mesa,vbo: properly detect when vertex arrays need to be recalculated
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS \
199 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216 typedef enum
217 {
218 VERT_RESULT_HPOS = 0,
219 VERT_RESULT_COL0 = 1,
220 VERT_RESULT_COL1 = 2,
221 VERT_RESULT_FOGC = 3,
222 VERT_RESULT_TEX0 = 4,
223 VERT_RESULT_TEX1 = 5,
224 VERT_RESULT_TEX2 = 6,
225 VERT_RESULT_TEX3 = 7,
226 VERT_RESULT_TEX4 = 8,
227 VERT_RESULT_TEX5 = 9,
228 VERT_RESULT_TEX6 = 10,
229 VERT_RESULT_TEX7 = 11,
230 VERT_RESULT_PSIZ = 12,
231 VERT_RESULT_BFC0 = 13,
232 VERT_RESULT_BFC1 = 14,
233 VERT_RESULT_EDGE = 15,
234 VERT_RESULT_CLIP_VERTEX = 16,
235 VERT_RESULT_CLIP_DIST0 = 17,
236 VERT_RESULT_CLIP_DIST1 = 18,
237 VERT_RESULT_VAR0 = 19, /**< shader varying */
238 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
249 GEOM_ATTRIB_POSITION = 0,
250 GEOM_ATTRIB_COLOR0 = 1,
251 GEOM_ATTRIB_COLOR1 = 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255 GEOM_ATTRIB_POINT_SIZE = 6,
256 GEOM_ATTRIB_CLIP_VERTEX = 7,
257 GEOM_ATTRIB_PRIMITIVE_ID = 8,
258 GEOM_ATTRIB_TEX_COORD = 9,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
291 GEOM_RESULT_COL0 = 1,
292 GEOM_RESULT_COL1 = 2,
293 GEOM_RESULT_SCOL0 = 3,
294 GEOM_RESULT_SCOL1 = 4,
295 GEOM_RESULT_FOGC = 5,
296 GEOM_RESULT_TEX0 = 6,
297 GEOM_RESULT_TEX1 = 7,
298 GEOM_RESULT_TEX2 = 8,
299 GEOM_RESULT_TEX3 = 9,
300 GEOM_RESULT_TEX4 = 10,
301 GEOM_RESULT_TEX5 = 11,
302 GEOM_RESULT_TEX6 = 12,
303 GEOM_RESULT_TEX7 = 13,
304 GEOM_RESULT_PSIZ = 14,
305 GEOM_RESULT_CLPV = 15,
306 GEOM_RESULT_PRID = 16,
307 GEOM_RESULT_LAYR = 17,
308 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312
313
314 /**
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319 typedef enum
320 {
321 FRAG_ATTRIB_WPOS = 0,
322 FRAG_ATTRIB_COL0 = 1,
323 FRAG_ATTRIB_COL1 = 2,
324 FRAG_ATTRIB_FOGC = 3,
325 FRAG_ATTRIB_TEX0 = 4,
326 FRAG_ATTRIB_TEX1 = 5,
327 FRAG_ATTRIB_TEX2 = 6,
328 FRAG_ATTRIB_TEX3 = 7,
329 FRAG_ATTRIB_TEX4 = 8,
330 FRAG_ATTRIB_TEX5 = 9,
331 FRAG_ATTRIB_TEX6 = 10,
332 FRAG_ATTRIB_TEX7 = 11,
333 FRAG_ATTRIB_FACE = 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0 = 14,
336 FRAG_ATTRIB_CLIP_DIST1 = 15,
337 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
338 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354 if (vert_result >= VERT_RESULT_CLIP_DIST0)
355 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356 else if (vert_result <= VERT_RESULT_TEX7)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
422 FRAG_RESULT_DEPTH = 0,
423 FRAG_RESULT_STENCIL = 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
426 */
427 FRAG_RESULT_COLOR = 2,
428
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
523 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
524 GLuint redMask, greenMask, blueMask, alphaMask;
525 GLint rgbBits; /* total bits for rgb */
526 GLint indexBits; /* total bits for colorindex */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel;
541 /* colors are floats scaled to ints */
542 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543 GLint transparentIndex;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth;
551 GLint maxPbufferHeight;
552 GLint maxPbufferPixels;
553 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
588
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
620
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 /**
633 * Light source state.
634 */
635 struct gl_light
636 {
637 struct gl_light *next; /**< double linked list with sentinel */
638 struct gl_light *prev;
639
640 GLfloat Ambient[4]; /**< ambient color */
641 GLfloat Diffuse[4]; /**< diffuse color */
642 GLfloat Specular[4]; /**< specular color */
643 GLfloat EyePosition[4]; /**< position in eye coordinates */
644 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
645 GLfloat SpotExponent;
646 GLfloat SpotCutoff; /**< in degrees */
647 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
648 GLfloat ConstantAttenuation;
649 GLfloat LinearAttenuation;
650 GLfloat QuadraticAttenuation;
651 GLboolean Enabled; /**< On/off flag */
652
653 /**
654 * \name Derived fields
655 */
656 /*@{*/
657 GLbitfield _Flags; /**< State */
658
659 GLfloat _Position[4]; /**< position in eye/obj coordinates */
660 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
661 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
662 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
663 GLfloat _VP_inf_spot_attenuation;
664
665 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
666 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
667 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
668 /*@}*/
669 };
670
671
672 /**
673 * Light model state.
674 */
675 struct gl_lightmodel
676 {
677 GLfloat Ambient[4]; /**< ambient color */
678 GLboolean LocalViewer; /**< Local (or infinite) view point? */
679 GLboolean TwoSide; /**< Two (or one) sided lighting? */
680 GLenum ColorControl; /**< either GL_SINGLE_COLOR
681 * or GL_SEPARATE_SPECULAR_COLOR */
682 };
683
684
685 /**
686 * Material state.
687 */
688 struct gl_material
689 {
690 GLfloat Attrib[MAT_ATTRIB_MAX][4];
691 };
692
693
694 /**
695 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
696 */
697 struct gl_accum_attrib
698 {
699 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
700 };
701
702
703 /**
704 * Used for storing clear color, texture border color, etc.
705 * The float values are typically unclamped.
706 */
707 union gl_color_union
708 {
709 GLfloat f[4];
710 GLint i[4];
711 GLuint ui[4];
712 };
713
714
715 /**
716 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
717 */
718 struct gl_colorbuffer_attrib
719 {
720 GLuint ClearIndex; /**< Index for glClear */
721 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
722 GLuint IndexMask; /**< Color index write mask */
723 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
724
725 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
726
727 /**
728 * \name alpha testing
729 */
730 /*@{*/
731 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
732 GLenum AlphaFunc; /**< Alpha test function */
733 GLfloat AlphaRefUnclamped;
734 GLclampf AlphaRef; /**< Alpha reference value */
735 /*@}*/
736
737 /**
738 * \name Blending
739 */
740 /*@{*/
741 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
742
743 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
744 * control, only on the fixed-pointness of the render target.
745 * The query does however depend on fragment color clamping.
746 */
747 GLfloat BlendColorUnclamped[4]; /**< Blending color */
748 GLfloat BlendColor[4]; /**< Blending color */
749
750 struct
751 {
752 GLenum SrcRGB; /**< RGB blend source term */
753 GLenum DstRGB; /**< RGB blend dest term */
754 GLenum SrcA; /**< Alpha blend source term */
755 GLenum DstA; /**< Alpha blend dest term */
756 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
757 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
758 } Blend[MAX_DRAW_BUFFERS];
759 /** Are the blend func terms currently different for each buffer/target? */
760 GLboolean _BlendFuncPerBuffer;
761 /** Are the blend equations currently different for each buffer/target? */
762 GLboolean _BlendEquationPerBuffer;
763 /*@}*/
764
765 /**
766 * \name Logic op
767 */
768 /*@{*/
769 GLenum LogicOp; /**< Logic operator */
770 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
771 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
772 /*@}*/
773
774 GLboolean DitherFlag; /**< Dither enable flag */
775
776 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
777 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
778 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
779 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
780
781 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
782 };
783
784
785 /**
786 * Current attribute group (GL_CURRENT_BIT).
787 */
788 struct gl_current_attrib
789 {
790 /**
791 * \name Current vertex attributes.
792 * \note Values are valid only after FLUSH_VERTICES has been called.
793 * \note Index and Edgeflag current values are stored as floats in the
794 * SIX and SEVEN attribute slots.
795 */
796 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
797
798 /**
799 * \name Current raster position attributes (always valid).
800 * \note This set of attributes is very similar to the SWvertex struct.
801 */
802 /*@{*/
803 GLfloat RasterPos[4];
804 GLfloat RasterDistance;
805 GLfloat RasterColor[4];
806 GLfloat RasterSecondaryColor[4];
807 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
808 GLboolean RasterPosValid;
809 /*@}*/
810 };
811
812
813 /**
814 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
815 */
816 struct gl_depthbuffer_attrib
817 {
818 GLenum Func; /**< Function for depth buffer compare */
819 GLclampd Clear; /**< Value to clear depth buffer to */
820 GLboolean Test; /**< Depth buffering enabled flag */
821 GLboolean Mask; /**< Depth buffer writable? */
822 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
823 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
824 };
825
826
827 /**
828 * Evaluator attribute group (GL_EVAL_BIT).
829 */
830 struct gl_eval_attrib
831 {
832 /**
833 * \name Enable bits
834 */
835 /*@{*/
836 GLboolean Map1Color4;
837 GLboolean Map1Index;
838 GLboolean Map1Normal;
839 GLboolean Map1TextureCoord1;
840 GLboolean Map1TextureCoord2;
841 GLboolean Map1TextureCoord3;
842 GLboolean Map1TextureCoord4;
843 GLboolean Map1Vertex3;
844 GLboolean Map1Vertex4;
845 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
846 GLboolean Map2Color4;
847 GLboolean Map2Index;
848 GLboolean Map2Normal;
849 GLboolean Map2TextureCoord1;
850 GLboolean Map2TextureCoord2;
851 GLboolean Map2TextureCoord3;
852 GLboolean Map2TextureCoord4;
853 GLboolean Map2Vertex3;
854 GLboolean Map2Vertex4;
855 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
856 GLboolean AutoNormal;
857 /*@}*/
858
859 /**
860 * \name Map Grid endpoints and divisions and calculated du values
861 */
862 /*@{*/
863 GLint MapGrid1un;
864 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
865 GLint MapGrid2un, MapGrid2vn;
866 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
867 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
868 /*@}*/
869 };
870
871
872 /**
873 * Fog attribute group (GL_FOG_BIT).
874 */
875 struct gl_fog_attrib
876 {
877 GLboolean Enabled; /**< Fog enabled flag */
878 GLfloat ColorUnclamped[4]; /**< Fog color */
879 GLfloat Color[4]; /**< Fog color */
880 GLfloat Density; /**< Density >= 0.0 */
881 GLfloat Start; /**< Start distance in eye coords */
882 GLfloat End; /**< End distance in eye coords */
883 GLfloat Index; /**< Fog index */
884 GLenum Mode; /**< Fog mode */
885 GLboolean ColorSumEnabled;
886 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
887 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
888 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
889 };
890
891
892 /**
893 * Hint attribute group (GL_HINT_BIT).
