Texture2;
1602 struct gl_2d_map Map2Texture3;
1603 struct gl_2d_map Map2Texture4;
1604 /*@}*/
1605 };
1606
1607
1608 struct gl_transform_feedback_varying_info
1609 {
1610 char *Name;
1611 GLenum Type;
1612 GLint Size;
1613 };
1614
1615
1616 /**
1617 * Per-output info vertex shaders for transform feedback.
1618 */
1619 struct gl_transform_feedback_output
1620 {
1621 unsigned OutputRegister;
1622 unsigned OutputBuffer;
1623 unsigned NumComponents;
1624 unsigned StreamId;
1625
1626 /** offset (in DWORDs) of this output within the interleaved structure */
1627 unsigned DstOffset;
1628
1629 /**
1630 * Offset into the output register of the data to output. For example,
1631 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1632 * offset is in the y and z components of the output register.
1633 */
1634 unsigned ComponentOffset;
1635 };
1636
1637
1638 /** Post-link transform feedback info. */
1639 struct gl_transform_feedback_info
1640 {
1641 unsigned NumOutputs;
1642
1643 /**
1644 * Number of transform feedback buffers in use by this program.
1645 */
1646 unsigned NumBuffers;
1647
1648 struct gl_transform_feedback_output *Outputs;
1649
1650 /** Transform feedback varyings used for the linking of this shader program.
1651 *
1652 * Use for glGetTransformFeedbackVarying().
1653 */
1654 struct gl_transform_feedback_varying_info *Varyings;
1655 GLint NumVarying;
1656
1657 /**
1658 * Total number of components stored in each buffer. This may be used by
1659 * hardware back-ends to determine the correct stride when interleaving
1660 * multiple transform feedback outputs in the same buffer.
1661 */
1662 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1663
1664 /**
1665 * Which transform feedback stream this buffer binding is associated with.
1666 */
1667 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1668 };
1669
1670
1671 /**
1672 * Transform feedback object state
1673 */
1674 struct gl_transform_feedback_object
1675 {
1676 GLuint Name; /**< AKA the object ID */
1677 GLint RefCount;
1678 GLchar *Label; /**< GL_KHR_debug */
1679 GLboolean Active; /**< Is transform feedback enabled? */
1680 GLboolean Paused; /**< Is transform feedback paused? */
1681 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1682 at least once? */
1683 GLboolean EverBound; /**< Has this object been bound? */
1684
1685 /**
1686 * GLES: if Active is true, remaining number of primitives which can be
1687 * rendered without overflow. This is necessary to track because GLES
1688 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1689 * glDrawArraysInstanced would overflow transform feedback buffers.
1690 * Undefined if Active is false.
1691 *
1692 * Not tracked for desktop GL since it's unnecessary.
1693 */
1694 unsigned GlesRemainingPrims;
1695
1696 /**
1697 * The shader program active when BeginTransformFeedback() was called.
1698 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1699 * where stage is the pipeline stage that is the source of data for
1700 * transform feedback.
1701 */
1702 struct gl_shader_program *shader_program;
1703
1704 /** The feedback buffers */
1705 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1706 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1707
1708 /** Start of feedback data in dest buffer */
1709 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1710
1711 /**
1712 * Max data to put into dest buffer (in bytes). Computed based on
1713 * RequestedSize and the actual size of the buffer.
1714 */
1715 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1716
1717 /**
1718 * Size that was specified when the buffer was bound. If the buffer was
1719 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1720 * zero.
1721 */
1722 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1723 };
1724
1725
1726 /**
1727 * Context state for transform feedback.
1728 */
1729 struct gl_transform_feedback_state
1730 {
1731 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1732
1733 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1734 struct gl_buffer_object *CurrentBuffer;
1735
1736 /** The table of all transform feedback objects */
1737 struct _mesa_HashTable *Objects;
1738
1739 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1740 struct gl_transform_feedback_object *CurrentObject;
1741
1742 /** The default xform-fb object (Name==0) */
1743 struct gl_transform_feedback_object *DefaultObject;
1744 };
1745
1746
1747 /**
1748 * A "performance monitor" as described in AMD_performance_monitor.
1749 */
1750 struct gl_perf_monitor_object
1751 {
1752 GLuint Name;
1753
1754 /** True if the monitor is currently active (Begin called but not End). */
1755 GLboolean Active;
1756
1757 /**
1758 * True if the monitor has ended.
1759 *
1760 * This is distinct from !Active because it may never have began.
1761 */
1762 GLboolean Ended;
1763
1764 /**
1765 * A list of groups with currently active counters.
1766 *
1767 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1768 */
1769 unsigned *ActiveGroups;
1770
1771 /**
1772 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1773 *
1774 * Checking whether counter 'c' in group 'g' is active can be done via:
1775 *
1776 * BITSET_TEST(ActiveCounters[g], c)
1777 */
1778 GLuint **ActiveCounters;
1779 };
1780
1781
1782 union gl_perf_monitor_counter_value
1783 {
1784 float f;
1785 uint64_t u64;
1786 uint32_t u32;
1787 };
1788
1789
1790 struct gl_perf_monitor_counter
1791 {
1792 /** Human readable name for the counter. */
1793 const char *Name;
1794
1795 /**
1796 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1797 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1798 */
1799 GLenum Type;
1800
1801 /** Minimum counter value. */
1802 union gl_perf_monitor_counter_value Minimum;
1803
1804 /** Maximum counter value. */
1805 union gl_perf_monitor_counter_value Maximum;
1806 };
1807
1808
1809 struct gl_perf_monitor_group
1810 {
1811 /** Human readable name for the group. */
1812 const char *Name;
1813
1814 /**
1815 * Maximum number of counters in this group which can be active at the
1816 * same time.
1817 */
1818 GLuint MaxActiveCounters;
1819
1820 /** Array of counters within this group. */
1821 const struct gl_perf_monitor_counter *Counters;
1822 GLuint NumCounters;
1823 };
1824
1825
1826 /**
1827 * Context state for AMD_performance_monitor.
1828 */
1829 struct gl_perf_monitor_state
1830 {
1831 /** Array of performance monitor groups (indexed by group ID) */
1832 const struct gl_perf_monitor_group *Groups;
1833 GLuint NumGroups;
1834
1835 /** The table of all performance monitors. */
1836 struct _mesa_HashTable *Monitors;
1837 };
1838
1839
1840 /**
1841 * Names of the various vertex/fragment program register files, etc.
1842 *
1843 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1844 * All values should fit in a 4-bit field.
1845 *
1846 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1847 * considered to be "uniform" variables since they can only be set outside
1848 * glBegin/End. They're also all stored in the same Parameters array.
1849 */
1850 typedef enum
1851 {
1852 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1853 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1854 PROGRAM_INPUT, /**< machine->Inputs[] */
1855 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1856 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1857 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1858 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1859 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1860 PROGRAM_ADDRESS, /**< machine->AddressReg */
1861 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1862 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1863 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1864 PROGRAM_FILE_MAX
1865 } gl_register_file;
1866
1867
1868 /**
1869 * Base class for any kind of program object
1870 */
1871 struct gl_program
1872 {
1873 mtx_t Mutex;
1874 GLuint Id;
1875 GLint RefCount;
1876 GLubyte *String; /**< Null-terminated program text */
1877
1878 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1879 GLenum Format; /**< String encoding format */
1880
1881 struct prog_instruction *Instructions;
1882
1883 struct nir_shader *nir;
1884
1885 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1886 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1887 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1888 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1889 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1890 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1891 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1892 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1893 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1894
1895 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1896
1897 /**
1898 * For vertex and geometry shaders, true if the program uses the
1899 * gl_ClipDistance output. Ignored for fragment shaders.
1900 */
1901 unsigned ClipDistanceArraySize;
1902
1903
1904 /** Named parameters, constants, etc. from program text */
1905 struct gl_program_parameter_list *Parameters;
1906
1907 /**
1908 * Local parameters used by the program.
1909 *
1910 * It's dynamically allocated because it is rarely used (just
1911 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1912 * allocated.
1913 */
1914 GLfloat (*LocalParams)[4];
1915
1916 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1917 GLubyte SamplerUnits[MAX_SAMPLERS];
1918
1919 /** Bitmask of which register files are read/written with indirect
1920 * addressing. Mask of (1 << PROGRAM_x) bits.
1921 */
1922 GLbitfield IndirectRegisterFiles;
1923
1924 /** Logical counts */
1925 /*@{*/
1926 GLuint NumInstructions;
1927 GLuint NumTemporaries;
1928 GLuint NumParameters;
1929 GLuint NumAttributes;
1930 GLuint NumAddressRegs;
1931 GLuint NumAluInstructions;
1932 GLuint NumTexInstructions;
1933 GLuint NumTexIndirections;
1934 /*@}*/
1935 /** Native, actual h/w counts */
1936 /*@{*/
1937 GLuint NumNativeInstructions;
1938 GLuint NumNativeTemporaries;
1939 GLuint NumNativeParameters;
1940 GLuint NumNativeAttributes;
1941 GLuint NumNativeAddressRegs;
1942 GLuint NumNativeAluInstructions;
1943 GLuint NumNativeTexInstructions;
1944 GLuint NumNativeTexIndirections;
1945 /*@}*/
1946 };
1947
1948
1949 /** Vertex program object */
1950 struct gl_vertex_program
1951 {
1952 struct gl_program Base; /**< base class */
1953 GLboolean IsPositionInvariant;
1954 };
1955
1956
1957 /** Tessellation control program object */
1958 struct gl_tess_ctrl_program
1959 {
1960 struct gl_program Base; /**< base class */
1961
1962 /* output layout */
1963 GLint VerticesOut;
1964 };
1965
1966
1967 /** Tessellation evaluation program object */
1968 struct gl_tess_eval_program
1969 {
1970 struct gl_program Base; /**< base class */
1971
1972 /* input layout */
1973 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1974 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1975 GLenum VertexOrder; /* GL_CW or GL_CCW */
1976 bool PointMode;
1977 };
1978
1979
1980 /** Geometry program object */
1981 struct gl_geometry_program
1982 {
1983 struct gl_program Base; /**< base class */
1984
1985 GLint VerticesIn;
1986 GLint VerticesOut;
1987 GLint Invocations;
1988 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1989 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1990 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1991 bool UsesEndPrimitive;
1992 bool UsesStreams;
1993 };
1994
1995
1996 /** Fragment program object */
1997 struct gl_fragment_program
1998 {
1999 struct gl_program Base; /**< base class */
2000 GLboolean UsesKill; /**< shader uses KIL instruction */
2001 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2002 GLboolean OriginUpperLeft;
2003 GLboolean PixelCenterInteger;
2004 enum gl_frag_depth_layout FragDepthLayout;
2005
2006 /**
2007 * GLSL interpolation qualifier associated with each fragment shader input.
2008 * For inputs that do not have an interpolation qualifier specified in
2009 * GLSL, the value is INTERP_QUALIFIER_NONE.
2010 */
2011 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2012
2013 /**
2014 * Bitfield indicating, for each fragment shader input, 1 if that input
2015 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2016 */
2017 GLbitfield64 IsCentroid;
2018
2019 /**
2020 * Bitfield indicating, for each fragment shader input, 1 if that input
2021 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2022 */
2023 GLbitfield64 IsSample;
2024 };
2025
2026
2027 /** Compute program object */
2028 struct gl_compute_program
2029 {
2030 struct gl_program Base; /**< base class */
2031
2032 /**
2033 * Size specified using local_size_{x,y,z}.
2034 */
2035 unsigned LocalSize[3];
2036 };
2037
2038
2039 /**
2040 * State common to vertex and fragment programs.
2041 */
2042 struct gl_program_state
2043 {
2044 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2045 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2046 };
2047
2048
2049 /**
2050 * Context state for vertex programs.
