mesa: shrink VERT_ATTRIB bitfields to 32 bits
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58
59 /** Set a single bit */
60 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD_MASK(b) \
63 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD_RANGE(b, count) \
66 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
67
68
69 /**
70 * \name 64-bit extension of GLbitfield.
71 */
72 /*@{*/
73 typedef GLuint64 GLbitfield64;
74
75 /** Set a single bit */
76 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
77 /** Set all bits up to excluding bit b */
78 #define BITFIELD64_MASK(b) \
79 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
80 /** Set count bits starting from bit b */
81 #define BITFIELD64_RANGE(b, count) \
82 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
83
84
85 /**
86 * \name Some forward type declarations
87 */
88 /*@{*/
89 struct _mesa_HashTable;
90 struct gl_attrib_node;
91 struct gl_list_extensions;
92 struct gl_meta_state;
93 struct gl_program_cache;
94 struct gl_texture_object;
95 struct gl_debug_state;
96 struct gl_context;
97 struct st_context;
98 struct gl_uniform_storage;
99 struct prog_instruction;
100 struct gl_program_parameter_list;
101 struct set;
102 struct set_entry;
103 struct vbo_context;
104 /*@}*/
105
106
107 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
108 #define PRIM_MAX GL_PATCHES
109 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
110 #define PRIM_UNKNOWN (PRIM_MAX + 2)
111
112 /**
113 * Determine if the given gl_varying_slot appears in the fragment shader.
114 */
115 static inline GLboolean
116 _mesa_varying_slot_in_fs(gl_varying_slot slot)
117 {
118 switch (slot) {
119 case VARYING_SLOT_PSIZ:
120 case VARYING_SLOT_BFC0:
121 case VARYING_SLOT_BFC1:
122 case VARYING_SLOT_EDGE:
123 case VARYING_SLOT_CLIP_VERTEX:
124 case VARYING_SLOT_LAYER:
125 case VARYING_SLOT_TESS_LEVEL_OUTER:
126 case VARYING_SLOT_TESS_LEVEL_INNER:
127 case VARYING_SLOT_BOUNDING_BOX0:
128 case VARYING_SLOT_BOUNDING_BOX1:
129 return GL_FALSE;
130 default:
131 return GL_TRUE;
132 }
133 }
134
135 /**
136 * Indexes for all renderbuffers
137 */
138 typedef enum
139 {
140 /* the four standard color buffers */
141 BUFFER_FRONT_LEFT,
142 BUFFER_BACK_LEFT,
143 BUFFER_FRONT_RIGHT,
144 BUFFER_BACK_RIGHT,
145 BUFFER_DEPTH,
146 BUFFER_STENCIL,
147 BUFFER_ACCUM,
148 /* optional aux buffer */
149 BUFFER_AUX0,
150 /* generic renderbuffers */
151 BUFFER_COLOR0,
152 BUFFER_COLOR1,
153 BUFFER_COLOR2,
154 BUFFER_COLOR3,
155 BUFFER_COLOR4,
156 BUFFER_COLOR5,
157 BUFFER_COLOR6,
158 BUFFER_COLOR7,
159 BUFFER_COUNT,
160 BUFFER_NONE = -1,
161 } gl_buffer_index;
162
163 /**
164 * Bit flags for all renderbuffers
165 */
166 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
167 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
168 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
169 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
170 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
171 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
172 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
173 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
174 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
175 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
176 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
177 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
178 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
179 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
180 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
181 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
182 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
183 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
184 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
185
186 /**
187 * Mask of all the color buffer bits (but not accum).
188 */
189 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
190 BUFFER_BIT_BACK_LEFT | \
191 BUFFER_BIT_FRONT_RIGHT | \
192 BUFFER_BIT_BACK_RIGHT | \
193 BUFFER_BIT_AUX0 | \
194 BUFFER_BIT_COLOR0 | \
195 BUFFER_BIT_COLOR1 | \
196 BUFFER_BIT_COLOR2 | \
197 BUFFER_BIT_COLOR3 | \
198 BUFFER_BIT_COLOR4 | \
199 BUFFER_BIT_COLOR5 | \
200 BUFFER_BIT_COLOR6 | \
201 BUFFER_BIT_COLOR7)
202
203 /* Mask of bits for depth+stencil buffers */
204 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
205
206 /**
207 * Framebuffer configuration (aka visual / pixelformat)
208 * Note: some of these fields should be boolean, but it appears that
209 * code in drivers/dri/common/util.c requires int-sized fields.