894 *
895 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
896 */
897 struct gl_hint_attrib
898 {
899 GLenum PerspectiveCorrection;
900 GLenum PointSmooth;
901 GLenum LineSmooth;
902 GLenum PolygonSmooth;
903 GLenum Fog;
904 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
905 GLenum TextureCompression; /**< GL_ARB_texture_compression */
906 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
907 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
908 };
909
910 /**
911 * Light state flags.
912 */
913 /*@{*/
914 #define LIGHT_SPOT 0x1
915 #define LIGHT_LOCAL_VIEWER 0x2
916 #define LIGHT_POSITIONAL 0x4
917 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
918 /*@}*/
919
920
921 /**
922 * Lighting attribute group (GL_LIGHT_BIT).
923 */
924 struct gl_light_attrib
925 {
926 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
927 struct gl_lightmodel Model; /**< Lighting model */
928
929 /**
930 * Must flush FLUSH_VERTICES before referencing:
931 */
932 /*@{*/
933 struct gl_material Material; /**< Includes front & back values */
934 /*@}*/
935
936 GLboolean Enabled; /**< Lighting enabled flag */
937 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
938 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
939 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
940 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
941 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
942 GLboolean ColorMaterialEnabled;
943 GLenum ClampVertexColor;
944 GLboolean _ClampVertexColor;
945
946 struct gl_light EnabledList; /**< List sentinel */
947
948 /**
949 * Derived state for optimizations:
950 */
951 /*@{*/
952 GLboolean _NeedEyeCoords;
953 GLboolean _NeedVertices; /**< Use fast shader? */
954 GLfloat _BaseColor[2][3];
955 /*@}*/
956 };
957
958
959 /**
960 * Line attribute group (GL_LINE_BIT).
961 */
962 struct gl_line_attrib
963 {
964 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
965 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
966 GLushort StipplePattern; /**< Stipple pattern */
967 GLint StippleFactor; /**< Stipple repeat factor */
968 GLfloat Width; /**< Line width */
969 };
970
971
972 /**
973 * Display list attribute group (GL_LIST_BIT).
974 */
975 struct gl_list_attrib
976 {
977 GLuint ListBase;
978 };
979
980
981 /**
982 * Multisample attribute group (GL_MULTISAMPLE_BIT).
983 */
984 struct gl_multisample_attrib
985 {
986 GLboolean Enabled;
987 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
988 GLboolean SampleAlphaToCoverage;
989 GLboolean SampleAlphaToOne;
990 GLboolean SampleCoverage;
991 GLfloat SampleCoverageValue;
992 GLboolean SampleCoverageInvert;
993 };
994
995
996 /**
997 * A pixelmap (see glPixelMap)
998 */
999 struct gl_pixelmap
1000 {
1001 GLint Size;
1002 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1003 };
1004
1005
1006 /**
1007 * Collection of all pixelmaps
1008 */
1009 struct gl_pixelmaps
1010 {
1011 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1012 struct gl_pixelmap GtoG;
1013 struct gl_pixelmap BtoB;
1014 struct gl_pixelmap AtoA;
1015 struct gl_pixelmap ItoR;
1016 struct gl_pixelmap ItoG;
1017 struct gl_pixelmap ItoB;
1018 struct gl_pixelmap ItoA;
1019 struct gl_pixelmap ItoI;
1020 struct gl_pixelmap StoS;
1021 };
1022
1023
1024 /**
1025 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1026 */
1027 struct gl_pixel_attrib
1028 {
1029 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1030
1031 /*--- Begin Pixel Transfer State ---*/
1032 /* Fields are in the order in which they're applied... */
1033
1034 /** Scale & Bias (index shift, offset) */
1035 /*@{*/
1036 GLfloat RedBias, RedScale;
1037 GLfloat GreenBias, GreenScale;
1038 GLfloat BlueBias, BlueScale;
1039 GLfloat AlphaBias, AlphaScale;
1040 GLfloat DepthBias, DepthScale;
1041 GLint IndexShift, IndexOffset;
1042 /*@}*/
1043
1044 /* Pixel Maps */
1045 /* Note: actual pixel maps are not part of this attrib group */
1046 GLboolean MapColorFlag;
1047 GLboolean MapStencilFlag;
1048
1049 /*--- End Pixel Transfer State ---*/
1050
1051 /** glPixelZoom */
1052 GLfloat ZoomX, ZoomY;
1053 };
1054
1055
1056 /**
1057 * Point attribute group (GL_POINT_BIT).
1058 */
1059 struct gl_point_attrib
1060 {
1061 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1062 GLfloat Size; /**< User-specified point size */
1063 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1064 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1065 GLfloat Threshold; /**< GL_EXT_point_parameters */
1066 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1067 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1068 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1069 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1070 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1071 };
1072
1073
1074 /**
1075 * Polygon attribute group (GL_POLYGON_BIT).
1076 */
1077 struct gl_polygon_attrib
1078 {
1079 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1080 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1081 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1082 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1083 GLboolean CullFlag; /**< Culling on/off flag */
1084 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1085 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1086 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1087 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1088 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1089 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1090 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1091 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1092 };
1093
1094
1095 /**
1096 * Scissor attributes (GL_SCISSOR_BIT).
1097 */
1098 struct gl_scissor_attrib
1099 {
1100 GLboolean Enabled; /**< Scissor test enabled? */
1101 GLint X, Y; /**< Lower left corner of box */
1102 GLsizei Width, Height; /**< Size of box */
1103 };
1104
1105
1106 /**
1107 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1108 *
1109 * Three sets of stencil data are tracked so that OpenGL 2.0,
1110 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1111 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1112 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1113 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1114 * GL_EXT_stencil_two_side GL_BACK state.
1115 *
1116 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1117 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1118 *
1119 * The derived value \c _TestTwoSide is set when the front-face and back-face
1120 * stencil state are different.
1121 */
1122 struct gl_stencil_attrib
1123 {
1124 GLboolean Enabled; /**< Enabled flag */
1125 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1126 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1127 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1128 GLboolean _TestTwoSide;
1129 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1130 GLenum Function[3]; /**< Stencil function */
1131 GLenum FailFunc[3]; /**< Fail function */
1132 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1133 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1134 GLint Ref[3]; /**< Reference value */
1135 GLuint ValueMask[3]; /**< Value mask */
1136 GLuint WriteMask[3]; /**< Write mask */
1137 GLuint Clear; /**< Clear value */
1138 };
1139
1140
1141 /**
1142 * An index for each type of texture object. These correspond to the GL
1143 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1144 * Note: the order is from highest priority to lowest priority.
1145 */
1146 typedef enum
1147 {
1148 TEXTURE_BUFFER_INDEX,
1149 TEXTURE_2D_ARRAY_INDEX,
1150 TEXTURE_1D_ARRAY_INDEX,
1151 TEXTURE_EXTERNAL_INDEX,
1152 TEXTURE_CUBE_INDEX,
1153 TEXTURE_3D_INDEX,
1154 TEXTURE_RECT_INDEX,
1155 TEXTURE_2D_INDEX,
1156 TEXTURE_1D_INDEX,
1157 NUM_TEXTURE_TARGETS
1158 } gl_texture_index;
1159
1160
1161 /**
1162 * Bit flags for each type of texture object
1163 * Used for Texture.Unit[]._ReallyEnabled flags.
1164 */
1165 /*@{*/
1166 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1167 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1168 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1169 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1170 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1171 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1172 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1173 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1174 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1175 /*@}*/
1176
1177
1178 /**
1179 * TexGenEnabled flags.
1180 */
1181 /*@{*/
1182 #define S_BIT 1
1183 #define T_BIT 2
1184 #define R_BIT 4
1185 #define Q_BIT 8
1186 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1187 /*@}*/
1188
1189
1190 /**
1191 * Bit flag versions of the corresponding GL_ constants.
1192 */
1193 /*@{*/
1194 #define TEXGEN_SPHERE_MAP 0x1
1195 #define TEXGEN_OBJ_LINEAR 0x2
1196 #define TEXGEN_EYE_LINEAR 0x4
1197 #define TEXGEN_REFLECTION_MAP_NV 0x8
1198 #define TEXGEN_NORMAL_MAP_NV 0x10
1199
1200 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1201 TEXGEN_REFLECTION_MAP_NV | \
1202 TEXGEN_NORMAL_MAP_NV)
1203 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1204 TEXGEN_REFLECTION_MAP_NV | \
1205 TEXGEN_NORMAL_MAP_NV | \
1206 TEXGEN_EYE_LINEAR)
1207 /*@}*/
1208
1209
1210
1211 /** Tex-gen enabled for texture unit? */
1212 #define ENABLE_TEXGEN(unit) (1 << (unit))
1213
1214 /** Non-identity texture matrix for texture unit? */
1215 #define ENABLE_TEXMAT(unit) (1 << (unit))
1216
1217
1218 /**
1219 * Texture image state. Drivers will typically create a subclass of this
1220 * with extra fields for memory buffers, etc.
1221 */
1222 struct gl_texture_image
1223 {
1224 GLint InternalFormat; /**< Internal format as given by the user */
1225 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1226 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1227 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1228 * GL_DEPTH_STENCIL_EXT only. Used for
1229 * choosing TexEnv arithmetic.
1230 */
1231 gl_format TexFormat; /**< The actual texture memory format */
1232
1233 GLuint Border; /**< 0 or 1 */
1234 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1235 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1236 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1237 GLuint Width2; /**< = Width - 2*Border */
1238 GLuint Height2; /**< = Height - 2*Border */
1239 GLuint Depth2; /**< = Depth - 2*Border */
1240 GLuint WidthLog2; /**< = log2(Width2) */
1241 GLuint HeightLog2; /**< = log2(Height2) */
1242 GLuint DepthLog2; /**< = log2(Depth2) */
1243 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1244
1245 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1246 GLuint Level; /**< Which mipmap level am I? */
1247 /** Cube map face: index into gl_texture_object::Image[] array */
1248 GLuint Face;
1249 };
1250
1251
1252 /**
1253 * Indexes for cube map faces.
1254 */
1255 typedef enum
1256 {
1257 FACE_POS_X = 0,
1258 FACE_NEG_X = 1,
1259 FACE_POS_Y = 2,
1260 FACE_NEG_Y = 3,
1261 FACE_POS_Z = 4,
1262 FACE_NEG_Z = 5,
1263 MAX_FACES = 6
1264 } gl_face_index;
1265
1266
1267 /**
1268 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1269 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1270 */
1271 struct gl_sampler_object
1272 {
1273 GLuint Name;
1274 GLint RefCount;
1275
1276 GLenum WrapS; /**< S-axis texture image wrap mode */
1277 GLenum WrapT; /**< T-axis texture image wrap mode */
1278 GLenum WrapR; /**< R-axis texture image wrap mode */
1279 GLenum MinFilter; /**< minification filter */
1280 GLenum MagFilter; /**< magnification filter */
1281 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1282 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1283 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1284 GLfloat LodBias; /**< OpenGL 1.4 */
1285 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1286 GLenum CompareMode; /**< GL_ARB_shadow */
1287 GLenum CompareFunc; /**< GL_ARB_shadow */
1288 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1289 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1290 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1291
1292 /* deprecated sampler state */
1293 GLenum DepthMode; /**< GL_ARB_depth_texture */
1294 };
1295
1296
1297 /**
1298 * Texture object state. Contains the array of mipmap images, border color,
1299 * wrap modes, filter modes, and shadow/texcompare state.