2051 */
2052 struct gl_vertex_program_state
2053 {
2054 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2055 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2056 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2057 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2058 /** Computed two sided lighting for fixed function/programs. */
2059 GLboolean _TwoSideEnabled;
2060 struct gl_vertex_program *Current; /**< User-bound vertex program */
2061
2062 /** Currently enabled and valid vertex program (including internal
2063 * programs, user-defined vertex programs and GLSL vertex shaders).
2064 * This is the program we must use when rendering.
2065 */
2066 struct gl_vertex_program *_Current;
2067
2068 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2069
2070 /** Should fixed-function T&L be implemented with a vertex prog? */
2071 GLboolean _MaintainTnlProgram;
2072
2073 /** Program to emulate fixed-function T&L (see above) */
2074 struct gl_vertex_program *_TnlProgram;
2075
2076 /** Cache of fixed-function programs */
2077 struct gl_program_cache *Cache;
2078
2079 GLboolean _Overriden;
2080 };
2081
2082 /**
2083 * Context state for tessellation control programs.
2084 */
2085 struct gl_tess_ctrl_program_state
2086 {
2087 /** Currently bound and valid shader. */
2088 struct gl_tess_ctrl_program *_Current;
2089
2090 GLint patch_vertices;
2091 GLfloat patch_default_outer_level[4];
2092 GLfloat patch_default_inner_level[2];
2093 };
2094
2095 /**
2096 * Context state for tessellation evaluation programs.
2097 */
2098 struct gl_tess_eval_program_state
2099 {
2100 /** Currently bound and valid shader. */
2101 struct gl_tess_eval_program *_Current;
2102 };
2103
2104 /**
2105 * Context state for geometry programs.
2106 */
2107 struct gl_geometry_program_state
2108 {
2109 /** Currently enabled and valid program (including internal programs
2110 * and compiled shader programs).
2111 */
2112 struct gl_geometry_program *_Current;
2113 };
2114
2115 /**
2116 * Context state for fragment programs.
2117 */
2118 struct gl_fragment_program_state
2119 {
2120 GLboolean Enabled; /**< User-set fragment program enable flag */
2121 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2122 struct gl_fragment_program *Current; /**< User-bound fragment program */
2123
2124 /** Currently enabled and valid fragment program (including internal
2125 * programs, user-defined fragment programs and GLSL fragment shaders).
2126 * This is the program we must use when rendering.
2127 */
2128 struct gl_fragment_program *_Current;
2129
2130 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2131
2132 /** Should fixed-function texturing be implemented with a fragment prog? */
2133 GLboolean _MaintainTexEnvProgram;
2134
2135 /** Program to emulate fixed-function texture env/combine (see above) */
2136 struct gl_fragment_program *_TexEnvProgram;
2137
2138 /** Cache of fixed-function programs */
2139 struct gl_program_cache *Cache;
2140 };
2141
2142
2143 /**
2144 * Context state for compute programs.
2145 */
2146 struct gl_compute_program_state
2147 {
2148 /** Currently enabled and valid program (including internal programs
2149 * and compiled shader programs).
2150 */
2151 struct gl_compute_program *_Current;
2152 };
2153
2154
2155 /**
2156 * ATI_fragment_shader runtime state
2157 */
2158
2159 struct atifs_instruction;
2160 struct atifs_setupinst;
2161
2162 /**
2163 * ATI fragment shader
2164 */
2165 struct ati_fragment_shader
2166 {
2167 GLuint Id;
2168 GLint RefCount;
2169 struct atifs_instruction *Instructions[2];
2170 struct atifs_setupinst *SetupInst[2];
2171 GLfloat Constants[8][4];
2172 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2173 GLubyte numArithInstr[2];
2174 GLubyte regsAssigned[2];
2175 GLubyte NumPasses; /**< 1 or 2 */
2176 GLubyte cur_pass;
2177 GLubyte last_optype;
2178 GLboolean interpinp1;
2179 GLboolean isValid;
2180 GLuint swizzlerq;
2181 };
2182
2183 /**
2184 * Context state for GL_ATI_fragment_shader
2185 */
2186 struct gl_ati_fragment_shader_state
2187 {
2188 GLboolean Enabled;
2189 GLboolean _Enabled; /**< enabled and valid shader? */
2190 GLboolean Compiling;
2191 GLfloat GlobalConstants[8][4];
2192 struct ati_fragment_shader *Current;
2193 };
2194
2195 /**
2196 * Shader subroutine function definition
2197 */
2198 struct gl_subroutine_function
2199 {
2200 char *name;
2201 int index;
2202 int num_compat_types;
2203 const struct glsl_type **types;
2204 };
2205
2206 /**
2207 * A GLSL vertex or fragment shader object.
2208 */
2209 struct gl_shader
2210 {
2211 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2212 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2213 * Must be the first field.
2214 */
2215 GLenum Type;
2216 gl_shader_stage Stage;
2217 GLuint Name; /**< AKA the handle */
2218 GLint RefCount; /**< Reference count */
2219 GLchar *Label; /**< GL_KHR_debug */
2220 GLboolean DeletePending;
2221 GLboolean CompileStatus;
2222 bool IsES; /**< True if this shader uses GLSL ES */
2223
2224 GLuint SourceChecksum; /**< for debug/logging purposes */
2225 const GLchar *Source; /**< Source code string */
2226
2227 struct gl_program *Program; /**< Post-compile assembly code */
2228 GLchar *InfoLog;
2229
2230 unsigned Version; /**< GLSL version used for linking */
2231
2232 /**
2233 * \name Sampler tracking
2234 *
2235 * \note Each of these fields is only set post-linking.
2236 */
2237 /*@{*/
2238 unsigned num_samplers; /**< Number of samplers used by this shader. */
2239 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2240 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2241 /*@}*/
2242
2243 /**
2244 * Map from sampler unit to texture unit (set by glUniform1i())
2245 *
2246 * A sampler unit is associated with each sampler uniform by the linker.
2247 * The sampler unit associated with each uniform is stored in the
2248 * \c gl_uniform_storage::sampler field.
2249 */
2250 GLubyte SamplerUnits[MAX_SAMPLERS];
2251 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2252 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2253
2254 /**
2255 * Number of default uniform block components used by this shader.
2256 *
2257 * This field is only set post-linking.
2258 */
2259 unsigned num_uniform_components;
2260
2261 /**
2262 * Number of combined uniform components used by this shader.
2263 *
2264 * This field is only set post-linking. It is the sum of the uniform block
2265 * sizes divided by sizeof(float), and num_uniform_compoennts.
2266 */
2267 unsigned num_combined_uniform_components;
2268
2269 /**
2270 * This shader's uniform/ssbo block information.
2271 *
2272 * These fields are only set post-linking.
2273 *
2274 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2275 * useful during the linking process so that we don't have to handle SSBOs
2276 * specifically.
2277 *
2278 * UniformBlocks is a list of UBOs. This is useful for backends that need
2279 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2280 * API specifies.
2281 *
2282 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2283 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2284 * GL API specifies.
2285 *
2286 * UniformBlocks and ShaderStorageBlocks only have pointers into
2287 * BufferInterfaceBlocks so the actual resource information is not
2288 * duplicated.
2289 */
2290 unsigned NumBufferInterfaceBlocks;
2291 struct gl_uniform_block *BufferInterfaceBlocks;
2292
2293 unsigned NumUniformBlocks;
2294 struct gl_uniform_block **UniformBlocks;
2295
2296 unsigned NumShaderStorageBlocks;
2297 struct gl_uniform_block **ShaderStorageBlocks;
2298
2299 struct exec_list *ir;
2300 struct exec_list *packed_varyings;
2301 struct exec_list *fragdata_arrays;
2302 struct glsl_symbol_table *symbols;
2303
2304 bool uses_builtin_functions;
2305 bool uses_gl_fragcoord;
2306 bool redeclares_gl_fragcoord;
2307 bool ARB_fragment_coord_conventions_enable;
2308
2309 /**
2310 * Fragment shader state from GLSL 1.50 layout qualifiers.
2311 */
2312 bool origin_upper_left;
2313 bool pixel_center_integer;
2314
2315 /**
2316 * Tessellation Control shader state from layout qualifiers.
2317 */
2318 struct {
2319 /**
2320 * 0 - vertices not declared in shader, or
2321 * 1 .. GL_MAX_PATCH_VERTICES
2322 */
2323 GLint VerticesOut;
2324 } TessCtrl;
2325
2326 /**
2327 * Tessellation Evaluation shader state from layout qualifiers.
2328 */
2329 struct {
2330 /**
2331 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2332 * in this shader.
2333 */
2334 GLenum PrimitiveMode;
2335 /**
2336 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2337 * in this shader.
2338 */
2339 GLenum Spacing;
2340 /**
2341 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2342 */
2343 GLenum VertexOrder;
2344 /**
2345 * 1, 0, or -1 if it's not set in this shader.
2346 */
2347 int PointMode;
2348 } TessEval;
2349
2350 /**
2351 * Geometry shader state from GLSL 1.50 layout qualifiers.
2352 */
2353 struct {
2354 GLint VerticesOut;
2355 /**
2356 * 0 - Invocations count not declared in shader, or
2357 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2358 */
2359 GLint Invocations;
2360 /**
2361 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2362 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2363 * shader.
2364 */
2365 GLenum InputType;
2366 /**
2367 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2368 * it's not set in this shader.
2369 */
2370 GLenum OutputType;
2371 } Geom;
2372
2373 /**
2374 * Map from image uniform index to image unit (set by glUniform1i())
2375 *
2376 * An image uniform index is associated with each image uniform by
2377 * the linker. The image index associated with each uniform is
2378 * stored in the \c gl_uniform_storage::image field.
2379 */
2380 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2381
2382 /**
2383 * Access qualifier specified in the shader for each image uniform
2384 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2385 * GL_READ_WRITE.
2386 *
2387 * It may be different, though only more strict than the value of
2388 * \c gl_image_unit::Access for the corresponding image unit.
2389 */
2390 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2391
2392 /**
2393 * Number of image uniforms defined in the shader. It specifies
2394 * the number of valid elements in the \c ImageUnits and \c
2395 * ImageAccess arrays above.
2396 */
2397 GLuint NumImages;
2398
2399 struct gl_active_atomic_buffer **AtomicBuffers;
2400 unsigned NumAtomicBuffers;
2401
2402 /**
2403 * Whether early fragment tests are enabled as defined by
2404 * ARB_shader_image_load_store.
2405 */
2406 bool EarlyFragmentTests;
2407
2408 /**
2409 * Compute shader state from ARB_compute_shader layout qualifiers.
2410 */
2411 struct {
2412 /**
2413 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2414 * it's not set in this shader.
2415 */
2416 unsigned LocalSize[3];
2417 } Comp;
2418
2419 /**
2420 * Number of types for subroutine uniforms.
2421 */
2422 GLuint NumSubroutineUniformTypes;
2423
2424 /**
2425 * Subroutine uniform remap table
2426 * based on the program level uniform remap table.
2427 */
2428 GLuint NumSubroutineUniformRemapTable;
2429 struct gl_uniform_storage **SubroutineUniformRemapTable;
2430
2431 /**
2432 * Num of subroutine functions for this stage
2433 * and storage for them.
2434 */
2435 GLuint NumSubroutineFunctions;
2436 struct gl_subroutine_function *SubroutineFunctions;
2437 };
2438
2439
2440 struct gl_uniform_buffer_variable
2441 {
2442 char *Name;
2443
2444 /**
2445 * Name of the uniform as seen by glGetUniformIndices.
2446 *
2447 * glGetUniformIndices requires that the block instance index \b not be
2448 * present in the name of queried uniforms.