210 */
211 struct gl_config
212 {
213 GLboolean rgbMode;
214 GLboolean floatMode;
215 GLuint doubleBufferMode;
216 GLuint stereoMode;
217
218 GLboolean haveAccumBuffer;
219 GLboolean haveDepthBuffer;
220 GLboolean haveStencilBuffer;
221
222 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
223 GLuint redMask, greenMask, blueMask, alphaMask;
224 GLint rgbBits; /* total bits for rgb */
225 GLint indexBits; /* total bits for colorindex */
226
227 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
228 GLint depthBits;
229 GLint stencilBits;
230
231 GLint numAuxBuffers;
232
233 GLint level;
234
235 /* EXT_visual_rating / GLX 1.2 */
236 GLint visualRating;
237
238 /* EXT_visual_info / GLX 1.2 */
239 GLint transparentPixel;
240 /* colors are floats scaled to ints */
241 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
242 GLint transparentIndex;
243
244 /* ARB_multisample / SGIS_multisample */
245 GLint sampleBuffers;
246 GLint samples;
247
248 /* SGIX_pbuffer / GLX 1.3 */
249 GLint maxPbufferWidth;
250 GLint maxPbufferHeight;
251 GLint maxPbufferPixels;
252 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
253 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
254
255 /* OML_swap_method */
256 GLint swapMethod;
257
258 /* EXT_texture_from_pixmap */
259 GLint bindToTextureRgb;
260 GLint bindToTextureRgba;
261 GLint bindToMipmapTexture;
262 GLint bindToTextureTargets;
263 GLint yInverted;
264
265 /* EXT_framebuffer_sRGB */
266 GLint sRGBCapable;
267 };
268
269
270 /**
271 * \name Bit flags used for updating material values.
272 */
273 /*@{*/
274 #define MAT_ATTRIB_FRONT_AMBIENT 0
275 #define MAT_ATTRIB_BACK_AMBIENT 1
276 #define MAT_ATTRIB_FRONT_DIFFUSE 2
277 #define MAT_ATTRIB_BACK_DIFFUSE 3
278 #define MAT_ATTRIB_FRONT_SPECULAR 4
279 #define MAT_ATTRIB_BACK_SPECULAR 5
280 #define MAT_ATTRIB_FRONT_EMISSION 6
281 #define MAT_ATTRIB_BACK_EMISSION 7
282 #define MAT_ATTRIB_FRONT_SHININESS 8
283 #define MAT_ATTRIB_BACK_SHININESS 9
284 #define MAT_ATTRIB_FRONT_INDEXES 10
285 #define MAT_ATTRIB_BACK_INDEXES 11
286 #define MAT_ATTRIB_MAX 12
287
288 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
289 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
290 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
291 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
292 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
293 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
294
295 #define MAT_INDEX_AMBIENT 0
296 #define MAT_INDEX_DIFFUSE 1
297 #define MAT_INDEX_SPECULAR 2
298
299 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
300 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
301 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
302 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
303 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
304 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
305 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
306 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
307 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
308 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
309 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
310 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
311
312
313 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
314 MAT_BIT_FRONT_AMBIENT | \
315 MAT_BIT_FRONT_DIFFUSE | \
316 MAT_BIT_FRONT_SPECULAR | \
317 MAT_BIT_FRONT_SHININESS | \
318 MAT_BIT_FRONT_INDEXES)
319
320 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
321 MAT_BIT_BACK_AMBIENT | \
322 MAT_BIT_BACK_DIFFUSE | \
323 MAT_BIT_BACK_SPECULAR | \
324 MAT_BIT_BACK_SHININESS | \
325 MAT_BIT_BACK_INDEXES)
326
327 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
328 /*@}*/
329
330
331 /**
332 * Material state.
333 */
334 struct gl_material
335 {
336 GLfloat Attrib[MAT_ATTRIB_MAX][4];
337 };
338
339
340 /**
341 * Light state flags.
342 */
343 /*@{*/
344 #define LIGHT_SPOT 0x1
345 #define LIGHT_LOCAL_VIEWER 0x2
346 #define LIGHT_POSITIONAL 0x4
347 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
348 /*@}*/
349
350
351 /**
352 * Light source state.