1300 */
1301 struct gl_texture_object
1302 {
1303 _glthread_Mutex Mutex; /**< for thread safety */
1304 GLint RefCount; /**< reference count */
1305 GLuint Name; /**< the user-visible texture object ID */
1306 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1307
1308 struct gl_sampler_object Sampler;
1309
1310 GLfloat Priority; /**< in [0,1] */
1311 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1312 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1313 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1314 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1315 GLint CropRect[4]; /**< GL_OES_draw_texture */
1316 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1317 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1318 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1319 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1320 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1321 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1322 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1323 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1324 GLboolean Immutable; /**< GL_ARB_texture_storage */
1325
1326 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1327 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1328
1329 /** GL_ARB_texture_buffer_object */
1330 struct gl_buffer_object *BufferObject;
1331 GLenum BufferObjectFormat;
1332 /** Equivalent Mesa format for BufferObjectFormat. */
1333 gl_format _BufferObjectFormat;
1334
1335 /** GL_OES_EGL_image_external */
1336 GLint RequiredTextureImageUnits;
1337 };
1338
1339
1340 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1341 #define MAX_COMBINER_TERMS 4
1342
1343
1344 /**
1345 * Texture combine environment state.
1346 */
1347 struct gl_tex_env_combine_state
1348 {
1349 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1350 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1351 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1352 GLenum SourceRGB[MAX_COMBINER_TERMS];
1353 GLenum SourceA[MAX_COMBINER_TERMS];
1354 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1355 GLenum OperandRGB[MAX_COMBINER_TERMS];
1356 GLenum OperandA[MAX_COMBINER_TERMS];
1357 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1358 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1359 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1360 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1361 };
1362
1363
1364 /**
1365 * Texture coord generation state.
1366 */
1367 struct gl_texgen
1368 {
1369 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1370 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1371 GLfloat ObjectPlane[4];
1372 GLfloat EyePlane[4];
1373 };
1374
1375
1376 /**
1377 * Texture unit state. Contains enable flags, texture environment/function/
1378 * combiners, texgen state, and pointers to current texture objects.
1379 */
1380 struct gl_texture_unit
1381 {
1382 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1383 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1384
1385 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1386 GLclampf EnvColor[4];
1387 GLfloat EnvColorUnclamped[4];
1388
1389 struct gl_texgen GenS;
1390 struct gl_texgen GenT;
1391 struct gl_texgen GenR;
1392 struct gl_texgen GenQ;
1393 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1394 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1395
1396 GLfloat LodBias; /**< for biasing mipmap levels */
1397 GLenum BumpTarget;
1398 GLfloat RotMatrix[4]; /* 2x2 matrix */
1399
1400 /** Current sampler object (GL_ARB_sampler_objects) */
1401 struct gl_sampler_object *Sampler;
1402
1403 /**
1404 * \name GL_EXT_texture_env_combine
1405 */
1406 struct gl_tex_env_combine_state Combine;
1407
1408 /**
1409 * Derived state based on \c EnvMode and the \c BaseFormat of the
1410 * currently enabled texture.
1411 */
1412 struct gl_tex_env_combine_state _EnvMode;
1413
1414 /**
1415 * Currently enabled combiner state. This will point to either
1416 * \c Combine or \c _EnvMode.
1417 */
1418 struct gl_tex_env_combine_state *_CurrentCombine;
1419
1420 /** Current texture object pointers */
1421 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1422
1423 /** Points to highest priority, complete and enabled texture object */
1424 struct gl_texture_object *_Current;
1425 };
1426
1427
1428 /**
1429 * Texture attribute group (GL_TEXTURE_BIT).
1430 */
1431 struct gl_texture_attrib
1432 {
1433 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1434 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1435
1436 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1437
1438 /** GL_ARB_texture_buffer_object */
1439 struct gl_buffer_object *BufferObject;
1440
1441 /** GL_ARB_seamless_cubemap */
1442 GLboolean CubeMapSeamless;
1443
1444 /** Texture units/samplers used by vertex or fragment texturing */
1445 GLbitfield _EnabledUnits;
1446
1447 /** Texture coord units/sets used for fragment texturing */
1448 GLbitfield _EnabledCoordUnits;
1449
1450 /** Texture coord units that have texgen enabled */
1451 GLbitfield _TexGenEnabled;
1452
1453 /** Texture coord units that have non-identity matrices */
1454 GLbitfield _TexMatEnabled;
1455
1456 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1457 GLbitfield _GenFlags;
1458 };
1459
1460
1461 /**
1462 * Data structure representing a single clip plane (e.g. one of the elements
1463 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1464 */
1465 typedef GLfloat gl_clip_plane[4];
1466
1467
1468 /**
1469 * Transformation attribute group (GL_TRANSFORM_BIT).
1470 */
1471 struct gl_transform_attrib
1472 {
1473 GLenum MatrixMode; /**< Matrix mode */
1474 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1475 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1476 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1477 GLboolean Normalize; /**< Normalize all normals? */
1478 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1479 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1480 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1481
1482 GLfloat CullEyePos[4];
1483 GLfloat CullObjPos[4];
1484 };
1485
1486
1487 /**
1488 * Viewport attribute group (GL_VIEWPORT_BIT).
1489 */
1490 struct gl_viewport_attrib
1491 {
1492 GLint X, Y; /**< position */
1493 GLsizei Width, Height; /**< size */
1494 GLfloat Near, Far; /**< Depth buffer range */
1495 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1496 };
1497
1498
1499 /**
1500 * GL_ARB_vertex/pixel_buffer_object buffer object
1501 */
1502 struct gl_buffer_object
1503 {
1504 _glthread_Mutex Mutex;
1505 GLint RefCount;
1506 GLuint Name;
1507 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1508 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1509 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1510 /** Fields describing a mapped buffer */
1511 /*@{*/
1512 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1513 GLvoid *Pointer; /**< User-space address of mapping */
1514 GLintptr Offset; /**< Mapped offset */
1515 GLsizeiptr Length; /**< Mapped length */
1516 /*@}*/
1517 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1518 GLboolean Written; /**< Ever written to? (for debugging) */
1519 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1520 };
1521
1522
1523 /**
1524 * Client pixel packing/unpacking attributes
1525 */
1526 struct gl_pixelstore_attrib
1527 {
1528 GLint Alignment;
1529 GLint RowLength;
1530 GLint SkipPixels;
1531 GLint SkipRows;
1532 GLint ImageHeight;
1533 GLint SkipImages;
1534 GLboolean SwapBytes;
1535 GLboolean LsbFirst;
1536 GLboolean Invert; /**< GL_MESA_pack_invert */
1537 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1538 };
1539
1540
1541 /**
1542 * Client vertex array attributes
1543 */
1544 struct gl_client_array
1545 {
1546 GLint Size; /**< components per element (1,2,3,4) */
1547 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1548 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1549 GLsizei Stride; /**< user-specified stride */
1550 GLsizei StrideB; /**< actual stride in bytes */
1551 const GLubyte *Ptr; /**< Points to array data */
1552 GLboolean Enabled; /**< Enabled flag is a boolean */
1553 GLboolean Normalized; /**< GL_ARB_vertex_program */
1554 GLboolean Integer; /**< Integer-valued? */
1555 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1556 GLuint _ElementSize; /**< size of each element in bytes */
1557
1558 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1559 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1560 };
1561
1562
1563 /**
1564 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1565 * extension, but a nice encapsulation in any case.
1566 */
1567 struct gl_array_object
1568 {
1569 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1570 GLuint Name;
1571
1572 GLint RefCount;
1573 _glthread_Mutex Mutex;
1574
1575 /**
1576 * Does the VAO use ARB semantics or Apple semantics?
1577 *
1578 * There are several ways in which ARB_vertex_array_object and
1579 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1580 * least,
1581 *
1582 * - ARB VAOs require that all array data be sourced from vertex buffer
1583 * objects, but Apple VAOs do not.
1584 *
1585 * - ARB VAOs require that names come from GenVertexArrays.
1586 *
1587 * This flag notes which behavior governs this VAO.
1588 */
1589 GLboolean ARBsemantics;
1590
1591 /**
1592 * Has this array object been bound?
1593 */
1594 GLboolean _Used;
1595
1596 /** Vertex attribute arrays */
1597 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1598
1599 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1600 GLbitfield64 _Enabled;
1601
1602 /**
1603 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1604 * we can determine the max legal (in bounds) glDrawElements array index.
1605 */
1606 GLuint _MaxElement;
1607
1608 struct gl_buffer_object *ElementArrayBufferObj;
1609 };
1610
1611
1612 /**
1613 * Vertex array state
1614 */
1615 struct gl_array_attrib
1616 {
1617 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1618 struct gl_array_object *ArrayObj;
1619
1620 /** The default vertex array object */
1621 struct gl_array_object *DefaultArrayObj;
1622
1623 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1624 struct _mesa_HashTable *Objects;
1625
1626 GLint ActiveTexture; /**< Client Active Texture */
1627 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1628 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1629
1630 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1631 GLboolean PrimitiveRestart;
1632 GLuint RestartIndex;
1633
1634 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1635
1636 /* GL_ARB_vertex_buffer_object */
1637 struct gl_buffer_object *ArrayBufferObj;
1638 };
1639
1640
1641 /**
1642 * Feedback buffer state
1643 */
1644 struct gl_feedback
1645 {
1646 GLenum Type;
1647 GLbitfield _Mask; /**< FB_* bits */
1648 GLfloat *Buffer;
1649 GLuint BufferSize;
1650 GLuint Count;
1651 };
1652
1653
1654 /**
1655 * Selection buffer state
1656 */
1657 struct gl_selection
1658 {
1659 GLuint *Buffer; /**< selection buffer */
1660 GLuint BufferSize; /**< size of the selection buffer */
1661 GLuint BufferCount; /**< number of values in the selection buffer */
1662 GLuint Hits; /**< number of records in the selection buffer */
1663 GLuint NameStackDepth; /**< name stack depth */
1664 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1665 GLboolean HitFlag; /**< hit flag */
1666 GLfloat HitMinZ; /**< minimum hit depth */
1667 GLfloat HitMaxZ; /**< maximum hit depth */
1668 };
1669
1670
1671 /**
1672 * 1-D Evaluator control points
1673 */
1674 struct gl_1d_map
1675 {
1676 GLuint Order; /**< Number of control points */
1677 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1678 GLfloat *Points; /**< Points to contiguous control points */
1679 };
1680
1681
1682 /**
1683 * 2-D Evaluator control points
1684 */
1685 struct gl_2d_map
1686 {
1687 GLuint Uorder; /**< Number of control points in U dimension */
1688 GLuint Vorder; /**< Number of control points in V dimension */
1689 GLfloat u1, u2, du;
1690 GLfloat v1, v2, dv;
1691 GLfloat *Points; /**< Points to contiguous control points */
1692 };
1693
1694
1695 /**
1696 * All evaluator control point state
1697 */
1698 struct gl_evaluators
1699 {
1700 /**
1701 * \name 1-D maps
1702 */
1703 /*@{*/
1704 struct gl_1d_map Map1Vertex3;
1705 struct gl_1d_map Map1Vertex4;
1706 struct gl_1d_map Map1Index;
1707 struct gl_1d_map Map1Color4;
1708 struct gl_1d_map Map1Normal;
1709 struct gl_1d_map Map1Texture1;
1710 struct gl_1d_map Map1Texture2;
1711 struct gl_1d_map Map1Texture3;
1712 struct gl_1d_map Map1Texture4;
1713 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1714 /*@}*/
1715
1716 /**
1717 * \name 2-D maps
1718 */
1719 /*@{*/
1720 struct gl_2d_map Map2Vertex3;
1721 struct gl_2d_map Map2Vertex4;
1722 struct gl_2d_map Map2Index;
1723 struct gl_2d_map Map2Color4;
1724 struct gl_2d_map Map2Normal;
1725 struct gl_2d_map Map2Texture1;
1726 struct gl_2d_map Map2Texture2;
1727 struct gl_2d_map Map2Texture3;
1728 struct gl_2d_map Map2Texture4;
1729 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1730 /*@}*/
1731 };
1732
1733
1734 struct gl_transform_feedback_varying_info
1735 {
1736 char *Name;
1737 GLenum Type;
1738 GLint Size;
1739 };
1740
1741
1742 /**
1743 * Per-output info vertex shaders for transform feedback.