2449 *
2450 * \note
2451 * \c gl_uniform_buffer_variable::IndexName and
2452 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2453 */
2454 char *IndexName;
2455
2456 const struct glsl_type *Type;
2457 unsigned int Offset;
2458 GLboolean RowMajor;
2459 };
2460
2461
2462 enum gl_uniform_block_packing
2463 {
2464 ubo_packing_std140,
2465 ubo_packing_shared,
2466 ubo_packing_packed,
2467 ubo_packing_std430
2468 };
2469
2470
2471 struct gl_uniform_block
2472 {
2473 /** Declared name of the uniform block */
2474 char *Name;
2475
2476 /** Array of supplemental information about UBO ir_variables. */
2477 struct gl_uniform_buffer_variable *Uniforms;
2478 GLuint NumUniforms;
2479
2480 /**
2481 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2482 * with glBindBufferBase to bind a buffer object to this uniform block. When
2483 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2484 */
2485 GLuint Binding;
2486
2487 /**
2488 * Vulkan descriptor set qualifier for this block.
2489 */
2490 GLuint Set;
2491
2492 /**
2493 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2494 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2495 */
2496 GLuint UniformBufferSize;
2497
2498 /**
2499 * Is this actually an interface block for a shader storage buffer?
2500 */
2501 bool IsShaderStorage;
2502
2503 /**
2504 * Layout specified in the shader
2505 *
2506 * This isn't accessible through the API, but it is used while
2507 * cross-validating uniform blocks.
2508 */
2509 enum gl_uniform_block_packing _Packing;
2510 };
2511
2512 /**
2513 * Structure that represents a reference to an atomic buffer from some
2514 * shader program.
2515 */
2516 struct gl_active_atomic_buffer
2517 {
2518 /** Uniform indices of the atomic counters declared within it. */
2519 GLuint *Uniforms;
2520 GLuint NumUniforms;
2521
2522 /** Binding point index associated with it. */
2523 GLuint Binding;
2524
2525 /** Minimum reasonable size it is expected to have. */
2526 GLuint MinimumSize;
2527
2528 /** Shader stages making use of it. */
2529 GLboolean StageReferences[MESA_SHADER_STAGES];
2530 };
2531
2532 /**
2533 * Data container for shader queries. This holds only the minimal
2534 * amount of required information for resource queries to work.
2535 */
2536 struct gl_shader_variable
2537 {
2538 /**
2539 * Declared type of the variable
2540 */
2541 const struct glsl_type *type;
2542
2543 /**
2544 * Declared name of the variable
2545 */
2546 char *name;
2547
2548 /**
2549 * Storage location of the base of this variable
2550 *
2551 * The precise meaning of this field depends on the nature of the variable.
2552 *
2553 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2554 * - Vertex shader output: one of the values from \c gl_varying_slot.
2555 * - Geometry shader input: one of the values from \c gl_varying_slot.
2556 * - Geometry shader output: one of the values from \c gl_varying_slot.
2557 * - Fragment shader input: one of the values from \c gl_varying_slot.
2558 * - Fragment shader output: one of the values from \c gl_frag_result.
2559 * - Uniforms: Per-stage uniform slot number for default uniform block.
2560 * - Uniforms: Index within the uniform block definition for UBO members.
2561 * - Non-UBO Uniforms: explicit location until linking then reused to
2562 * store uniform slot number.
2563 * - Other: This field is not currently used.
2564 *
2565 * If the variable is a uniform, shader input, or shader output, and the
2566 * slot has not been assigned, the value will be -1.
2567 */
2568 int location;
2569
2570 /**
2571 * Output index for dual source blending.
2572 *
2573 * \note
2574 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2575 * source blending.
2576 */
2577 unsigned index:1;
2578
2579 /**
2580 * Specifies whether a shader input/output is per-patch in tessellation
2581 * shader stages.
2582 */
2583 unsigned patch:1;
2584
2585 /**
2586 * Storage class of the variable.
2587 *
2588 * \sa (n)ir_variable_mode
2589 */
2590 unsigned mode:4;
2591 };
2592
2593 /**
2594 * Active resource in a gl_shader_program
2595 */
2596 struct gl_program_resource
2597 {
2598 GLenum Type; /** Program interface type. */
2599 const void *Data; /** Pointer to resource associated data structure. */
2600 uint8_t StageReferences; /** Bitmask of shader stage references. */
2601 };
2602
2603 /**
2604 * A GLSL program object.
2605 * Basically a linked collection of vertex and fragment shaders.
2606 */
2607 struct gl_shader_program
2608 {
2609 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2610 GLuint Name; /**< aka handle or ID */
2611 GLchar *Label; /**< GL_KHR_debug */
2612 GLint RefCount; /**< Reference count */
2613 GLboolean DeletePending;
2614
2615 /**
2616 * Is the application intending to glGetProgramBinary this program?
2617 */
2618 GLboolean BinaryRetreivableHint;
2619
2620 /**
2621 * Indicates whether program can be bound for individual pipeline stages
2622 * using UseProgramStages after it is next linked.
2623 */
2624 GLboolean SeparateShader;
2625
2626 GLuint NumShaders; /**< number of attached shaders */
2627 struct gl_shader **Shaders; /**< List of attached the shaders */
2628
2629 /**
2630 * User-defined attribute bindings
2631 *
2632 * These are set via \c glBindAttribLocation and are used to direct the
2633 * GLSL linker. These are \b not the values used in the compiled shader,
2634 * and they are \b not the values returned by \c glGetAttribLocation.
2635 */
2636 struct string_to_uint_map *AttributeBindings;
2637
2638 /**
2639 * User-defined fragment data bindings
2640 *
2641 * These are set via \c glBindFragDataLocation and are used to direct the
2642 * GLSL linker. These are \b not the values used in the compiled shader,
2643 * and they are \b not the values returned by \c glGetFragDataLocation.
2644 */
2645 struct string_to_uint_map *FragDataBindings;
2646 struct string_to_uint_map *FragDataIndexBindings;
2647
2648 /**
2649 * Transform feedback varyings last specified by
2650 * glTransformFeedbackVaryings().
2651 *
2652 * For the current set of transform feedback varyings used for transform
2653 * feedback output, see LinkedTransformFeedback.
2654 */
2655 struct {
2656 GLenum BufferMode;
2657 GLuint NumVarying;
2658 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2659 } TransformFeedback;
2660
2661 /** Post-link transform feedback info. */
2662 struct gl_transform_feedback_info LinkedTransformFeedback;
2663
2664 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2665 enum gl_frag_depth_layout FragDepthLayout;
2666
2667 /**
2668 * Tessellation Control shader state from layout qualifiers.
2669 */
2670 struct {
2671 /**
2672 * 0 - vertices not declared in shader, or
2673 * 1 .. GL_MAX_PATCH_VERTICES
2674 */
2675 GLint VerticesOut;
2676 } TessCtrl;
2677
2678 /**
2679 * Tessellation Evaluation shader state from layout qualifiers.
2680 */
2681 struct {
2682 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2683 GLenum PrimitiveMode;
2684 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2685 GLenum Spacing;
2686 /** GL_CW or GL_CCW */
2687 GLenum VertexOrder;
2688 bool PointMode;
2689 /**
2690 * True if gl_ClipDistance is written to. Copied into
2691 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2692 */
2693 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2694 0 if not present. */
2695 } TessEval;
2696
2697 /**
2698 * Geometry shader state - copied into gl_geometry_program by
2699 * _mesa_copy_linked_program_data().
2700 */
2701 struct {
2702 GLint VerticesIn;
2703 GLint VerticesOut;
2704 /**
2705 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2706 */
2707 GLint Invocations;
2708 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2709 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2710 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2711 /**
2712 * True if gl_ClipDistance is written to. Copied into
2713 * gl_geometry_program by _mesa_copy_linked_program_data().
2714 */
2715 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2716 0 if not present. */
2717 bool UsesEndPrimitive;
2718 bool UsesStreams;
2719 } Geom;
2720
2721 /** Vertex shader state */
2722 struct {
2723 /**
2724 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2725 * by _mesa_copy_linked_program_data().
2726 */
2727 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2728 0 if not present. */
2729 } Vert;
2730
2731 /**
2732 * Compute shader state - copied into gl_compute_program by
2733 * _mesa_copy_linked_program_data().
2734 */
2735 struct {
2736 /**
2737 * If this shader contains a compute stage, size specified using
2738 * local_size_{x,y,z}. Otherwise undefined.
2739 */
2740 unsigned LocalSize[3];
2741 /**
2742 * Size of shared variables accessed by the compute shader.
2743 */
2744 unsigned SharedSize;
2745 } Comp;
2746
2747 /* post-link info: */
2748 unsigned NumUniformStorage;
2749 unsigned NumHiddenUniforms;
2750 struct gl_uniform_storage *UniformStorage;
2751
2752 /**
2753 * Mapping from GL uniform locations returned by \c glUniformLocation to
2754 * UniformStorage entries. Arrays will have multiple contiguous slots
2755 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2756 */
2757 unsigned NumUniformRemapTable;
2758 struct gl_uniform_storage **UniformRemapTable;
2759
2760 /**
2761 * Size of the gl_ClipDistance array that is output from the last pipeline
2762 * stage before the fragment shader.
2763 */
2764 unsigned LastClipDistanceArraySize;
2765
2766 /**
2767 * This shader's uniform/ssbo block information.
2768 *
2769 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2770 * useful during the linking process so that we don't have to handle SSBOs
2771 * specifically.
2772 *
2773 * UniformBlocks is a list of UBOs. This is useful for backends that need
2774 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2775 * API specifies.
2776 *
2777 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2778 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2779 * GL API specifies.
2780 *
2781 * UniformBlocks and ShaderStorageBlocks only have pointers into
2782 * BufferInterfaceBlocks so the actual resource information is not
2783 * duplicated and are only set after linking.
2784 */
2785 unsigned NumBufferInterfaceBlocks;
2786 struct gl_uniform_block *BufferInterfaceBlocks;
2787
2788 unsigned NumUniformBlocks;
2789 struct gl_uniform_block **UniformBlocks;
2790
2791 unsigned NumShaderStorageBlocks;
2792 struct gl_uniform_block **ShaderStorageBlocks;
2793
2794 /**
2795 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2796 * used in, or -1.
2797 *
2798 * This is used to maintain the Binding values of the stage's
2799 * BufferInterfaceBlocks[] and to answer the
2800 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2801 */
2802 int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
2803
2804 /**
2805 * Indices into the BufferInterfaceBlocks[] array for Uniform Buffer
2806 * Objects and Shader Storage Buffer Objects.
2807 */
2808 unsigned *UboInterfaceBlockIndex;
2809 unsigned *SsboInterfaceBlockIndex;
2810
2811 /**
2812 * Map of active uniform names to locations
2813 *
2814 * Maps any active uniform that is not an array element to a location.
2815 * Each active uniform, including individual structure members will appear
2816 * in this map. This roughly corresponds to the set of names that would be
2817 * enumerated by \c glGetActiveUniform.
2818 */
2819 struct string_to_uint_map *UniformHash;
2820
2821 struct gl_active_atomic_buffer *AtomicBuffers;
2822 unsigned NumAtomicBuffers;
2823
2824 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2825 GLboolean Validated;
2826 GLboolean _Used; /**< Ever used for drawing? */
2827 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2828 GLchar *InfoLog;
2829
2830 unsigned Version; /**< GLSL version used for linking */
2831 bool IsES; /**< True if this program uses GLSL ES */
2832
2833 /**
2834 * Per-stage shaders resulting from the first stage of linking.
2835 *
2836 * Set of linked shaders for this program. The array is accessed using the
2837 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2838 * \c NULL.