1744 */
1745 struct gl_transform_feedback_output
1746 {
1747 unsigned OutputRegister;
1748 unsigned OutputBuffer;
1749 unsigned NumComponents;
1750
1751 /** offset (in DWORDs) of this output within the interleaved structure */
1752 unsigned DstOffset;
1753
1754 /**
1755 * Offset into the output register of the data to output. For example,
1756 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1757 * offset is in the y and z components of the output register.
1758 */
1759 unsigned ComponentOffset;
1760 };
1761
1762
1763 /** Post-link transform feedback info. */
1764 struct gl_transform_feedback_info
1765 {
1766 unsigned NumOutputs;
1767
1768 /**
1769 * Number of transform feedback buffers in use by this program.
1770 */
1771 unsigned NumBuffers;
1772
1773 struct gl_transform_feedback_output *Outputs;
1774
1775 /** Transform feedback varyings used for the linking of this shader program.
1776 *
1777 * Use for glGetTransformFeedbackVarying().
1778 */
1779 struct gl_transform_feedback_varying_info *Varyings;
1780 GLint NumVarying;
1781
1782 /**
1783 * Total number of components stored in each buffer. This may be used by
1784 * hardware back-ends to determine the correct stride when interleaving
1785 * multiple transform feedback outputs in the same buffer.
1786 */
1787 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1788 };
1789
1790
1791 /**
1792 * Transform feedback object state
1793 */
1794 struct gl_transform_feedback_object
1795 {
1796 GLuint Name; /**< AKA the object ID */
1797 GLint RefCount;
1798 GLboolean Active; /**< Is transform feedback enabled? */
1799 GLboolean Paused; /**< Is transform feedback paused? */
1800 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1801 at least once? */
1802
1803 /** The feedback buffers */
1804 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
1805 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
1806
1807 /** Start of feedback data in dest buffer */
1808 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
1809 /** Max data to put into dest buffer (in bytes) */
1810 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
1811 };
1812
1813
1814 /**
1815 * Context state for transform feedback.
1816 */
1817 struct gl_transform_feedback_state
1818 {
1819 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1820
1821 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1822 struct gl_buffer_object *CurrentBuffer;
1823
1824 /** The table of all transform feedback objects */
1825 struct _mesa_HashTable *Objects;
1826
1827 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1828 struct gl_transform_feedback_object *CurrentObject;
1829
1830 /** The default xform-fb object (Name==0) */
1831 struct gl_transform_feedback_object *DefaultObject;
1832 };
1833
1834
1835 /**
1836 * Names of the various vertex/fragment program register files, etc.
1837 *
1838 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1839 * All values should fit in a 4-bit field.
1840 *
1841 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1842 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1843 * be "uniform" variables since they can only be set outside glBegin/End.
1844 * They're also all stored in the same Parameters array.
1845 */
1846 typedef enum
1847 {
1848 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1849 PROGRAM_INPUT, /**< machine->Inputs[] */
1850 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1851 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1852 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1853 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1854 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1855 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1856 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1857 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1858 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1859 PROGRAM_ADDRESS, /**< machine->AddressReg */
1860 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1861 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1862 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1863 PROGRAM_FILE_MAX
1864 } gl_register_file;
1865
1866
1867 /**
1868 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1869 * one of these values.
1870 */
1871 typedef enum
1872 {
1873 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1874 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1875 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1876 SYSTEM_VALUE_MAX /**< Number of values */
1877 } gl_system_value;
1878
1879
1880 /**
1881 * The possible interpolation qualifiers that can be applied to a fragment
1882 * shader input in GLSL.
1883 *
1884 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1885 * gl_fragment_program data structure to 0 causes the default behavior.
1886 */
1887 enum glsl_interp_qualifier
1888 {
1889 INTERP_QUALIFIER_NONE = 0,
1890 INTERP_QUALIFIER_SMOOTH,
1891 INTERP_QUALIFIER_FLAT,
1892 INTERP_QUALIFIER_NOPERSPECTIVE
1893 };
1894
1895
1896 /**
1897 * \brief Layout qualifiers for gl_FragDepth.
1898 *
1899 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1900 * a layout qualifier.
1901 *
1902 * \see enum ir_depth_layout
1903 */
1904 enum gl_frag_depth_layout
1905 {
1906 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1907 FRAG_DEPTH_LAYOUT_ANY,
1908 FRAG_DEPTH_LAYOUT_GREATER,
1909 FRAG_DEPTH_LAYOUT_LESS,
1910 FRAG_DEPTH_LAYOUT_UNCHANGED
1911 };
1912
1913
1914 /**
1915 * Base class for any kind of program object
1916 */
1917 struct gl_program
1918 {
1919 GLuint Id;
1920 GLubyte *String; /**< Null-terminated program text */
1921 GLint RefCount;
1922 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1923 GLenum Format; /**< String encoding format */
1924 GLboolean Resident;
1925
1926 struct prog_instruction *Instructions;
1927
1928 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1929 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1930 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1931 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1932 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1933 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1934 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1935 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1936
1937
1938 /** Named parameters, constants, etc. from program text */
1939 struct gl_program_parameter_list *Parameters;
1940 /** Numbered local parameters */
1941 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1942
1943 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1944 GLubyte SamplerUnits[MAX_SAMPLERS];
1945
1946 /** Bitmask of which register files are read/written with indirect
1947 * addressing. Mask of (1 << PROGRAM_x) bits.
1948 */
1949 GLbitfield IndirectRegisterFiles;
1950
1951 /** Logical counts */
1952 /*@{*/
1953 GLuint NumInstructions;
1954 GLuint NumTemporaries;
1955 GLuint NumParameters;
1956 GLuint NumAttributes;
1957 GLuint NumAddressRegs;
1958 GLuint NumAluInstructions;
1959 GLuint NumTexInstructions;
1960 GLuint NumTexIndirections;
1961 /*@}*/
1962 /** Native, actual h/w counts */
1963 /*@{*/
1964 GLuint NumNativeInstructions;
1965 GLuint NumNativeTemporaries;
1966 GLuint NumNativeParameters;
1967 GLuint NumNativeAttributes;
1968 GLuint NumNativeAddressRegs;
1969 GLuint NumNativeAluInstructions;
1970 GLuint NumNativeTexInstructions;
1971 GLuint NumNativeTexIndirections;
1972 /*@}*/
1973 };
1974
1975
1976 /** Vertex program object */
1977 struct gl_vertex_program
1978 {
1979 struct gl_program Base; /**< base class */
1980 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1981 GLboolean IsPositionInvariant;
1982 GLboolean UsesClipDistance;
1983 };
1984
1985
1986 /** Geometry program object */
1987 struct gl_geometry_program
1988 {
1989 struct gl_program Base; /**< base class */
1990
1991 GLint VerticesOut;
1992 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1993 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1994 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1995 };
1996
1997
1998 /** Fragment program object */
1999 struct gl_fragment_program
2000 {
2001 struct gl_program Base; /**< base class */
2002 GLboolean UsesKill; /**< shader uses KIL instruction */
2003 GLboolean OriginUpperLeft;
2004 GLboolean PixelCenterInteger;
2005 enum gl_frag_depth_layout FragDepthLayout;
2006
2007 /**
2008 * GLSL interpolation qualifier associated with each fragment shader input.
2009 * For inputs that do not have an interpolation qualifier specified in
2010 * GLSL, the value is INTERP_QUALIFIER_NONE.
2011 */
2012 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2013 };
2014
2015
2016 /**
2017 * State common to vertex and fragment programs.
2018 */
2019 struct gl_program_state
2020 {
2021 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2022 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2023 };
2024
2025
2026 /**
2027 * Context state for vertex programs.
2028 */
2029 struct gl_vertex_program_state
2030 {
2031 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2032 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2033 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2034 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2035 /** Computed two sided lighting for fixed function/programs. */
2036 GLboolean _TwoSideEnabled;
2037 struct gl_vertex_program *Current; /**< User-bound vertex program */
2038
2039 /** Currently enabled and valid vertex program (including internal
2040 * programs, user-defined vertex programs and GLSL vertex shaders).
2041 * This is the program we must use when rendering.
2042 */
2043 struct gl_vertex_program *_Current;
2044
2045 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2046
2047 /* For GL_NV_vertex_program only: */
2048 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2049 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2050
2051 /** Should fixed-function T&L be implemented with a vertex prog? */
2052 GLboolean _MaintainTnlProgram;
2053
2054 /** Program to emulate fixed-function T&L (see above) */
2055 struct gl_vertex_program *_TnlProgram;
2056
2057 /** Cache of fixed-function programs */
2058 struct gl_program_cache *Cache;
2059
2060 GLboolean _Overriden;
2061 };
2062
2063
2064 /**
2065 * Context state for geometry programs.
2066 */
2067 struct gl_geometry_program_state
2068 {
2069 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2070 GLboolean _Enabled; /**< Enabled and valid program? */
2071 struct gl_geometry_program *Current; /**< user-bound geometry program */
2072
2073 /** Currently enabled and valid program (including internal programs
2074 * and compiled shader programs).
2075 */
2076 struct gl_geometry_program *_Current;
2077
2078 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2079
2080 /** Cache of fixed-function programs */
2081 struct gl_program_cache *Cache;
2082 };
2083
2084 /**
2085 * Context state for fragment programs.
2086 */
2087 struct gl_fragment_program_state
2088 {
2089 GLboolean Enabled; /**< User-set fragment program enable flag */
2090 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2091 struct gl_fragment_program *Current; /**< User-bound fragment program */
2092
2093 /** Currently enabled and valid fragment program (including internal
2094 * programs, user-defined fragment programs and GLSL fragment shaders).
2095 * This is the program we must use when rendering.