2839 */
2840 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2841
2842 /** List of all active resources after linking. */
2843 struct gl_program_resource *ProgramResourceList;
2844 unsigned NumProgramResourceList;
2845
2846 /* True if any of the fragment shaders attached to this program use:
2847 * #extension ARB_fragment_coord_conventions: enable
2848 */
2849 GLboolean ARB_fragment_coord_conventions_enable;
2850 };
2851
2852
2853 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2854 #define GLSL_LOG 0x2 /**< Write shaders to files */
2855 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2856 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2857 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2858 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2859 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2860 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2861 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2862 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2863
2864
2865 /**
2866 * Context state for GLSL vertex/fragment shaders.
2867 * Extended to support pipeline object
2868 */
2869 struct gl_pipeline_object
2870 {
2871 /** Name of the pipeline object as received from glGenProgramPipelines.
2872 * It would be 0 for shaders without separate shader objects.
2873 */
2874 GLuint Name;
2875
2876 GLint RefCount;
2877
2878 mtx_t Mutex;
2879
2880 GLchar *Label; /**< GL_KHR_debug */
2881
2882 /**
2883 * Programs used for rendering
2884 *
2885 * There is a separate program set for each shader stage.
2886 */
2887 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2888
2889 struct gl_shader_program *_CurrentFragmentProgram;
2890
2891 /**
2892 * Program used by glUniform calls.
2893 *
2894 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2895 */
2896 struct gl_shader_program *ActiveProgram;
2897
2898 GLbitfield Flags; /**< Mask of GLSL_x flags */
2899
2900 GLboolean EverBound; /**< Has the pipeline object been created */
2901
2902 GLboolean Validated; /**< Pipeline Validation status */
2903
2904 GLchar *InfoLog;
2905 };
2906
2907 /**
2908 * Context state for GLSL pipeline shaders.
2909 */
2910 struct gl_pipeline_shader_state
2911 {
2912 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2913 struct gl_pipeline_object *Current;
2914
2915 /* Default Object to ensure that _Shader is never NULL */
2916 struct gl_pipeline_object *Default;
2917
2918 /** Pipeline objects */
2919 struct _mesa_HashTable *Objects;
2920 };
2921
2922 /**
2923 * Compiler options for a single GLSL shaders type
2924 */
2925 struct gl_shader_compiler_options
2926 {
2927 /** Driver-selectable options: */
2928 GLboolean EmitCondCodes; /**< Use condition codes? */
2929 GLboolean EmitNoLoops;
2930 GLboolean EmitNoFunctions;
2931 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2932 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2933 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2934 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2935 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2936 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2937
2938 /**
2939 * \name Forms of indirect addressing the driver cannot do.
2940 */
2941 /*@{*/
2942 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2943 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2944 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2945 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2946 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2947 /*@}*/
2948
2949 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2950 GLuint MaxUnrollIterations;
2951
2952 /**
2953 * Optimize code for array of structures backends.
2954 *
2955 * This is a proxy for:
2956 * - preferring DP4 instructions (rather than MUL/MAD) for
2957 * matrix * vector operations, such as position transformation.
2958 */
2959 GLboolean OptimizeForAOS;
2960
2961 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2962
2963 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2964 * variable access to intrinsics. */
2965
2966 const struct nir_shader_compiler_options *NirOptions;
2967 };
2968
2969
2970 /**
2971 * Occlusion/timer query object.
2972 */
2973 struct gl_query_object
2974 {
2975 GLenum Target; /**< The query target, when active */
2976 GLuint Id; /**< hash table ID/name */
2977 GLchar *Label; /**< GL_KHR_debug */
2978 GLuint64EXT Result; /**< the counter */
2979 GLboolean Active; /**< inside Begin/EndQuery */
2980 GLboolean Ready; /**< result is ready? */
2981 GLboolean EverBound;/**< has query object ever been bound */
2982 GLuint Stream; /**< The stream */
2983 };
2984
2985
2986 /**
2987 * Context state for query objects.
2988 */
2989 struct gl_query_state
2990 {
2991 struct _mesa_HashTable *QueryObjects;
2992 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2993 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2994
2995 /** GL_NV_conditional_render */
2996 struct gl_query_object *CondRenderQuery;
2997
2998 /** GL_EXT_transform_feedback */
2999 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3000 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3001
3002 /** GL_ARB_timer_query */
3003 struct gl_query_object *TimeElapsed;
3004
3005 /** GL_ARB_pipeline_statistics_query */
3006 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3007
3008 GLenum CondRenderMode;
3009 };
3010
3011
3012 /** Sync object state */
3013 struct gl_sync_object
3014 {
3015 GLenum Type; /**< GL_SYNC_FENCE */
3016 GLuint Name; /**< Fence name */
3017 GLchar *Label; /**< GL_KHR_debug */
3018 GLint RefCount; /**< Reference count */
3019 GLboolean DeletePending; /**< Object was deleted while there were still
3020 * live references (e.g., sync not yet finished)
3021 */
3022 GLenum SyncCondition;
3023 GLbitfield Flags; /**< Flags passed to glFenceSync */
3024 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3025 };
3026
3027
3028 /**
3029 * State which can be shared by multiple contexts:
3030 */
3031 struct gl_shared_state
3032 {
3033 mtx_t Mutex; /**< for thread safety */
3034 GLint RefCount; /**< Reference count */
3035 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3036 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3037
3038 /** Default texture objects (shared by all texture units) */
3039 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3040
3041 /** Fallback texture used when a bound texture is incomplete */
3042 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3043
3044 /**
3045 * \name Thread safety and statechange notification for texture
3046 * objects.
3047 *
3048 * \todo Improve the granularity of locking.
3049 */
3050 /*@{*/
3051 mtx_t TexMutex; /**< texobj thread safety */
3052 GLuint TextureStateStamp; /**< state notification for shared tex */
3053 /*@}*/
3054
3055 /** Default buffer object for vertex arrays that aren't in VBOs */
3056 struct gl_buffer_object *NullBufferObj;
3057
3058 /**
3059 * \name Vertex/geometry/fragment programs
3060 */
3061 /*@{*/
3062 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3063 struct gl_vertex_program *DefaultVertexProgram;
3064 struct gl_fragment_program *DefaultFragmentProgram;
3065 /*@}*/
3066
3067 /* GL_ATI_fragment_shader */
3068 struct _mesa_HashTable *ATIShaders;
3069 struct ati_fragment_shader *DefaultFragmentShader;
3070
3071 struct _mesa_HashTable *BufferObjects;
3072
3073 /** Table of both gl_shader and gl_shader_program objects */
3074 struct _mesa_HashTable *ShaderObjects;
3075
3076 /* GL_EXT_framebuffer_object */
3077 struct _mesa_HashTable *RenderBuffers;
3078 struct _mesa_HashTable *FrameBuffers;
3079
3080 /* GL_ARB_sync */
3081 struct set *SyncObjects;
3082
3083 /** GL_ARB_sampler_objects */
3084 struct _mesa_HashTable *SamplerObjects;
3085
3086 /**
3087 * Some context in this share group was affected by a GPU reset
3088 *
3089 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3090 * been affected by a GPU reset must also return
3091 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3092 *
3093 * Once this field becomes true, it is never reset to false.
3094 */
3095 bool ShareGroupReset;
3096 };
3097
3098
3099
3100 /**
3101 * Renderbuffers represent drawing surfaces such as color, depth and/or
3102 * stencil. A framebuffer object has a set of renderbuffers.
3103 * Drivers will typically derive subclasses of this type.
3104 */
3105 struct gl_renderbuffer
3106 {
3107 mtx_t Mutex; /**< for thread safety */
3108 GLuint ClassID; /**< Useful for drivers */
3109 GLuint Name;
3110 GLchar *Label; /**< GL_KHR_debug */
3111 GLint RefCount;
3112 GLuint Width, Height;
3113 GLuint Depth;
3114 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3115 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3116 /**
3117 * True for renderbuffers that wrap textures, giving the driver a chance to
3118 * flush render caches through the FinishRenderTexture hook.
3119 *
3120 * Drivers may also set this on renderbuffers other than those generated by
3121 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3122 * called without a rb->TexImage.
3123 */
3124 GLboolean NeedsFinishRenderTexture;
3125 GLubyte NumSamples;
3126 GLenum InternalFormat; /**< The user-specified format */
3127 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3128 GL_STENCIL_INDEX. */
3129 mesa_format Format; /**< The actual renderbuffer memory format */
3130 /**
3131 * Pointer to the texture image if this renderbuffer wraps a texture,
3132 * otherwise NULL.
3133 *
3134 * Note that the reference on the gl_texture_object containing this
3135 * TexImage is held by the gl_renderbuffer_attachment.
3136 */
3137 struct gl_texture_image *TexImage;
3138
3139 /** Delete this renderbuffer */
3140 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3141
3142 /** Allocate new storage for this renderbuffer */
3143 GLboolean (*AllocStorage)(struct gl_context *ctx,
3144 struct gl_renderbuffer *rb,
3145 GLenum internalFormat,
3146 GLuint width, GLuint height);
3147 };
3148
3149
3150 /**
3151 * A renderbuffer attachment points to either a texture object (and specifies
3152 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3153 */
3154 struct gl_renderbuffer_attachment
3155 {
3156 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3157 GLboolean Complete;
3158
3159 /**
3160 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3161 * application supplied renderbuffer object.
3162 */
3163 struct gl_renderbuffer *Renderbuffer;
3164
3165 /**
3166 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3167 * supplied texture object.
3168 */
3169 struct gl_texture_object *Texture;
3170 GLuint TextureLevel; /**< Attached mipmap level. */
3171 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3172 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3173 * and 2D array textures */
3174 GLboolean Layered;
3175 };
3176
3177
3178 /**
3179 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3180 * In C++ terms, think of this as a base class from which device drivers
3181 * will make derived classes.
3182 */
3183 struct gl_framebuffer
3184 {
3185 mtx_t Mutex; /**< for thread safety */
3186 /**
3187 * If zero, this is a window system framebuffer. If non-zero, this
3188 * is a FBO framebuffer; note that for some devices (i.e. those with
3189 * a natural pixel coordinate system for FBOs that differs from the
3190 * OpenGL/Mesa coordinate system), this means that the viewport,
3191 * polygon face orientation, and polygon stipple will have to be inverted.
3192 */
3193 GLuint Name;
3194 GLint RefCount;
3195
3196 GLchar *Label; /**< GL_KHR_debug */
3197
3198 GLboolean DeletePending;
3199
3200 /**
3201 * The framebuffer's visual. Immutable if this is a window system buffer.
3202 * Computed from attachments if user-made FBO.
3203 */
3204 struct gl_config Visual;
3205
3206 /**
3207 * Size of frame buffer in pixels. If there are no attachments, then both
3208 * of these are 0.
3209 */
3210 GLuint Width, Height;
3211
3212 /**
3213 * In the case that the framebuffer has no attachment (i.e.
3214 * GL_ARB_framebuffer_no_attachments) then the geometry of
3215 * the framebuffer is specified by the default values.
3216 */
3217 struct {
3218 GLuint Width, Height, Layers, NumSamples;
3219 GLboolean FixedSampleLocations;
3220 } DefaultGeometry;
3221
3222 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3223 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3224 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3225 */
3226 /*@{*/
3227 GLint _Xmin, _Xmax;
3228 GLint _Ymin, _Ymax;
3229 /*@}*/
3230
3231 /** \name Derived Z buffer stuff */
3232 /*@{*/
3233 GLuint _DepthMax; /**< Max depth buffer value */
3234 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3235 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3236 /*@}*/
3237
3238 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3239 GLenum _Status;
3240
3241 /** Whether one of Attachment has Type != GL_NONE
3242 * NOTE: the values for Width and Height are set to 0 in case of having
3243 * no attachments, a backend driver supporting the extension
3244 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3245 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3246 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3247 * _Ymax do NOT take into account _HasAttachments being false). To get the
3248 * geometry of the framebuffer, the helper functions
3249 * _mesa_geometric_width(),
3250 * _mesa_geometric_height(),
3251 * _mesa_geometric_samples() and
3252 * _mesa_geometric_layers()
3253 * are available that check _HasAttachments.