2096 */
2097 struct gl_fragment_program *_Current;
2098
2099 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2100
2101 /** Should fixed-function texturing be implemented with a fragment prog? */
2102 GLboolean _MaintainTexEnvProgram;
2103
2104 /** Program to emulate fixed-function texture env/combine (see above) */
2105 struct gl_fragment_program *_TexEnvProgram;
2106
2107 /** Cache of fixed-function programs */
2108 struct gl_program_cache *Cache;
2109 };
2110
2111
2112 /**
2113 * ATI_fragment_shader runtime state
2114 */
2115 #define ATI_FS_INPUT_PRIMARY 0
2116 #define ATI_FS_INPUT_SECONDARY 1
2117
2118 struct atifs_instruction;
2119 struct atifs_setupinst;
2120
2121 /**
2122 * ATI fragment shader
2123 */
2124 struct ati_fragment_shader
2125 {
2126 GLuint Id;
2127 GLint RefCount;
2128 struct atifs_instruction *Instructions[2];
2129 struct atifs_setupinst *SetupInst[2];
2130 GLfloat Constants[8][4];
2131 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2132 GLubyte numArithInstr[2];
2133 GLubyte regsAssigned[2];
2134 GLubyte NumPasses; /**< 1 or 2 */
2135 GLubyte cur_pass;
2136 GLubyte last_optype;
2137 GLboolean interpinp1;
2138 GLboolean isValid;
2139 GLuint swizzlerq;
2140 };
2141
2142 /**
2143 * Context state for GL_ATI_fragment_shader
2144 */
2145 struct gl_ati_fragment_shader_state
2146 {
2147 GLboolean Enabled;
2148 GLboolean _Enabled; /**< enabled and valid shader? */
2149 GLboolean Compiling;
2150 GLfloat GlobalConstants[8][4];
2151 struct ati_fragment_shader *Current;
2152 };
2153
2154
2155 /** Set by #pragma directives */
2156 struct gl_sl_pragmas
2157 {
2158 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2159 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2160 GLboolean Optimize; /**< defaults on */
2161 GLboolean Debug; /**< defaults off */
2162 };
2163
2164
2165 /**
2166 * A GLSL vertex or fragment shader object.
2167 */
2168 struct gl_shader
2169 {
2170 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2171 GLuint Name; /**< AKA the handle */
2172 GLint RefCount; /**< Reference count */
2173 GLboolean DeletePending;
2174 GLboolean CompileStatus;
2175 const GLchar *Source; /**< Source code string */
2176 GLuint SourceChecksum; /**< for debug/logging purposes */
2177 struct gl_program *Program; /**< Post-compile assembly code */
2178 GLchar *InfoLog;
2179 struct gl_sl_pragmas Pragmas;
2180
2181 unsigned Version; /**< GLSL version used for linking */
2182
2183 /**
2184 * \name Sampler tracking
2185 *
2186 * \note Each of these fields is only set post-linking.
2187 */
2188 /*@{*/
2189 unsigned num_samplers; /**< Number of samplers used by this shader. */
2190 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2191 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2192 /*@}*/
2193
2194 /**
2195 * Number of uniform components used by this shader.
2196 *
2197 * This field is only set post-linking.
2198 */
2199 unsigned num_uniform_components;
2200
2201 struct exec_list *ir;
2202 struct glsl_symbol_table *symbols;
2203
2204 /** Shaders containing built-in functions that are used for linking. */
2205 struct gl_shader *builtins_to_link[16];
2206 unsigned num_builtins_to_link;
2207 };
2208
2209
2210 /**
2211 * Shader stages. Note that these will become 5 with tessellation.
2212 * These MUST have the same values as gallium's PIPE_SHADER_*
2213 */
2214 typedef enum
2215 {
2216 MESA_SHADER_VERTEX = 0,
2217 MESA_SHADER_FRAGMENT = 1,
2218 MESA_SHADER_GEOMETRY = 2,
2219 MESA_SHADER_TYPES = 3
2220 } gl_shader_type;
2221
2222
2223 /**
2224 * A GLSL program object.
2225 * Basically a linked collection of vertex and fragment shaders.
2226 */
2227 struct gl_shader_program
2228 {
2229 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2230 GLuint Name; /**< aka handle or ID */
2231 GLint RefCount; /**< Reference count */
2232 GLboolean DeletePending;
2233
2234 /**
2235 * Flags that the linker should not reject the program if it lacks
2236 * a vertex or fragment shader. GLES2 doesn't allow separate
2237 * shader objects, and would reject them. However, we internally
2238 * build separate shader objects for fixed function programs, which
2239 * we use for drivers/common/meta.c and for handling
2240 * _mesa_update_state with no program bound (for example in
2241 * glClear()).
2242 */
2243 GLboolean InternalSeparateShader;
2244
2245 GLuint NumShaders; /**< number of attached shaders */
2246 struct gl_shader **Shaders; /**< List of attached the shaders */
2247
2248 /**
2249 * User-defined attribute bindings
2250 *
2251 * These are set via \c glBindAttribLocation and are used to direct the
2252 * GLSL linker. These are \b not the values used in the compiled shader,
2253 * and they are \b not the values returned by \c glGetAttribLocation.
2254 */
2255 struct string_to_uint_map *AttributeBindings;
2256
2257 /**
2258 * User-defined fragment data bindings
2259 *
2260 * These are set via \c glBindFragDataLocation and are used to direct the
2261 * GLSL linker. These are \b not the values used in the compiled shader,
2262 * and they are \b not the values returned by \c glGetFragDataLocation.
2263 */
2264 struct string_to_uint_map *FragDataBindings;
2265 struct string_to_uint_map *FragDataIndexBindings;
2266
2267 /**
2268 * Transform feedback varyings last specified by
2269 * glTransformFeedbackVaryings().
2270 *
2271 * For the current set of transform feeedback varyings used for transform
2272 * feedback output, see LinkedTransformFeedback.
2273 */
2274 struct {
2275 GLenum BufferMode;
2276 GLuint NumVarying;
2277 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2278 } TransformFeedback;
2279
2280 /** Post-link transform feedback info. */
2281 struct gl_transform_feedback_info LinkedTransformFeedback;
2282
2283 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2284 enum gl_frag_depth_layout FragDepthLayout;
2285
2286 /** Geometry shader state - copied into gl_geometry_program at link time */
2287 struct {
2288 GLint VerticesOut;
2289 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2290 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2291 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2292 } Geom;
2293
2294 /** Vertex shader state - copied into gl_vertex_program at link time */
2295 struct {
2296 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2297 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2298 0 if not present. */
2299 } Vert;
2300
2301 /* post-link info: */
2302 unsigned NumUserUniformStorage;
2303 struct gl_uniform_storage *UniformStorage;
2304
2305 /**
2306 * Map of active uniform names to locations
2307 *
2308 * Maps any active uniform that is not an array element to a location.
2309 * Each active uniform, including individual structure members will appear
2310 * in this map. This roughly corresponds to the set of names that would be
2311 * enumerated by \c glGetActiveUniform.
2312 */
2313 struct string_to_uint_map *UniformHash;
2314
2315 /**
2316 * Map from sampler unit to texture unit (set by glUniform1i())
2317 *
2318 * A sampler unit is associated with each sampler uniform by the linker.
2319 * The sampler unit associated with each uniform is stored in the
2320 * \c gl_uniform_storage::sampler field.
2321 */
2322 GLubyte SamplerUnits[MAX_SAMPLERS];
2323 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2324 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2325
2326 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2327 GLboolean Validated;
2328 GLboolean _Used; /**< Ever used for drawing? */
2329 GLchar *InfoLog;
2330
2331 unsigned Version; /**< GLSL version used for linking */
2332
2333 /**
2334 * Per-stage shaders resulting from the first stage of linking.
2335 *
2336 * Set of linked shaders for this program. The array is accessed using the
2337 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2338 * \c NULL.
2339 */
2340 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2341 };
2342
2343
2344 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2345 #define GLSL_LOG 0x2 /**< Write shaders to files */
2346 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2347 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2348 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2349 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2350 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2351 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2352
2353
2354 /**
2355 * Context state for GLSL vertex/fragment shaders.
2356 */
2357 struct gl_shader_state
2358 {
2359 /**
2360 * Programs used for rendering
2361 *
2362 * There is a separate program set for each shader stage. If
2363 * GL_EXT_separate_shader_objects is not supported, each of these must point
2364 * to \c NULL or to the same program.
2365 */
2366 struct gl_shader_program *CurrentVertexProgram;
2367 struct gl_shader_program *CurrentGeometryProgram;
2368 struct gl_shader_program *CurrentFragmentProgram;
2369
2370 struct gl_shader_program *_CurrentFragmentProgram;
2371
2372 /**
2373 * Program used by glUniform calls.
2374 *
2375 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2376 */
2377 struct gl_shader_program *ActiveProgram;
2378
2379 GLbitfield Flags; /**< Mask of GLSL_x flags */
2380 };
2381
2382
2383 /**
2384 * Compiler options for a single GLSL shaders type
2385 */
2386 struct gl_shader_compiler_options
2387 {
2388 /** Driver-selectable options: */
2389 GLboolean EmitCondCodes; /**< Use condition codes? */
2390 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2391 GLboolean EmitNoLoops;
2392 GLboolean EmitNoFunctions;
2393 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2394 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2395 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2396 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2397 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2398
2399 /**
2400 * \name Forms of indirect addressing the driver cannot do.
2401 */
2402 /*@{*/
2403 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2404 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2405 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2406 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2407 /*@}*/
2408
2409 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2410 GLuint MaxUnrollIterations;
2411
2412 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2413 };
2414
2415
2416 /**
2417 * Occlusion/timer query object.
2418 */
2419 struct gl_query_object
2420 {
2421 GLenum Target; /**< The query target, when active */
2422 GLuint Id; /**< hash table ID/name */
2423 GLuint64EXT Result; /**< the counter */
2424 GLboolean Active; /**< inside Begin/EndQuery */
2425 GLboolean Ready; /**< result is ready? */
2426 };
2427
2428
2429 /**
2430 * Context state for query objects.
2431 */
2432 struct gl_query_state
2433 {
2434 struct _mesa_HashTable *QueryObjects;
2435 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2436 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2437
2438 /** GL_NV_conditional_render */
2439 struct gl_query_object *CondRenderQuery;
2440
2441 /** GL_EXT_transform_feedback */
2442 struct gl_query_object *PrimitivesGenerated;
2443 struct gl_query_object *PrimitivesWritten;
2444
2445 /** GL_ARB_timer_query */
2446 struct gl_query_object *TimeElapsed;
2447
2448 GLenum CondRenderMode;
2449 };
2450
2451
2452 /** Sync object state */
2453 struct gl_sync_object
2454 {
2455 struct simple_node link;
2456 GLenum Type; /**< GL_SYNC_FENCE */
2457 GLuint Name; /**< Fence name */
2458 GLint RefCount; /**< Reference count */
2459 GLboolean DeletePending; /**< Object was deleted while there were still
2460 * live references (e.g., sync not yet finished)
2461 */
2462 GLenum SyncCondition;
2463 GLbitfield Flags; /**< Flags passed to glFenceSync */
2464 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2465 };
2466
2467
2468 /**
2469 * State which can be shared by multiple contexts:
2470 */
2471 struct gl_shared_state
2472 {
2473 _glthread_Mutex Mutex; /**< for thread safety */
2474 GLint RefCount; /**< Reference count */
2475 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2476 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2477
2478 /** Default texture objects (shared by all texture units) */
2479 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2480
2481 /** Fallback texture used when a bound texture is incomplete */
2482 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2483
2484 /**
2485 * \name Thread safety and statechange notification for texture
2486 * objects.