3254 */
3255 bool _HasAttachments;
3256
3257 /** Integer color values */
3258 GLboolean _IntegerColor;
3259
3260 /* ARB_color_buffer_float */
3261 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3262 GLboolean _HasSNormOrFloatColorBuffer;
3263
3264 /**
3265 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3266 * is not layered. For cube maps and cube map arrays, each cube face
3267 * counts as a layer. As the case for Width, Height a backend driver
3268 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3269 * in the case that _HasAttachments is false
3270 */
3271 GLuint MaxNumLayers;
3272
3273 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3274 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3275
3276 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3277 * attribute group and GL_PIXEL attribute group, respectively.
3278 */
3279 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3280 GLenum ColorReadBuffer;
3281
3282 /** Computed from ColorDraw/ReadBuffer above */
3283 GLuint _NumColorDrawBuffers;
3284 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3285 GLint _ColorReadBufferIndex; /* -1 = None */
3286 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3287 struct gl_renderbuffer *_ColorReadBuffer;
3288
3289 /** Delete this framebuffer */
3290 void (*Delete)(struct gl_framebuffer *fb);
3291 };
3292
3293
3294 /**
3295 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3296 */
3297 struct gl_precision
3298 {
3299 GLushort RangeMin; /**< min value exponent */
3300 GLushort RangeMax; /**< max value exponent */
3301 GLushort Precision; /**< number of mantissa bits */
3302 };
3303
3304
3305 /**
3306 * Limits for vertex, geometry and fragment programs/shaders.
3307 */
3308 struct gl_program_constants
3309 {
3310 /* logical limits */
3311 GLuint MaxInstructions;
3312 GLuint MaxAluInstructions;
3313 GLuint MaxTexInstructions;
3314 GLuint MaxTexIndirections;
3315 GLuint MaxAttribs;
3316 GLuint MaxTemps;
3317 GLuint MaxAddressRegs;
3318 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3319 GLuint MaxParameters;
3320 GLuint MaxLocalParams;
3321 GLuint MaxEnvParams;
3322 /* native/hardware limits */
3323 GLuint MaxNativeInstructions;
3324 GLuint MaxNativeAluInstructions;
3325 GLuint MaxNativeTexInstructions;
3326 GLuint MaxNativeTexIndirections;
3327 GLuint MaxNativeAttribs;
3328 GLuint MaxNativeTemps;
3329 GLuint MaxNativeAddressRegs;
3330 GLuint MaxNativeParameters;
3331 /* For shaders */
3332 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3333
3334 /**
3335 * \name Per-stage input / output limits
3336 *
3337 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3338 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3339 * ES). This is stored as \c gl_constants::MaxVarying.
3340 *
3341 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3342 * variables. Each stage as a certain number of outputs that it can feed
3343 * to the next stage and a certain number inputs that it can consume from
3344 * the previous stage.
3345 *
3346 * Vertex shader inputs do not participate this in this accounting.
3347 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3348 *
3349 * Fragment shader outputs do not participate this in this accounting.
3350 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3351 */
3352 /*@{*/
3353 GLuint MaxInputComponents;
3354 GLuint MaxOutputComponents;
3355 /*@}*/
3356
3357 /* ES 2.0 and GL_ARB_ES2_compatibility */
3358 struct gl_precision LowFloat, MediumFloat, HighFloat;
3359 struct gl_precision LowInt, MediumInt, HighInt;
3360 /* GL_ARB_uniform_buffer_object */
3361 GLuint MaxUniformBlocks;
3362 GLuint MaxCombinedUniformComponents;
3363 GLuint MaxTextureImageUnits;
3364
3365 /* GL_ARB_shader_atomic_counters */
3366 GLuint MaxAtomicBuffers;
3367 GLuint MaxAtomicCounters;
3368
3369 /* GL_ARB_shader_image_load_store */
3370 GLuint MaxImageUniforms;
3371
3372 /* GL_ARB_shader_storage_buffer_object */
3373 GLuint MaxShaderStorageBlocks;
3374 };
3375
3376
3377 /**
3378 * Constants which may be overridden by device driver during context creation
3379 * but are never changed after that.
3380 */
3381 struct gl_constants
3382 {
3383 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3384 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3385 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3386 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3387 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3388 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3389 GLuint MaxTextureCoordUnits;
3390 GLuint MaxCombinedTextureImageUnits;
3391 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3392 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3393 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3394 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3395
3396 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3397
3398 GLuint MaxArrayLockSize;
3399
3400 GLint SubPixelBits;
3401
3402 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3403 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3404 GLfloat PointSizeGranularity;
3405 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3406 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3407 GLfloat LineWidthGranularity;
3408
3409 GLuint MaxClipPlanes;
3410 GLuint MaxLights;
3411 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3412 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3413
3414 GLuint MaxViewportWidth, MaxViewportHeight;
3415 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3416 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3417 struct {
3418 GLfloat Min;
3419 GLfloat Max;
3420 } ViewportBounds; /**< GL_ARB_viewport_array */
3421
3422 struct gl_program_constants Program[MESA_SHADER_STAGES];
3423 GLuint MaxProgramMatrices;
3424 GLuint MaxProgramMatrixStackDepth;
3425
3426 struct {
3427 GLuint SamplesPassed;
3428 GLuint TimeElapsed;
3429 GLuint Timestamp;
3430 GLuint PrimitivesGenerated;
3431 GLuint PrimitivesWritten;
3432 GLuint VerticesSubmitted;
3433 GLuint PrimitivesSubmitted;
3434 GLuint VsInvocations;
3435 GLuint TessPatches;
3436 GLuint TessInvocations;
3437 GLuint GsInvocations;
3438 GLuint GsPrimitives;
3439 GLuint FsInvocations;
3440 GLuint ComputeInvocations;
3441 GLuint ClInPrimitives;
3442 GLuint ClOutPrimitives;
3443 } QueryCounterBits;
3444
3445 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3446
3447 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3448 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3449 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3450
3451 /**
3452 * GL_ARB_framebuffer_no_attachments
3453 */
3454 GLuint MaxFramebufferWidth;
3455 GLuint MaxFramebufferHeight;
3456 GLuint MaxFramebufferLayers;
3457 GLuint MaxFramebufferSamples;
3458
3459 /** Number of varying vectors between any two shader stages. */
3460 GLuint MaxVarying;
3461
3462 /** @{
3463 * GL_ARB_uniform_buffer_object
3464 */
3465 GLuint MaxCombinedUniformBlocks;
3466 GLuint MaxUniformBufferBindings;
3467 GLuint MaxUniformBlockSize;
3468 GLuint UniformBufferOffsetAlignment;
3469 /** @} */
3470
3471 /** @{
3472 * GL_ARB_shader_storage_buffer_object
3473 */
3474 GLuint MaxCombinedShaderStorageBlocks;
3475 GLuint MaxShaderStorageBufferBindings;
3476 GLuint MaxShaderStorageBlockSize;
3477 GLuint ShaderStorageBufferOffsetAlignment;
3478 /** @} */
3479
3480 /**
3481 * GL_ARB_explicit_uniform_location
3482 */
3483 GLuint MaxUserAssignableUniformLocations;
3484
3485 /** geometry shader */
3486 GLuint MaxGeometryOutputVertices;
3487 GLuint MaxGeometryTotalOutputComponents;
3488
3489 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3490
3491 /**
3492 * Changes default GLSL extension behavior from "error" to "warn". It's out
3493 * of spec, but it can make some apps work that otherwise wouldn't.
3494 */
3495 GLboolean ForceGLSLExtensionsWarn;
3496
3497 /**
3498 * If non-zero, forces GLSL shaders to behave as if they began
3499 * with "#version ForceGLSLVersion".
3500 */
3501 GLuint ForceGLSLVersion;
3502
3503 /**
3504 * Allow GLSL #extension directives in the middle of shaders.
3505 */
3506 GLboolean AllowGLSLExtensionDirectiveMidShader;
3507
3508 /**
3509 * Does the driver support real 32-bit integers? (Otherwise, integers are
3510 * simulated via floats.)
3511 */
3512 GLboolean NativeIntegers;
3513
3514 /**
3515 * Does VertexID count from zero or from base vertex?
3516 *
3517 * \note
3518 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3519 * ignored and need not be set.
3520 */
3521 bool VertexID_is_zero_based;
3522
3523 /**
3524 * If the driver supports real 32-bit integers, what integer value should be
3525 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3526 */
3527 GLuint UniformBooleanTrue;
3528
3529 /**
3530 * Maximum amount of time, measured in nanseconds, that the server can wait.
3531 */
3532 GLuint64 MaxServerWaitTimeout;
3533
3534 /** GL_EXT_provoking_vertex */
3535 GLboolean QuadsFollowProvokingVertexConvention;
3536
3537 /** GL_ARB_viewport_array */
3538 GLenum LayerAndVPIndexProvokingVertex;
3539
3540 /** OpenGL version 3.0 */
3541 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3542
3543 /** OpenGL version 3.2 */
3544 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3545
3546 /** OpenGL version 4.4 */
3547 GLuint MaxVertexAttribStride;
3548
3549 /** GL_EXT_transform_feedback */
3550 GLuint MaxTransformFeedbackBuffers;
3551 GLuint MaxTransformFeedbackSeparateComponents;
3552 GLuint MaxTransformFeedbackInterleavedComponents;
3553 GLuint MaxVertexStreams;
3554
3555 /** GL_EXT_gpu_shader4 */
3556 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3557
3558 /** GL_ARB_texture_gather */
3559 GLuint MinProgramTextureGatherOffset;
3560 GLuint MaxProgramTextureGatherOffset;
3561 GLuint MaxProgramTextureGatherComponents;
3562
3563 /* GL_ARB_robustness */
3564 GLenum ResetStrategy;
3565
3566 /* GL_ARB_blend_func_extended */
3567 GLuint MaxDualSourceDrawBuffers;
3568
3569 /**
3570 * Whether the implementation strips out and ignores texture borders.
3571 *
3572 * Many GPU hardware implementations don't support rendering with texture
3573 * borders and mipmapped textures. (Note: not static border color, but the
3574 * old 1-pixel border around each edge). Implementations then have to do
3575 * slow fallbacks to be correct, or just ignore the border and be fast but
3576 * wrong. Setting the flag strips the border off of TexImage calls,
3577 * providing "fast but wrong" at significantly reduced driver complexity.
3578 *
3579 * Texture borders are deprecated in GL 3.0.
3580 **/
3581 GLboolean StripTextureBorder;
3582
3583 /**
3584 * For drivers which can do a better job at eliminating unused uniforms
3585 * than the GLSL compiler.
3586 *
3587 * XXX Remove these as soon as a better solution is available.
3588 */
3589 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3590
3591 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3592 bool GLSLFragCoordIsSysVal;
3593 bool GLSLFrontFacingIsSysVal;
3594
3595 /**
3596 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3597 * than passing the transform feedback object to the drawing function.
3598 */
3599 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3600
3601 /** GL_ARB_map_buffer_alignment */
3602 GLuint MinMapBufferAlignment;
3603
3604 /**
3605 * Disable varying packing. This is out of spec, but potentially useful
3606 * for older platforms that supports a limited number of texture
3607 * indirections--on these platforms, unpacking the varyings in the fragment
3608 * shader increases the number of texture indirections by 1, which might
3609 * make some shaders not executable at all.
3610 *
3611 * Drivers that support transform feedback must set this value to GL_FALSE.
3612 */
3613 GLboolean DisableVaryingPacking;
3614
3615 /**
3616 * Should meaningful names be generated for compiler temporary variables?
3617 *
3618 * Generally, it is not useful to have the compiler generate "meaningful"
3619 * names for temporary variables that it creates. This can, however, be a
3620 * useful debugging aid. In Mesa debug builds or release builds when
3621 * MESA_GLSL is set at run-time, meaningful names will be generated.
3622 * Drivers can also force names to be generated by setting this field.
3623 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3624 * vertex shader assembly) is set at run-time.
3625 */
3626 bool GenerateTemporaryNames;
3627
3628 /*
3629 * Maximum value supported for an index in DrawElements and friends.
3630 *
3631 * This must be at least (1ull<<24)-1. The default value is
3632 * (1ull<<32)-1.
3633 *
3634 * \since ES 3.0 or GL_ARB_ES3_compatibility
3635 * \sa _mesa_init_constants
3636 */
3637 GLuint64 MaxElementIndex;
3638
3639 /**
3640 * Disable interpretation of line continuations (lines ending with a
3641 * backslash character ('\') in GLSL source.
3642 */
3643 GLboolean DisableGLSLLineContinuations;
3644
3645 /** GL_ARB_texture_multisample */
3646 GLint MaxColorTextureSamples;
3647 GLint MaxDepthTextureSamples;
3648 GLint MaxIntegerSamples;
3649
3650 /**
3651 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3652 * samples are laid out in a rectangular grid roughly corresponding to
3653 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3654 * are used to map indices of rectangular grid to sample numbers within
3655 * a pixel. This mapping of indices to sample numbers must be initialized
3656 * by the driver for the target hardware. For example, if we have the 8X
3657 * MSAA sample number layout (sample positions) for XYZ hardware:
3658 *
3659 * sample indices layout sample number layout
3660 * --------- ---------
3661 * | 0 | 1 | | a | b |
3662 * --------- ---------
3663 * | 2 | 3 | | c | d |
3664 * --------- ---------
3665 * | 4 | 5 | | e | f |
3666 * --------- ---------
3667 * | 6 | 7 | | g | h |
3668 * --------- ---------
3669 *
3670 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3671 *
3672 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3673 * below:
3674 * SampleMap8x = {a, b, c, d, e, f, g, h};
3675 *
3676 * Follow the logic for sample counts 2-8.
3677 *
3678 * For 16x the sample indices layout as a 4x4 grid as follows:
3679 *
3680 * -----------------
3681 * | 0 | 1 | 2 | 3 |
3682 * -----------------
3683 * | 4 | 5 | 6 | 7 |
3684 * -----------------
3685 * | 8 | 9 |10 |11 |
3686 * -----------------
3687 * |12 |13 |14 |15 |
3688 * -----------------
3689 */
3690 uint8_t SampleMap2x[2];
3691 uint8_t SampleMap4x[4];
3692 uint8_t SampleMap8x[8];
3693 uint8_t SampleMap16x[16];
3694
3695 /** GL_ARB_shader_atomic_counters */
3696 GLuint MaxAtomicBufferBindings;
3697 GLuint MaxAtomicBufferSize;
3698 GLuint MaxCombinedAtomicBuffers;
3699 GLuint MaxCombinedAtomicCounters;
3700
3701 /** GL_ARB_vertex_attrib_binding */
3702 GLint MaxVertexAttribRelativeOffset;
3703 GLint MaxVertexAttribBindings;
3704
3705 /* GL_ARB_shader_image_load_store */
3706 GLuint MaxImageUnits;
3707 GLuint MaxCombinedShaderOutputResources;
3708 GLuint MaxImageSamples;
3709 GLuint MaxCombinedImageUniforms;
3710
3711 /** GL_ARB_compute_shader */
3712 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3713 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3714 GLuint MaxComputeWorkGroupInvocations;
3715
3716 /** GL_ARB_gpu_shader5 */
3717 GLfloat MinFragmentInterpolationOffset;
3718 GLfloat MaxFragmentInterpolationOffset;
3719
3720 GLboolean FakeSWMSAA;
3721
3722 /** GL_KHR_context_flush_control */
3723 GLenum ContextReleaseBehavior;
3724
3725 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3726
3727 /** GL_ARB_tessellation_shader */
3728 GLuint MaxPatchVertices;
3729 GLuint MaxTessGenLevel;
3730 GLuint MaxTessPatchComponents;
3731 GLuint MaxTessControlTotalOutputComponents;
3732 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3733 };
3734
3735
3736 /**
3737 * Enable flag for each OpenGL extension. Different device drivers will
3738 * enable different extensions at runtime.
3739 */
3740 struct gl_extensions
3741 {
3742 GLboolean dummy; /* don't remove this! */
3743 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3744 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3745 GLboolean ANGLE_texture_compression_dxt;
3746 GLboolean ARB_ES2_compatibility;
3747 GLboolean ARB_ES3_compatibility;
3748 GLboolean ARB_arrays_of_arrays;
3749 GLboolean ARB_base_instance;
3750 GLboolean ARB_blend_func_extended;
3751 GLboolean ARB_buffer_storage;
3752 GLboolean ARB_clear_texture;
3753 GLboolean ARB_clip_control;
3754 GLboolean ARB_color_buffer_float;
3755 GLboolean ARB_compute_shader;
3756 GLboolean ARB_conditional_render_inverted;
3757 GLboolean ARB_conservative_depth;
3758 GLboolean ARB_copy_image;
3759 GLboolean ARB_depth_buffer_float;
3760 GLboolean ARB_depth_clamp;
3761 GLboolean ARB_depth_texture;
3762 GLboolean ARB_derivative_control;
3763 GLboolean ARB_draw_buffers_blend;
3764 GLboolean ARB_draw_elements_base_vertex;
3765 GLboolean ARB_draw_indirect;
3766 GLboolean ARB_draw_instanced;
3767 GLboolean ARB_fragment_coord_conventions;
3768 GLboolean ARB_fragment_layer_viewport;
3769 GLboolean ARB_fragment_program;
3770 GLboolean ARB_fragment_program_shadow;
3771 GLboolean ARB_fragment_shader;
3772 GLboolean ARB_framebuffer_no_attachments;
3773 GLboolean ARB_framebuffer_object;
3774 GLboolean ARB_enhanced_layouts;
3775 GLboolean ARB_explicit_attrib_location;
3776 GLboolean ARB_explicit_uniform_location;
3777 GLboolean ARB_gpu_shader5;
3778 GLboolean ARB_gpu_shader_fp64;
3779 GLboolean ARB_half_float_vertex;
3780 GLboolean ARB_indirect_parameters;
3781 GLboolean ARB_instanced_arrays;
3782 GLboolean ARB_internalformat_query;
3783 GLboolean ARB_map_buffer_range;
3784 GLboolean ARB_occlusion_query;
3785 GLboolean ARB_occlusion_query2;
3786 GLboolean ARB_pipeline_statistics_query;
3787 GLboolean ARB_point_sprite;
3788 GLboolean ARB_sample_shading;
3789 GLboolean ARB_seamless_cube_map;
3790 GLboolean ARB_shader_atomic_counters;
3791 GLboolean ARB_shader_bit_encoding;
3792 GLboolean ARB_shader_clock;
3793 GLboolean ARB_shader_draw_parameters;
3794 GLboolean ARB_shader_image_load_store;
3795 GLboolean ARB_shader_image_size;
3796 GLboolean ARB_shader_precision;
3797 GLboolean ARB_shader_stencil_export;
3798 GLboolean ARB_shader_storage_buffer_object;
3799 GLboolean ARB_shader_subroutine;
3800 GLboolean ARB_shader_texture_image_samples;
3801 GLboolean ARB_shader_texture_lod;
3802 GLboolean ARB_shading_language_packing;
3803 GLboolean ARB_shading_language_420pack;
3804 GLboolean ARB_shadow;
3805 GLboolean ARB_stencil_texturing;
3806 GLboolean ARB_sync;
3807 GLboolean ARB_tessellation_shader;
3808 GLboolean ARB_texture_border_clamp;
3809 GLboolean ARB_texture_buffer_object;
3810 GLboolean ARB_texture_buffer_object_rgb32;
3811 GLboolean ARB_texture_buffer_range;
3812 GLboolean ARB_texture_compression_bptc;
3813 GLboolean ARB_texture_compression_rgtc;
3814 GLboolean ARB_texture_cube_map;
3815 GLboolean ARB_texture_cube_map_array;
3816 GLboolean ARB_texture_env_combine;
3817 GLboolean ARB_texture_env_crossbar;
3818 GLboolean ARB_texture_env_dot3;
3819 GLboolean ARB_texture_float;
3820 GLboolean ARB_texture_gather;
3821 GLboolean ARB_texture_mirror_clamp_to_edge;
3822 GLboolean ARB_texture_multisample;
3823 GLboolean ARB_texture_non_power_of_two;
3824 GLboolean ARB_texture_stencil8;
3825 GLboolean ARB_texture_query_levels;
3826 GLboolean ARB_texture_query_lod;
3827 GLboolean ARB_texture_rg;
3828 GLboolean ARB_texture_rgb10_a2ui;
3829 GLboolean ARB_texture_view;
3830 GLboolean ARB_timer_query;
3831 GLboolean ARB_transform_feedback2;
3832 GLboolean ARB_transform_feedback3;
3833 GLboolean ARB_transform_feedback_instanced;
3834 GLboolean ARB_uniform_buffer_object;
3835 GLboolean ARB_vertex_attrib_64bit;
3836 GLboolean ARB_vertex_program;
3837 GLboolean ARB_vertex_shader;
3838 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3839 GLboolean ARB_vertex_type_2_10_10_10_rev;
3840 GLboolean ARB_viewport_array;
3841 GLboolean EXT_blend_color;
3842 GLboolean EXT_blend_equation_separate;
3843 GLboolean EXT_blend_func_separate;
3844 GLboolean EXT_blend_minmax;
3845 GLboolean EXT_depth_bounds_test;
3846 GLboolean EXT_draw_buffers2;
3847 GLboolean EXT_framebuffer_multisample;
3848 GLboolean EXT_framebuffer_multisample_blit_scaled;
3849 GLboolean EXT_framebuffer_sRGB;
3850 GLboolean EXT_gpu_program_parameters;
3851 GLboolean EXT_gpu_shader4;
3852 GLboolean EXT_packed_float;
3853 GLboolean EXT_pixel_buffer_object;
3854 GLboolean EXT_point_parameters;
3855 GLboolean EXT_polygon_offset_clamp;
3856 GLboolean EXT_provoking_vertex;
3857 GLboolean EXT_shader_integer_mix;
3858 GLboolean EXT_shader_samples_identical;
3859 GLboolean EXT_stencil_two_side;
3860 GLboolean EXT_texture_array;
3861 GLboolean EXT_texture_compression_latc;
3862 GLboolean EXT_texture_compression_s3tc;
3863 GLboolean EXT_texture_env_dot3;
3864 GLboolean EXT_texture_filter_anisotropic;
3865 GLboolean EXT_texture_integer;
3866 GLboolean EXT_texture_mirror_clamp;
3867 GLboolean EXT_texture_shared_exponent;
3868 GLboolean EXT_texture_snorm;
3869 GLboolean EXT_texture_sRGB;
3870 GLboolean EXT_texture_sRGB_decode;
3871 GLboolean EXT_texture_swizzle;
3872 GLboolean EXT_transform_feedback;
3873 GLboolean EXT_timer_query;
3874 GLboolean EXT_vertex_array_bgra;
3875 GLboolean OES_standard_derivatives;
3876 /* vendor extensions */
3877 GLboolean AMD_performance_monitor;
3878 GLboolean AMD_pinned_memory;
3879 GLboolean AMD_seamless_cubemap_per_texture;
3880 GLboolean AMD_vertex_shader_layer;
3881 GLboolean AMD_vertex_shader_viewport_index;
3882 GLboolean APPLE_object_purgeable;
3883 GLboolean ATI_texture_compression_3dc;
3884 GLboolean ATI_texture_mirror_once;
3885 GLboolean ATI_texture_env_combine3;
3886 GLboolean ATI_fragment_shader;
3887 GLboolean ATI_separate_stencil;
3888 GLboolean GREMEDY_string_marker;
3889 GLboolean INTEL_performance_query;
3890 GLboolean KHR_texture_compression_astc_hdr;
3891 GLboolean KHR_texture_compression_astc_ldr;
3892 GLboolean MESA_pack_invert;
3893 GLboolean MESA_ycbcr_texture;
3894 GLboolean NV_conditional_render;
3895 GLboolean NV_fog_distance;
3896 GLboolean NV_fragment_program_option;
3897 GLboolean NV_point_sprite;
3898 GLboolean NV_primitive_restart;
3899 GLboolean NV_texture_barrier;
3900 GLboolean NV_texture_env_combine4;
3901 GLboolean NV_texture_rectangle;
3902 GLboolean NV_vdpau_interop;
3903 GLboolean TDFX_texture_compression_FXT1;
3904 GLboolean OES_EGL_image;
3905 GLboolean OES_draw_texture;
3906 GLboolean OES_depth_texture_cube_map;
3907 GLboolean OES_EGL_image_external;
3908 GLboolean OES_texture_float;
3909 GLboolean OES_texture_float_linear;
3910 GLboolean OES_texture_half_float;
3911 GLboolean OES_texture_half_float_linear;
3912 GLboolean OES_compressed_ETC1_RGB8_texture;
3913 GLboolean OES_geometry_shader;
3914 GLboolean extension_sentinel;
3915 /** The extension string */
3916 const GLubyte *String;
3917 /** Number of supported extensions */
3918 GLuint Count;
3919 /**
3920 * The context version which extension helper functions compare against.