2487 *
2488 * \todo Improve the granularity of locking.
2489 */
2490 /*@{*/
2491 _glthread_Mutex TexMutex; /**< texobj thread safety */
2492 GLuint TextureStateStamp; /**< state notification for shared tex */
2493 /*@}*/
2494
2495 /** Default buffer object for vertex arrays that aren't in VBOs */
2496 struct gl_buffer_object *NullBufferObj;
2497
2498 /**
2499 * \name Vertex/geometry/fragment programs
2500 */
2501 /*@{*/
2502 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2503 struct gl_vertex_program *DefaultVertexProgram;
2504 struct gl_fragment_program *DefaultFragmentProgram;
2505 struct gl_geometry_program *DefaultGeometryProgram;
2506 /*@}*/
2507
2508 /* GL_ATI_fragment_shader */
2509 struct _mesa_HashTable *ATIShaders;
2510 struct ati_fragment_shader *DefaultFragmentShader;
2511
2512 struct _mesa_HashTable *BufferObjects;
2513
2514 /** Table of both gl_shader and gl_shader_program objects */
2515 struct _mesa_HashTable *ShaderObjects;
2516
2517 /* GL_EXT_framebuffer_object */
2518 struct _mesa_HashTable *RenderBuffers;
2519 struct _mesa_HashTable *FrameBuffers;
2520
2521 /* GL_ARB_sync */
2522 struct simple_node SyncObjects;
2523
2524 /** GL_ARB_sampler_objects */
2525 struct _mesa_HashTable *SamplerObjects;
2526 };
2527
2528
2529
2530 /**
2531 * Renderbuffers represent drawing surfaces such as color, depth and/or
2532 * stencil. A framebuffer object has a set of renderbuffers.
2533 * Drivers will typically derive subclasses of this type.
2534 */
2535 struct gl_renderbuffer
2536 {
2537 _glthread_Mutex Mutex; /**< for thread safety */
2538 GLuint ClassID; /**< Useful for drivers */
2539 GLuint Name;
2540 GLint RefCount;
2541 GLuint Width, Height;
2542 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2543 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2544 GLubyte NumSamples;
2545 GLenum InternalFormat; /**< The user-specified format */
2546 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2547 GL_STENCIL_INDEX. */
2548 gl_format Format; /**< The actual renderbuffer memory format */
2549
2550 /** Delete this renderbuffer */
2551 void (*Delete)(struct gl_renderbuffer *rb);
2552
2553 /** Allocate new storage for this renderbuffer */
2554 GLboolean (*AllocStorage)(struct gl_context *ctx,
2555 struct gl_renderbuffer *rb,
2556 GLenum internalFormat,
2557 GLuint width, GLuint height);
2558 };
2559
2560
2561 /**
2562 * A renderbuffer attachment points to either a texture object (and specifies
2563 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2564 */
2565 struct gl_renderbuffer_attachment
2566 {
2567 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2568 GLboolean Complete;
2569
2570 /**
2571 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2572 * application supplied renderbuffer object.
2573 */
2574 struct gl_renderbuffer *Renderbuffer;
2575
2576 /**
2577 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2578 * supplied texture object.
2579 */
2580 struct gl_texture_object *Texture;
2581 GLuint TextureLevel; /**< Attached mipmap level. */
2582 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2583 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2584 * and 2D array textures */
2585 };
2586
2587
2588 /**
2589 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2590 * In C++ terms, think of this as a base class from which device drivers
2591 * will make derived classes.
2592 */
2593 struct gl_framebuffer
2594 {
2595 _glthread_Mutex Mutex; /**< for thread safety */
2596 /**
2597 * If zero, this is a window system framebuffer. If non-zero, this
2598 * is a FBO framebuffer; note that for some devices (i.e. those with
2599 * a natural pixel coordinate system for FBOs that differs from the
2600 * OpenGL/Mesa coordinate system), this means that the viewport,
2601 * polygon face orientation, and polygon stipple will have to be inverted.
2602 */
2603 GLuint Name;
2604
2605 GLint RefCount;
2606 GLboolean DeletePending;
2607
2608 /**
2609 * The framebuffer's visual. Immutable if this is a window system buffer.
2610 * Computed from attachments if user-made FBO.
2611 */
2612 struct gl_config Visual;
2613
2614 GLboolean Initialized;
2615
2616 GLuint Width, Height; /**< size of frame buffer in pixels */
2617
2618 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2619 /*@{*/
2620 GLint _Xmin, _Xmax; /**< inclusive */
2621 GLint _Ymin, _Ymax; /**< exclusive */
2622 /*@}*/
2623
2624 /** \name Derived Z buffer stuff */
2625 /*@{*/
2626 GLuint _DepthMax; /**< Max depth buffer value */
2627 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2628 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2629 /*@}*/
2630
2631 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2632 GLenum _Status;
2633
2634 /** Integer color values */
2635 GLboolean _IntegerColor;
2636
2637 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2638 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2639
2640 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2641 * attribute group and GL_PIXEL attribute group, respectively.
2642 */
2643 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2644 GLenum ColorReadBuffer;
2645
2646 /** Computed from ColorDraw/ReadBuffer above */
2647 GLuint _NumColorDrawBuffers;
2648 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2649 GLint _ColorReadBufferIndex; /* -1 = None */
2650 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2651 struct gl_renderbuffer *_ColorReadBuffer;
2652
2653 /** Delete this framebuffer */
2654 void (*Delete)(struct gl_framebuffer *fb);
2655 };
2656
2657
2658 /**
2659 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2660 */
2661 struct gl_precision
2662 {
2663 GLushort RangeMin; /**< min value exponent */
2664 GLushort RangeMax; /**< max value exponent */
2665 GLushort Precision; /**< number of mantissa bits */
2666 };
2667
2668
2669 /**
2670 * Limits for vertex, geometry and fragment programs/shaders.
2671 */
2672 struct gl_program_constants
2673 {
2674 /* logical limits */
2675 GLuint MaxInstructions;
2676 GLuint MaxAluInstructions;
2677 GLuint MaxTexInstructions;
2678 GLuint MaxTexIndirections;
2679 GLuint MaxAttribs;
2680 GLuint MaxTemps;
2681 GLuint MaxAddressRegs;
2682 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2683 GLuint MaxParameters;
2684 GLuint MaxLocalParams;
2685 GLuint MaxEnvParams;
2686 /* native/hardware limits */
2687 GLuint MaxNativeInstructions;
2688 GLuint MaxNativeAluInstructions;
2689 GLuint MaxNativeTexInstructions;
2690 GLuint MaxNativeTexIndirections;
2691 GLuint MaxNativeAttribs;
2692 GLuint MaxNativeTemps;
2693 GLuint MaxNativeAddressRegs;
2694 GLuint MaxNativeParameters;
2695 /* For shaders */
2696 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2697 /* ES 2.0 and GL_ARB_ES2_compatibility */
2698 struct gl_precision LowFloat, MediumFloat, HighFloat;
2699 struct gl_precision LowInt, MediumInt, HighInt;
2700 };
2701
2702
2703 /**
2704 * Constants which may be overridden by device driver during context creation
2705 * but are never changed after that.
2706 */
2707 struct gl_constants
2708 {
2709 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2710 GLint MaxTextureLevels; /**< Max mipmap levels. */
2711 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2712 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2713 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2714 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2715 GLuint MaxTextureCoordUnits;
2716 GLuint MaxTextureImageUnits;
2717 GLuint MaxVertexTextureImageUnits;
2718 GLuint MaxCombinedTextureImageUnits;
2719 GLuint MaxGeometryTextureImageUnits;
2720 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2721 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2722 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2723 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2724
2725 GLuint MaxArrayLockSize;
2726
2727 GLint SubPixelBits;
2728
2729 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2730 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2731 GLfloat PointSizeGranularity;
2732 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2733 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2734 GLfloat LineWidthGranularity;
2735
2736 GLuint MaxColorTableSize;
2737
2738 GLuint MaxClipPlanes;
2739 GLuint MaxLights;
2740 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2741 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2742
2743 GLuint MaxViewportWidth, MaxViewportHeight;
2744
2745 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2746 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2747 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2748 GLuint MaxProgramMatrices;
2749 GLuint MaxProgramMatrixStackDepth;
2750
2751 /** vertex array / buffer object bounds checking */
2752 GLboolean CheckArrayBounds;
2753
2754 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2755
2756 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2757 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2758 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2759
2760 /** Number of varying vectors between vertex and fragment shaders */
2761 GLuint MaxVarying;
2762 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2763 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2764
2765 /** GL_ARB_geometry_shader4 */
2766 GLuint MaxGeometryOutputVertices;
2767 GLuint MaxGeometryTotalOutputComponents;
2768
2769 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2770
2771 /**
2772 * Changes default GLSL extension behavior from "error" to "warn". It's out
2773 * of spec, but it can make some apps work that otherwise wouldn't.
2774 */
2775 GLboolean ForceGLSLExtensionsWarn;
2776
2777 /**
2778 * Does the driver support real 32-bit integers? (Otherwise, integers are
2779 * simulated via floats.)
2780 */
2781 GLboolean NativeIntegers;
2782
2783 /**
2784 * If the driver supports real 32-bit integers, what integer value should be
2785 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2786 */
2787 GLuint UniformBooleanTrue;
2788
2789 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2790 GLbitfield SupportedBumpUnits;
2791
2792 /**
2793 * Maximum amount of time, measured in nanseconds, that the server can wait.
2794 */
2795 GLuint64 MaxServerWaitTimeout;
2796
2797 /** GL_EXT_provoking_vertex */
2798 GLboolean QuadsFollowProvokingVertexConvention;
2799
2800 /** OpenGL version 3.0 */
2801 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2802
2803 /** OpenGL version 3.2 */
2804 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2805
2806 /** GL_EXT_transform_feedback */
2807 GLuint MaxTransformFeedbackSeparateAttribs;
2808 GLuint MaxTransformFeedbackSeparateComponents;
2809 GLuint MaxTransformFeedbackInterleavedComponents;
2810
2811 /** GL_EXT_gpu_shader4 */
2812 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2813
2814 /* GL_ARB_robustness */
2815 GLenum ResetStrategy;
2816
2817 /* GL_ARB_blend_func_extended */
2818 GLuint MaxDualSourceDrawBuffers;
2819
2820 /**
2821 * Whether the implementation strips out and ignores texture borders.
2822 *
2823 * Many GPU hardware implementations don't support rendering with texture
2824 * borders and mipmapped textures. (Note: not static border color, but the
2825 * old 1-pixel border around each edge). Implementations then have to do
2826 * slow fallbacks to be correct, or just ignore the border and be fast but
2827 * wrong. Setting the flag strips the border off of TexImage calls,
2828 * providing "fast but wrong" at significantly reduced driver complexity.
2829 *
2830 * Texture borders are deprecated in GL 3.0.
2831 **/
2832 GLboolean StripTextureBorder;
2833
2834 /**
2835 * For drivers which can do a better job at eliminating unused varyings
2836 * and uniforms than the GLSL compiler.
2837 *
2838 * XXX Remove these as soon as a better solution is available.
2839 */
2840 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2841 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2842 };
2843
2844
2845 /**
2846 * Enable flag for each OpenGL extension. Different device drivers will
2847 * enable different extensions at runtime.
2848 */
2849 struct gl_extensions
2850 {
2851 GLboolean dummy; /* don't remove this! */
2852 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2853 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2854 GLboolean ARB_ES2_compatibility;
2855 GLboolean ARB_blend_func_extended;
2856 GLboolean ARB_color_buffer_float;
2857 GLboolean ARB_conservative_depth;
2858 GLboolean ARB_copy_buffer;
2859 GLboolean ARB_depth_buffer_float;
2860 GLboolean ARB_depth_clamp;
2861 GLboolean ARB_depth_texture;
2862 GLboolean ARB_draw_buffers_blend;
2863 GLboolean ARB_draw_elements_base_vertex;
2864 GLboolean ARB_draw_instanced;
2865 GLboolean ARB_fragment_coord_conventions;
2866 GLboolean ARB_fragment_program;
2867 GLboolean ARB_fragment_program_shadow;
2868 GLboolean ARB_fragment_shader;
2869 GLboolean ARB_framebuffer_object;
2870 GLboolean ARB_explicit_attrib_location;
2871 GLboolean ARB_geometry_shader4;
2872 GLboolean ARB_half_float_pixel;
2873 GLboolean ARB_half_float_vertex;
2874 GLboolean ARB_instanced_arrays;
2875 GLboolean ARB_map_buffer_range;
2876 GLboolean ARB_occlusion_query;
2877 GLboolean ARB_occlusion_query2;
2878 GLboolean ARB_point_sprite;
2879 GLboolean ARB_sampler_objects;
2880 GLboolean ARB_seamless_cube_map;
2881 GLboolean ARB_shader_objects;
2882 GLboolean ARB_shader_stencil_export;
2883 GLboolean ARB_shader_texture_lod;
2884 GLboolean ARB_shading_language_100;
2885 GLboolean ARB_shadow;
2886 GLboolean ARB_shadow_ambient;
2887 GLboolean ARB_sync;
2888 GLboolean ARB_texture_border_clamp;
2889 GLboolean ARB_texture_buffer_object;
2890 GLboolean ARB_texture_compression_rgtc;
2891 GLboolean ARB_texture_cube_map;
2892 GLboolean ARB_texture_env_combine;
2893 GLboolean ARB_texture_env_crossbar;
2894 GLboolean ARB_texture_env_dot3;
2895 GLboolean ARB_texture_float;
2896 GLboolean ARB_texture_multisample;
2897 GLboolean ARB_texture_non_power_of_two;
2898 GLboolean ARB_texture_rg;
2899 GLboolean ARB_texture_rgb10_a2ui;
2900 GLboolean ARB_texture_storage;
2901 GLboolean ARB_timer_query;
2902 GLboolean ARB_transform_feedback2;
2903 GLboolean ARB_transpose_matrix;
2904 GLboolean ARB_uniform_buffer_object;
2905 GLboolean ARB_vertex_array_object;
2906 GLboolean ARB_vertex_program;
2907 GLboolean ARB_vertex_shader;
2908 GLboolean ARB_vertex_type_2_10_10_10_rev;
2909 GLboolean ARB_window_pos;
2910 GLboolean EXT_blend_color;
2911 GLboolean EXT_blend_equation_separate;
2912 GLboolean EXT_blend_func_separate;
2913 GLboolean EXT_blend_minmax;
2914 GLboolean EXT_clip_volume_hint;
2915 GLboolean EXT_compiled_vertex_array;
2916 GLboolean EXT_depth_bounds_test;
2917 GLboolean EXT_draw_buffers2;
2918 GLboolean EXT_draw_range_elements;
2919 GLboolean EXT_fog_coord;
2920 GLboolean EXT_framebuffer_blit;
2921 GLboolean EXT_framebuffer_multisample;
2922 GLboolean EXT_framebuffer_object;
2923 GLboolean EXT_framebuffer_sRGB;
2924 GLboolean EXT_gpu_program_parameters;
2925 GLboolean EXT_gpu_shader4;
2926 GLboolean EXT_packed_depth_stencil;
2927 GLboolean EXT_packed_float;
2928 GLboolean EXT_packed_pixels;
2929 GLboolean EXT_pixel_buffer_object;
2930 GLboolean EXT_point_parameters;
2931 GLboolean EXT_provoking_vertex;
2932 GLboolean EXT_rescale_normal;
2933 GLboolean EXT_shadow_funcs;
2934 GLboolean EXT_secondary_color;
2935 GLboolean EXT_separate_shader_objects;
2936 GLboolean EXT_separate_specular_color;
2937 GLboolean EXT_stencil_two_side;
2938 GLboolean EXT_texture3D;
2939 GLboolean EXT_texture_array;
2940 GLboolean EXT_texture_compression_latc;
2941 GLboolean EXT_texture_compression_s3tc;
2942 GLboolean EXT_texture_env_dot3;
2943 GLboolean EXT_texture_filter_anisotropic;
2944 GLboolean EXT_texture_integer;
2945 GLboolean EXT_texture_mirror_clamp;
2946 GLboolean EXT_texture_shared_exponent;
2947 GLboolean EXT_texture_snorm;
2948 GLboolean EXT_texture_sRGB;
2949 GLboolean EXT_texture_sRGB_decode;
2950 GLboolean EXT_texture_swizzle;
2951 GLboolean EXT_transform_feedback;
2952 GLboolean EXT_timer_query;
2953 GLboolean EXT_vertex_array_bgra;
2954 GLboolean OES_standard_derivatives;
2955 /* vendor extensions */
2956 GLboolean AMD_seamless_cubemap_per_texture;
2957 GLboolean APPLE_packed_pixels;
2958 GLboolean APPLE_vertex_array_object;
2959 GLboolean APPLE_object_purgeable;
2960 GLboolean ATI_envmap_bumpmap;
2961 GLboolean ATI_texture_compression_3dc;
2962 GLboolean ATI_texture_mirror_once;
2963 GLboolean ATI_texture_env_combine3;
2964 GLboolean ATI_fragment_shader;
2965 GLboolean ATI_separate_stencil;
2966 GLboolean IBM_rasterpos_clip;
2967 GLboolean IBM_multimode_draw_arrays;
2968 GLboolean MESA_pack_invert;
2969 GLboolean MESA_resize_buffers;
2970 GLboolean MESA_ycbcr_texture;
2971 GLboolean MESA_texture_array;
2972 GLboolean NV_blend_square;
2973 GLboolean NV_conditional_render;
2974 GLboolean NV_fog_distance;
2975 GLboolean NV_fragment_program;
2976 GLboolean NV_fragment_program_option;
2977 GLboolean NV_light_max_exponent;
2978 GLboolean NV_point_sprite;
2979 GLboolean NV_primitive_restart;
2980 GLboolean NV_texture_barrier;
2981 GLboolean NV_texgen_reflection;
2982 GLboolean NV_texture_env_combine4;
2983 GLboolean NV_texture_rectangle;
2984 GLboolean NV_vertex_program;
2985 GLboolean NV_vertex_program1_1;
2986 GLboolean SGIS_texture_lod;
2987 GLboolean TDFX_texture_compression_FXT1;
2988 GLboolean S3_s3tc;
2989 GLboolean OES_EGL_image;
2990 GLboolean OES_draw_texture;
2991 GLboolean OES_EGL_image_external;
2992 GLboolean OES_compressed_ETC1_RGB8_texture;
2993 GLboolean extension_sentinel;
2994 /** The extension string */
2995 const GLubyte *String;
2996 /** Number of supported extensions */
2997 GLuint Count;
2998 };
2999
3000
3001 /**
3002 * A stack of matrices (projection, modelview, color, texture, etc).
3003 */
3004 struct gl_matrix_stack
3005 {
3006 GLmatrix *Top; /**< points into Stack */
3007 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3008 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3009 GLuint MaxDepth; /**< size of Stack[] array */
3010 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3011 };
3012
3013
3014 /**
3015 * \name Bits for image transfer operations
3016 * \sa __struct gl_contextRec::ImageTransferState.
3017 */
3018 /*@{*/
3019 #define IMAGE_SCALE_BIAS_BIT 0x1
3020 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3021 #define IMAGE_MAP_COLOR_BIT 0x4
3022 #define IMAGE_CLAMP_BIT 0x800
3023
3024
3025 /** Pixel Transfer ops */
3026 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3027 IMAGE_SHIFT_OFFSET_BIT | \
3028 IMAGE_MAP_COLOR_BIT)
3029
3030 /**
3031 * \name Bits to indicate what state has changed.
3032 */
3033 /*@{*/
3034 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3035 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3036 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3037 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3038 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3039 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3040 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3041 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3042 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3043 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3044 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3045 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3046 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3047 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3048 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3049 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3050 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3051 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3052 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3053 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3054 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3055 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3056 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3057 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3058 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3059 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3060 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3061 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3062 #define _NEW_BUFFER_OBJECT (1 << 28)
3063 #define _NEW_FRAG_CLAMP (1 << 29)
3064 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3065 #define _NEW_ALL ~0
3066
3067 /**
3068 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3069 * clarity.
3070 */
3071 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3072 /*@}*/
3073
3074
3075 /**
3076 * \name A bunch of flags that we think might be useful to drivers.
3077 *
3078 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3079 */
3080 /*@{*/
3081 #define DD_SEPARATE_SPECULAR (1 << 0)
3082 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3083 #define DD_TRI_UNFILLED (1 << 2)
3084 #define DD_TRI_SMOOTH (1 << 3)
3085 #define DD_TRI_STIPPLE (1 << 4)
3086 #define DD_TRI_OFFSET (1 << 5)
3087 #define DD_LINE_SMOOTH (1 << 6)
3088 #define DD_LINE_STIPPLE (1 << 7)
3089 #define DD_POINT_SMOOTH (1 << 8)
3090 #define DD_POINT_ATTEN (1 << 9)
3091 /*@}*/
3092
3093
3094 /**
3095 * Composite state flags
3096 */
3097 /*@{*/
3098 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3099 _NEW_TEXTURE | \
3100 _NEW_POINT | \
3101 _NEW_PROGRAM | \
3102 _NEW_MODELVIEW)
3103
3104 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3105 _NEW_FOG | \
3106 _NEW_PROGRAM)
3107
3108
3109 /*@}*/
3110
3111
3112
3113
3114 /* This has to be included here. */
3115 #include "dd.h"
3116
3117
3118 /**
3119 * Display list flags.
3120 * Strictly this is a tnl-private concept, but it doesn't seem
3121 * worthwhile adding a tnl private structure just to hold this one bit
3122 * of information:
3123 */
3124 #define DLIST_DANGLING_REFS 0x1
3125
3126
3127 /** Opaque declaration of display list payload data type */
3128 union gl_dlist_node;
3129
3130
3131 /**
3132 * Provide a location where information about a display list can be
3133 * collected. Could be extended with driverPrivate structures,
3134 * etc. in the future.