3921 * By default, the value is equal to ctx->Version. This changes to ~0
3922 * while meta is in progress.
3923 */
3924 GLubyte Version;
3925 };
3926
3927
3928 /**
3929 * A stack of matrices (projection, modelview, color, texture, etc).
3930 */
3931 struct gl_matrix_stack
3932 {
3933 GLmatrix *Top; /**< points into Stack */
3934 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3935 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3936 GLuint MaxDepth; /**< size of Stack[] array */
3937 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3938 };
3939
3940
3941 /**
3942 * \name Bits for image transfer operations
3943 * \sa __struct gl_contextRec::ImageTransferState.
3944 */
3945 /*@{*/
3946 #define IMAGE_SCALE_BIAS_BIT 0x1
3947 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3948 #define IMAGE_MAP_COLOR_BIT 0x4
3949 #define IMAGE_CLAMP_BIT 0x800
3950
3951
3952 /** Pixel Transfer ops */
3953 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3954 IMAGE_SHIFT_OFFSET_BIT | \
3955 IMAGE_MAP_COLOR_BIT)
3956
3957 /**
3958 * \name Bits to indicate what state has changed.
3959 */
3960 /*@{*/
3961 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3962 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3963 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3964 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3965 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3966 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3967 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3968 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3969 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3970 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3971 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3972 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3973 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3974 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3975 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3976 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3977 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3978 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3979 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3980 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3981 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3982 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3983 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3984 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3985 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3986 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3987 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3988 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3989 #define _NEW_BUFFER_OBJECT (1 << 28)
3990 #define _NEW_FRAG_CLAMP (1 << 29)
3991 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3992 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3993 #define _NEW_ALL ~0
3994 /*@}*/
3995
3996
3997 /**
3998 * Composite state flags
3999 */
4000 /*@{*/
4001 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4002 _NEW_TEXTURE | \
4003 _NEW_POINT | \
4004 _NEW_PROGRAM | \
4005 _NEW_MODELVIEW)
4006
4007 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4008 _NEW_FOG | \
4009 _NEW_PROGRAM)
4010
4011
4012 /*@}*/
4013
4014
4015
4016
4017 /* This has to be included here. */
4018 #include "dd.h"
4019
4020
4021 /**
4022 * Display list flags.
4023 * Strictly this is a tnl-private concept, but it doesn't seem
4024 * worthwhile adding a tnl private structure just to hold this one bit
4025 * of information:
4026 */
4027 #define DLIST_DANGLING_REFS 0x1
4028
4029
4030 /** Opaque declaration of display list payload data type */
4031 union gl_dlist_node;
4032
4033
4034 /**
4035 * Provide a location where information about a display list can be
4036 * collected. Could be extended with driverPrivate structures,
4037 * etc. in the future.
4038 */
4039 struct gl_display_list
4040 {
4041 GLuint Name;
4042 GLchar *Label; /**< GL_KHR_debug */
4043 GLbitfield Flags; /**< DLIST_x flags */
4044 /** The dlist commands are in a linked list of nodes */
4045 union gl_dlist_node *Head;
4046 };
4047
4048
4049 /**
4050 * State used during display list compilation and execution.
4051 */
4052 struct gl_dlist_state
4053 {
4054 GLuint CallDepth; /**< Current recursion calling depth */
4055
4056 struct gl_display_list *CurrentList; /**< List currently being compiled */
4057 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4058 GLuint CurrentPos; /**< Index into current block of nodes */
4059
4060 GLvertexformat ListVtxfmt;
4061
4062 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4063 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4064
4065 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4066 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4067
4068 struct {
4069 /* State known to have been set by the currently-compiling display
4070 * list. Used to eliminate some redundant state changes.
4071 */
4072 GLenum ShadeModel;
4073 } Current;
4074 };
4075
4076 /** @{
4077 *
4078 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4079 * to small enums suitable for use as an array index.
4080 */
4081
4082 enum mesa_debug_source {
4083 MESA_DEBUG_SOURCE_API,
4084 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4085 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4086 MESA_DEBUG_SOURCE_THIRD_PARTY,
4087 MESA_DEBUG_SOURCE_APPLICATION,
4088 MESA_DEBUG_SOURCE_OTHER,
4089 MESA_DEBUG_SOURCE_COUNT
4090 };
4091
4092 enum mesa_debug_type {
4093 MESA_DEBUG_TYPE_ERROR,
4094 MESA_DEBUG_TYPE_DEPRECATED,
4095 MESA_DEBUG_TYPE_UNDEFINED,
4096 MESA_DEBUG_TYPE_PORTABILITY,
4097 MESA_DEBUG_TYPE_PERFORMANCE,
4098 MESA_DEBUG_TYPE_OTHER,
4099 MESA_DEBUG_TYPE_MARKER,
4100 MESA_DEBUG_TYPE_PUSH_GROUP,
4101 MESA_DEBUG_TYPE_POP_GROUP,
4102 MESA_DEBUG_TYPE_COUNT
4103 };
4104
4105 enum mesa_debug_severity {
4106 MESA_DEBUG_SEVERITY_LOW,
4107 MESA_DEBUG_SEVERITY_MEDIUM,
4108 MESA_DEBUG_SEVERITY_HIGH,
4109 MESA_DEBUG_SEVERITY_NOTIFICATION,
4110 MESA_DEBUG_SEVERITY_COUNT
4111 };
4112
4113 /** @} */
4114
4115 /**
4116 * Driver-specific state flags.
4117 *
4118 * These are or'd with gl_context::NewDriverState to notify a driver about
4119 * a state change. The driver sets the flags at context creation and
4120 * the meaning of the bits set is opaque to core Mesa.
4121 */
4122 struct gl_driver_flags
4123 {
4124 /** gl_context::Array::_DrawArrays (vertex array state) */
4125 uint64_t NewArray;
4126
4127 /** gl_context::TransformFeedback::CurrentObject */
4128 uint64_t NewTransformFeedback;
4129
4130 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4131 uint64_t NewTransformFeedbackProg;
4132
4133 /** gl_context::RasterDiscard */
4134 uint64_t NewRasterizerDiscard;
4135
4136 /**
4137 * gl_context::UniformBufferBindings
4138 * gl_shader_program::UniformBlocks
4139 */
4140 uint64_t NewUniformBuffer;
4141
4142 /**
4143 * gl_context::ShaderStorageBufferBindings
4144 * gl_shader_program::ShaderStorageBlocks
4145 */
4146 uint64_t NewShaderStorageBuffer;
4147
4148 uint64_t NewTextureBuffer;
4149
4150 /**
4151 * gl_context::AtomicBufferBindings
4152 */
4153 uint64_t NewAtomicBuffer;
4154
4155 /**
4156 * gl_context::ImageUnits
4157 */
4158 uint64_t NewImageUnits;
4159
4160 /**
4161 * gl_context::TessCtrlProgram::patch_default_*
4162 */
4163 uint64_t NewDefaultTessLevels;
4164 };
4165
4166 struct gl_uniform_buffer_binding
4167 {
4168 struct gl_buffer_object *BufferObject;
4169 /** Start of uniform block data in the buffer */
4170 GLintptr Offset;
4171 /** Size of data allowed to be referenced from the buffer (in bytes) */
4172 GLsizeiptr Size;
4173 /**
4174 * glBindBufferBase() indicates that the Size should be ignored and only
4175 * limited by the current size of the BufferObject.
4176 */
4177 GLboolean AutomaticSize;
4178 };
4179
4180 struct gl_shader_storage_buffer_binding
4181 {
4182 struct gl_buffer_object *BufferObject;
4183 /** Start of shader storage block data in the buffer */
4184 GLintptr Offset;
4185 /** Size of data allowed to be referenced from the buffer (in bytes) */
4186 GLsizeiptr Size;
4187 /**
4188 * glBindBufferBase() indicates that the Size should be ignored and only
4189 * limited by the current size of the BufferObject.
4190 */
4191 GLboolean AutomaticSize;
4192 };
4193
4194 /**
4195 * ARB_shader_image_load_store image unit.
4196 */
4197 struct gl_image_unit
4198 {
4199 /**
4200 * Texture object bound to this unit.
4201 */
4202 struct gl_texture_object *TexObj;
4203
4204 /**
4205 * Level of the texture object bound to this unit.
4206 */
4207 GLuint Level;
4208
4209 /**
4210 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4211 * GL_FALSE if only some specific layer of the texture is bound.
4212 * \sa Layer
4213 */
4214 GLboolean Layered;
4215
4216 /**
4217 * Layer of the texture object bound to this unit as specified by the
4218 * application.
4219 */
4220 GLuint Layer;
4221
4222 /**
4223 * Layer of the texture object bound to this unit, or zero if the
4224 * whole level is bound.
4225 */
4226 GLuint _Layer;
4227
4228 /**
4229 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4230 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4231 */
4232 GLenum Access;
4233
4234 /**
4235 * GL internal format that determines the interpretation of the
4236 * image memory when shader image operations are performed through
4237 * this unit.
4238 */
4239 GLenum Format;
4240
4241 /**
4242 * Mesa format corresponding to \c Format.
4243 */
4244 mesa_format _ActualFormat;
4245
4246 };
4247
4248 /**
4249 * Binding point for an atomic counter buffer object.
4250 */
4251 struct gl_atomic_buffer_binding
4252 {
4253 struct gl_buffer_object *BufferObject;
4254 GLintptr Offset;
4255 GLsizeiptr Size;
4256 };
4257
4258 /**
4259 * Mesa rendering context.
4260 *
4261 * This is the central context data structure for Mesa. Almost all
4262 * OpenGL state is contained in this structure.
4263 * Think of this as a base class from which device drivers will derive
4264 * sub classes.
4265 */
4266 struct gl_context
4267 {
4268 /** State possibly shared with other contexts in the address space */
4269 struct gl_shared_state *Shared;
4270
4271 /** \name API function pointer tables */
4272 /*@{*/
4273 gl_api API;
4274 /**
4275 * The current dispatch table for non-displaylist-saving execution, either
4276 * BeginEnd or OutsideBeginEnd
4277 */
4278 struct _glapi_table *Exec;
4279 /**
4280 * The normal dispatch table for non-displaylist-saving, non-begin/end
4281 */
4282 struct _glapi_table *OutsideBeginEnd;
4283 /** The dispatch table used between glNewList() and glEndList() */
4284 struct _glapi_table *Save;
4285 /**
4286 * The dispatch table used between glBegin() and glEnd() (outside of a
4287 * display list). Only valid functions between those two are set, which is
4288 * mostly just the set in a GLvertexformat struct.
4289 */
4290 struct _glapi_table *BeginEnd;
4291 /**
4292 * Tracks the current dispatch table out of the 3 above, so that it can be
4293 * re-set on glXMakeCurrent().
4294 */
4295 struct _glapi_table *CurrentDispatch;
4296 /*@}*/
4297
4298 struct gl_config Visual;
4299 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4300 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4301 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4302 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4303
4304 /**
4305 * Device driver function pointer table
4306 */
4307 struct dd_function_table Driver;
4308
4309 /** Core/Driver constants */
4310 struct gl_constants Const;
4311
4312 /** \name The various 4x4 matrix stacks */
4313 /*@{*/
4314 struct gl_matrix_stack ModelviewMatrixStack;
4315 struct gl_matrix_stack ProjectionMatrixStack;
4316 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4317 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4318 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4319 /*@}*/
4320
4321 /** Combined modelview and projection matrix */
4322 GLmatrix _ModelProjectMatrix;
4323
4324 /** \name Display lists */
4325 struct gl_dlist_state ListState;
4326
4327 GLboolean ExecuteFlag; /**< Execute GL commands? */
4328 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4329
4330 /** Extension information */
4331 struct gl_extensions Extensions;
4332
4333 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4334 GLuint Version;
4335 char *VersionString;
4336
4337 /** \name State attribute stack (for glPush/PopAttrib) */
4338 /*@{*/
4339 GLuint AttribStackDepth;
4340 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4341 /*@}*/
4342
4343 /** \name Renderer attribute groups
4344 *
4345 * We define a struct for each attribute group to make pushing and popping
4346 * attributes easy. Also it's a good organization.
4347 */
4348 /*@{*/
4349 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4350 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4351 struct gl_current_attrib Current; /**< Current attributes */
4352 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4353 struct gl_eval_attrib Eval; /**< Eval attributes */
4354 struct gl_fog_attrib Fog; /**< Fog attributes */
4355 struct gl_hint_attrib Hint; /**< Hint attributes */
4356 struct gl_light_attrib Light; /**< Light attributes */
4357 struct gl_line_attrib Line; /**< Line attributes */
4358 struct gl_list_attrib List; /**< List attributes */
4359 struct gl_multisample_attrib Multisample;
4360 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4361 struct gl_point_attrib Point; /**< Point attributes */
4362 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4363 GLuint PolygonStipple[32]; /**< Polygon stipple */
4364 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4365 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4366 struct gl_texture_attrib Texture; /**< Texture attributes */
4367 struct gl_transform_attrib Transform; /**< Transformation attributes */
4368 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4369 /*@}*/
4370
4371 /** \name Client attribute stack */
4372 /*@{*/
4373 GLuint ClientAttribStackDepth;
4374 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4375 /*@}*/
4376
4377 /** \name Client attribute groups */
4378 /*@{*/
4379 struct gl_array_attrib Array; /**< Vertex arrays */
4380 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4381 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4382 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4383 /*@}*/
4384
4385 /** \name Other assorted state (not pushed/popped on attribute stack) */
4386 /*@{*/
4387 struct gl_pixelmaps PixelMaps;
4388
4389 struct gl_evaluators EvalMap; /**< All evaluators */
4390 struct gl_feedback Feedback; /**< Feedback */
4391 struct gl_selection Select; /**< Selection */
4392
4393 struct gl_program_state Program; /**< general program state */
4394 struct gl_vertex_program_state VertexProgram;
4395 struct gl_fragment_program_state FragmentProgram;
4396 struct gl_geometry_program_state GeometryProgram;
4397 struct gl_compute_program_state ComputeProgram;
4398 struct gl_tess_ctrl_program_state TessCtrlProgram;
4399 struct gl_tess_eval_program_state TessEvalProgram;
4400 struct gl_ati_fragment_shader_state ATIFragmentShader;
4401
4402 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4403 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4404
4405 /**
4406 * Current active shader pipeline state
4407 *
4408 * Almost all internal users want ::_Shader instead of ::Shader. The
4409 * exceptions are bits of legacy GLSL API that do not know about separate
4410 * shader objects.
4411 *
4412 * If a program is active via \c glUseProgram, this will point to
4413 * \c ::Shader.
4414 *
4415 * If a program pipeline is active via \c glBindProgramPipeline, this will
4416 * point to \c ::Pipeline.Current.
4417 *
4418 * If neither a program nor a program pipeline is active, this will point to
4419 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4420 * \c NULL.
4421 */
4422 struct gl_pipeline_object *_Shader;
4423
4424 struct gl_query_state Query; /**< occlusion, timer queries */
4425
4426 struct gl_transform_feedback_state TransformFeedback;
4427
4428 struct gl_perf_monitor_state PerfMonitor;
4429
4430 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4431 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4432 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4433
4434 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4435 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4436
4437 /**
4438 * Current GL_ARB_uniform_buffer_object binding referenced by
4439 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4440 */
4441 struct gl_buffer_object *UniformBuffer;
4442
4443 /**
4444 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4445 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4446 */
4447 struct gl_buffer_object *ShaderStorageBuffer;
4448
4449 /**
4450 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4451 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4452 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4453 * shader program.
4454 */
4455 struct gl_uniform_buffer_binding
4456 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4457
4458 /**
4459 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4460 * and GL 4.3. This is set up using glBindBufferRange() or
4461 * glBindBufferBase(). They are associated with shader storage blocks by
4462 * glShaderStorageBlockBinding()'s state in the shader program.
4463 */
4464 struct gl_shader_storage_buffer_binding
4465 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4466
4467 /**
4468 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4469 * target.
4470 */
4471 struct gl_buffer_object *AtomicBuffer;
4472
4473 /**
4474 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4475 * target.
4476 */
4477 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4478
4479 /**
4480 * Array of atomic counter buffer binding points.
4481 */
4482 struct gl_atomic_buffer_binding
4483 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4484
4485 /**
4486 * Array of image units for ARB_shader_image_load_store.
4487 */
4488 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4489
4490 /*@}*/
4491
4492 struct gl_meta_state *Meta; /**< for "meta" operations */
4493
4494 /* GL_EXT_framebuffer_object */
4495 struct gl_renderbuffer *CurrentRenderbuffer;
4496
4497 GLenum ErrorValue; /**< Last error code */
4498
4499 /**
4500 * Recognize and silence repeated error debug messages in buggy apps.
4501 */
4502 const char *ErrorDebugFmtString;
4503 GLuint ErrorDebugCount;
4504
4505 /* GL_ARB_debug_output/GL_KHR_debug */
4506 mtx_t DebugMutex;
4507 struct gl_debug_state *Debug;
4508
4509 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4510 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4511 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4512
4513 struct gl_driver_flags DriverFlags;
4514
4515 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4516
4517 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4518
4519 /** \name Derived state */
4520 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4521 GLfloat _EyeZDir[3];
4522 GLfloat _ModelViewInvScale;
4523 GLboolean _NeedEyeCoords;
4524 GLboolean _ForceEyeCoords;
4525
4526 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4527
4528 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4529
4530 /** \name For debugging/development only */
4531 /*@{*/
4532 GLboolean FirstTimeCurrent;
4533 /*@}*/
4534
4535 /**
4536 * False if this context was created without a config. This is needed
4537 * because the initial state of glDrawBuffers depends on this
4538 */
4539 GLboolean HasConfig;
4540
4541 /** software compression/decompression supported or not */
4542 GLboolean Mesa_DXTn;
4543
4544 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4545
4546 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4547
4548 /**
4549 * \name Hooks for module contexts.
4550 *
4551 * These will eventually live in the driver or elsewhere.
4552 */
4553 /*@{*/
4554 void *swrast_context;
4555 void *swsetup_context;
4556 void *swtnl_context;
4557 struct vbo_context *vbo_context;
4558 struct st_context *st;
4559 void *aelt_context;
4560 /*@}*/
4561
4562 /**
4563 * \name NV_vdpau_interop
4564 */
4565 /*@{*/
4566 const void *vdpDevice;
4567 const void *vdpGetProcAddress;
4568 struct set *vdpSurfaces;
4569 /*@}*/
4570
4571 /**
4572 * Has this context observed a GPU reset in any context in the share group?
4573 *
4574 * Once this field becomes true, it is never reset to false.
4575 */
4576 GLboolean ShareGroupReset;
4577 };
4578
4579
4580 #ifdef DEBUG
4581 extern int MESA_VERBOSE;
4582 extern int MESA_DEBUG_FLAGS;
4583 # define MESA_FUNCTION __func__
4584 #else
4585 # define MESA_VERBOSE 0
4586 # define MESA_DEBUG_FLAGS 0
4587 # define MESA_FUNCTION "a function"
4588 #endif
4589
4590
4591 /** The MESA_VERBOSE var is a bitmask of these flags */
4592 enum _verbose
4593 {
4594 VERBOSE_VARRAY = 0x0001,
4595 VERBOSE_TEXTURE = 0x0002,
4596 VERBOSE_MATERIAL = 0x0004,
4597 VERBOSE_PIPELINE = 0x0008,
4598 VERBOSE_DRIVER = 0x0010,
4599 VERBOSE_STATE = 0x0020,
4600 VERBOSE_API = 0x0040,
4601 VERBOSE_DISPLAY_LIST = 0x0100,
4602 VERBOSE_LIGHTING = 0x0200,
4603 VERBOSE_PRIMS = 0x0400,
4604 VERBOSE_VERTS = 0x0800,
4605 VERBOSE_DISASSEM = 0x1000,
4606 VERBOSE_DRAW = 0x2000,
4607 VERBOSE_SWAPBUFFERS = 0x4000
4608 };
4609
4610
4611 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4612 enum _debug
4613 {
4614 DEBUG_SILENT = (1 << 0),
4615 DEBUG_ALWAYS_FLUSH = (1 << 1),
4616 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4617 DEBUG_INCOMPLETE_FBO = (1 << 3)
4618 };
4619
4620 /**
4621 * Checks if the active fragment shader program can have side effects due
4622 * to use of things like atomic buffers or images
4623 */
4624 static inline bool
4625 _mesa_active_fragment_shader_has_side_effects(const struct gl_context *ctx)
4626 {
4627 const struct gl_shader *sh;
4628
4629 if (!ctx->_Shader->_CurrentFragmentProgram)
4630 return false;
4631
4632 sh = ctx->_Shader->_CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
4633 return sh->NumAtomicBuffers > 0 ||
4634 sh->NumImages > 0 ||
4635 sh->NumShaderStorageBlocks > 0;
4636 }
4637
4638 #ifdef __cplusplus
4639 }
4640 #endif
4641
4642 #endif /* MTYPES_H */