3135 */
3136 struct gl_display_list
3137 {
3138 GLuint Name;
3139 GLbitfield Flags; /**< DLIST_x flags */
3140 /** The dlist commands are in a linked list of nodes */
3141 union gl_dlist_node *Head;
3142 };
3143
3144
3145 /**
3146 * State used during display list compilation and execution.
3147 */
3148 struct gl_dlist_state
3149 {
3150 GLuint CallDepth; /**< Current recursion calling depth */
3151
3152 struct gl_display_list *CurrentList; /**< List currently being compiled */
3153 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3154 GLuint CurrentPos; /**< Index into current block of nodes */
3155
3156 GLvertexformat ListVtxfmt;
3157
3158 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3159 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3160
3161 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3162 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3163
3164 GLubyte ActiveIndex;
3165 GLfloat CurrentIndex;
3166
3167 GLubyte ActiveEdgeFlag;
3168 GLboolean CurrentEdgeFlag;
3169
3170 struct {
3171 /* State known to have been set by the currently-compiling display
3172 * list. Used to eliminate some redundant state changes.
3173 */
3174 GLenum ShadeModel;
3175 } Current;
3176 };
3177
3178 /**
3179 * An error, warning, or other piece of debug information for an application
3180 * to consume via GL_ARB_debug_output.
3181 */
3182 struct gl_debug_msg
3183 {
3184 GLenum source;
3185 GLenum type;
3186 GLuint id;
3187 GLenum severity;
3188 GLsizei length;
3189 GLcharARB *message;
3190 };
3191
3192 typedef enum {
3193 API_ERROR_UNKNOWN,
3194 API_ERROR_COUNT
3195 } gl_api_error;
3196
3197 typedef enum {
3198 WINSYS_ERROR_UNKNOWN,
3199 WINSYS_ERROR_COUNT
3200 } gl_winsys_error;
3201
3202 typedef enum {
3203 SHADER_ERROR_UNKNOWN,
3204 SHADER_ERROR_COUNT
3205 } gl_shader_error;
3206
3207 typedef enum {
3208 OTHER_ERROR_UNKNOWN,
3209 OTHER_ERROR_OUT_OF_MEMORY,
3210 OTHER_ERROR_COUNT
3211 } gl_other_error;
3212
3213 struct gl_client_namespace
3214 {
3215 struct _mesa_HashTable *IDs;
3216 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3217 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3218 };
3219
3220 struct gl_client_debug
3221 {
3222 GLboolean Defaults[3][2][6]; /* severity, source, type */
3223 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3224 };
3225
3226 struct gl_debug_state
3227 {
3228 GLDEBUGPROCARB Callback;
3229 GLvoid *CallbackData;
3230 GLboolean SyncOutput;
3231 GLboolean ApiErrors[API_ERROR_COUNT];
3232 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3233 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3234 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3235 struct gl_client_debug ClientIDs;
3236 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3237 GLint NumMessages;
3238 GLint NextMsg;
3239 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3240 for the sake of the offsetof() code in get.c */
3241 };
3242
3243 /**
3244 * Enum for the OpenGL APIs we know about and may support.
3245 */
3246 typedef enum
3247 {
3248 API_OPENGL,
3249 API_OPENGLES,
3250 API_OPENGLES2
3251 } gl_api;
3252
3253
3254 /**
3255 * Mesa rendering context.
3256 *
3257 * This is the central context data structure for Mesa. Almost all
3258 * OpenGL state is contained in this structure.
3259 * Think of this as a base class from which device drivers will derive
3260 * sub classes.
3261 *
3262 * The struct gl_context typedef names this structure.
3263 */
3264 struct gl_context
3265 {
3266 /** State possibly shared with other contexts in the address space */
3267 struct gl_shared_state *Shared;
3268
3269 /** \name API function pointer tables */
3270 /*@{*/
3271 gl_api API;
3272 struct _glapi_table *Save; /**< Display list save functions */
3273 struct _glapi_table *Exec; /**< Execute functions */
3274 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3275 /*@}*/
3276
3277 struct gl_config Visual;
3278 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3279 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3280 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3281 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3282
3283 /**
3284 * Device driver function pointer table
3285 */
3286 struct dd_function_table Driver;
3287
3288 void *DriverCtx; /**< Points to device driver context/state */
3289
3290 /** Core/Driver constants */
3291 struct gl_constants Const;
3292
3293 /** \name The various 4x4 matrix stacks */
3294 /*@{*/
3295 struct gl_matrix_stack ModelviewMatrixStack;
3296 struct gl_matrix_stack ProjectionMatrixStack;
3297 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3298 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3299 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3300 /*@}*/
3301
3302 /** Combined modelview and projection matrix */
3303 GLmatrix _ModelProjectMatrix;
3304
3305 /** \name Display lists */
3306 struct gl_dlist_state ListState;
3307
3308 GLboolean ExecuteFlag; /**< Execute GL commands? */
3309 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3310
3311 /** Extension information */
3312 struct gl_extensions Extensions;
3313
3314 /** Version info */
3315 GLuint VersionMajor, VersionMinor;
3316 char *VersionString;
3317
3318 /** \name State attribute stack (for glPush/PopAttrib) */
3319 /*@{*/
3320 GLuint AttribStackDepth;
3321 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3322 /*@}*/
3323
3324 /** \name Renderer attribute groups
3325 *
3326 * We define a struct for each attribute group to make pushing and popping
3327 * attributes easy. Also it's a good organization.
3328 */
3329 /*@{*/
3330 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3331 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3332 struct gl_current_attrib Current; /**< Current attributes */
3333 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3334 struct gl_eval_attrib Eval; /**< Eval attributes */
3335 struct gl_fog_attrib Fog; /**< Fog attributes */
3336 struct gl_hint_attrib Hint; /**< Hint attributes */
3337 struct gl_light_attrib Light; /**< Light attributes */
3338 struct gl_line_attrib Line; /**< Line attributes */
3339 struct gl_list_attrib List; /**< List attributes */
3340 struct gl_multisample_attrib Multisample;
3341 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3342 struct gl_point_attrib Point; /**< Point attributes */
3343 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3344 GLuint PolygonStipple[32]; /**< Polygon stipple */
3345 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3346 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3347 struct gl_texture_attrib Texture; /**< Texture attributes */
3348 struct gl_transform_attrib Transform; /**< Transformation attributes */
3349 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3350 /*@}*/
3351
3352 /** \name Client attribute stack */
3353 /*@{*/
3354 GLuint ClientAttribStackDepth;
3355 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3356 /*@}*/
3357
3358 /** \name Client attribute groups */
3359 /*@{*/
3360 struct gl_array_attrib Array; /**< Vertex arrays */
3361 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3362 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3363 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3364 /*@}*/
3365
3366 /** \name Other assorted state (not pushed/popped on attribute stack) */
3367 /*@{*/
3368 struct gl_pixelmaps PixelMaps;
3369
3370 struct gl_evaluators EvalMap; /**< All evaluators */
3371 struct gl_feedback Feedback; /**< Feedback */
3372 struct gl_selection Select; /**< Selection */
3373
3374 struct gl_program_state Program; /**< general program state */
3375 struct gl_vertex_program_state VertexProgram;
3376 struct gl_fragment_program_state FragmentProgram;
3377 struct gl_geometry_program_state GeometryProgram;
3378 struct gl_ati_fragment_shader_state ATIFragmentShader;
3379
3380 struct gl_shader_state Shader; /**< GLSL shader object state */
3381 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3382
3383 struct gl_query_state Query; /**< occlusion, timer queries */
3384
3385 struct gl_transform_feedback_state TransformFeedback;
3386
3387 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3388 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3389 /*@}*/
3390
3391 struct gl_meta_state *Meta; /**< for "meta" operations */
3392
3393 /* GL_EXT_framebuffer_object */
3394 struct gl_renderbuffer *CurrentRenderbuffer;
3395
3396 GLenum ErrorValue; /**< Last error code */
3397
3398 /* GL_ARB_robustness */
3399 GLenum ResetStatus;
3400
3401 /**
3402 * Recognize and silence repeated error debug messages in buggy apps.
3403 */
3404 const char *ErrorDebugFmtString;
3405 GLuint ErrorDebugCount;
3406
3407 /* GL_ARB_debug_output */
3408 struct gl_debug_state Debug;
3409
3410 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3411 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3412
3413 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3414
3415 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3416
3417 /** \name Derived state */
3418 /*@{*/
3419 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3420 * state validation so they need to always be current.
3421 */
3422 GLbitfield _TriangleCaps;
3423 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3424 GLfloat _EyeZDir[3];
3425 GLfloat _ModelViewInvScale;
3426 GLboolean _NeedEyeCoords;
3427 GLboolean _ForceEyeCoords;
3428
3429 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3430
3431 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3432
3433 /** \name For debugging/development only */
3434 /*@{*/
3435 GLboolean FirstTimeCurrent;
3436 /*@}*/
3437
3438 /** software compression/decompression supported or not */
3439 GLboolean Mesa_DXTn;
3440
3441 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3442
3443 /**
3444 * Use dp4 (rather than mul/mad) instructions for position
3445 * transformation?
3446 */
3447 GLboolean mvp_with_dp4;
3448
3449 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3450
3451 /**
3452 * \name Hooks for module contexts.
3453 *
3454 * These will eventually live in the driver or elsewhere.
3455 */
3456 /*@{*/
3457 void *swrast_context;
3458 void *swsetup_context;
3459 void *swtnl_context;
3460 void *swtnl_im;
3461 struct st_context *st;
3462 void *aelt_context;
3463 /*@}*/
3464 };
3465
3466
3467 #ifdef DEBUG
3468 extern int MESA_VERBOSE;
3469 extern int MESA_DEBUG_FLAGS;
3470 # define MESA_FUNCTION __FUNCTION__
3471 #else
3472 # define MESA_VERBOSE 0
3473 # define MESA_DEBUG_FLAGS 0
3474 # define MESA_FUNCTION "a function"
3475 # ifndef NDEBUG
3476 # define NDEBUG
3477 # endif
3478 #endif
3479
3480
3481 /** The MESA_VERBOSE var is a bitmask of these flags */
3482 enum _verbose
3483 {
3484 VERBOSE_VARRAY = 0x0001,
3485 VERBOSE_TEXTURE = 0x0002,
3486 VERBOSE_MATERIAL = 0x0004,
3487 VERBOSE_PIPELINE = 0x0008,
3488 VERBOSE_DRIVER = 0x0010,
3489 VERBOSE_STATE = 0x0020,
3490 VERBOSE_API = 0x0040,
3491 VERBOSE_DISPLAY_LIST = 0x0100,
3492 VERBOSE_LIGHTING = 0x0200,
3493 VERBOSE_PRIMS = 0x0400,
3494 VERBOSE_VERTS = 0x0800,
3495 VERBOSE_DISASSEM = 0x1000,
3496 VERBOSE_DRAW = 0x2000,
3497 VERBOSE_SWAPBUFFERS = 0x4000
3498 };
3499
3500
3501 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3502 enum _debug
3503 {
3504 DEBUG_ALWAYS_FLUSH = 0x1
3505 };
3506
3507
3508
3509 #ifdef __cplusplus
3510 }
3511 #endif
3512
3513 #endif /* MTYPES_H */