353 */
354 struct gl_light
355 {
356 GLfloat Ambient[4]; /**< ambient color */
357 GLfloat Diffuse[4]; /**< diffuse color */
358 GLfloat Specular[4]; /**< specular color */
359 GLfloat EyePosition[4]; /**< position in eye coordinates */
360 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
361 GLfloat SpotExponent;
362 GLfloat SpotCutoff; /**< in degrees */
363 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
364 GLfloat ConstantAttenuation;
365 GLfloat LinearAttenuation;
366 GLfloat QuadraticAttenuation;
367 GLboolean Enabled; /**< On/off flag */
368
369 /**
370 * \name Derived fields
371 */
372 /*@{*/
373 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
374
375 GLfloat _Position[4]; /**< position in eye/obj coordinates */
376 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
377 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
378 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
379 GLfloat _VP_inf_spot_attenuation;
380
381 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
382 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
383 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
384 /*@}*/
385 };
386
387
388 /**
389 * Light model state.
390 */
391 struct gl_lightmodel
392 {
393 GLfloat Ambient[4]; /**< ambient color */
394 GLboolean LocalViewer; /**< Local (or infinite) view point? */
395 GLboolean TwoSide; /**< Two (or one) sided lighting? */
396 GLenum ColorControl; /**< either GL_SINGLE_COLOR
397 * or GL_SEPARATE_SPECULAR_COLOR */
398 };
399
400
401 /**
402 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
403 */
404 struct gl_accum_attrib
405 {
406 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
407 };
408
409
410 /**
411 * Used for storing clear color, texture border color, etc.
412 * The float values are typically unclamped.
413 */
414 union gl_color_union
415 {
416 GLfloat f[4];
417 GLint i[4];
418 GLuint ui[4];
419 };
420
421
422 /**
423 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
424 */
425 struct gl_colorbuffer_attrib
426 {
427 GLuint ClearIndex; /**< Index for glClear */
428 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
429 GLuint IndexMask; /**< Color index write mask */
430 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
431
432 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
433
434 /**
435 * \name alpha testing
436 */
437 /*@{*/
438 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
439 GLenum AlphaFunc; /**< Alpha test function */
440 GLfloat AlphaRefUnclamped;
441 GLclampf AlphaRef; /**< Alpha reference value */
442 /*@}*/
443
444 /**
445 * \name Blending
446 */
447 /*@{*/
448 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
449
450 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
451 * control, only on the fixed-pointness of the render target.
452 * The query does however depend on fragment color clamping.
453 */
454 GLfloat BlendColorUnclamped[4]; /**< Blending color */
455 GLfloat BlendColor[4]; /**< Blending color */
456
457 struct
458 {
459 GLenum SrcRGB; /**< RGB blend source term */
460 GLenum DstRGB; /**< RGB blend dest term */
461 GLenum SrcA; /**< Alpha blend source term */
462 GLenum DstA; /**< Alpha blend dest term */
463 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
464 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
465 /**
466 * Set if any blend factor uses SRC1. Computed at the time blend factors
467 * get set.
468 */
469 GLboolean _UsesDualSrc;
470 } Blend[MAX_DRAW_BUFFERS];
471 /** Are the blend func terms currently different for each buffer/target? */
472 GLboolean _BlendFuncPerBuffer;
473 /** Are the blend equations currently different for each buffer/target? */
474 GLboolean _BlendEquationPerBuffer;
475
476 /**
477 * Which advanced blending mode is in use (or BLEND_NONE).
478 *
479 * KHR_blend_equation_advanced only allows advanced blending with a single
480 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
481 * requires all draw buffers to match, so we only need a single value.
482 */
483 enum gl_advanced_blend_mode _AdvancedBlendMode;
484
485 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
486 bool BlendCoherent;
487 /*@}*/
488
489 /**
490 * \name Logic op
491 */
492 /*@{*/
493 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
494 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
495 GLenum LogicOp; /**< Logic operator */
496
497 /*@}*/
498
499 GLboolean DitherFlag; /**< Dither enable flag */
500
501 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
502 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
503 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
504
505 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
506 };
507
508
509 /**
510 * Current attribute group (GL_CURRENT_BIT).
511 */
512 struct gl_current_attrib
513 {
514 /**
515 * \name Current vertex attributes (color, texcoords, etc).
516 * \note Values are valid only after FLUSH_VERTICES has been called.
517 * \note Index and Edgeflag current values are stored as floats in the
518 * SIX and SEVEN attribute slots.
519 * \note We need double storage for 64-bit vertex attributes
520 */
521 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
522
523 /**
524 * \name Current raster position attributes (always up to date after a
525 * glRasterPos call).
526 */
527 GLfloat RasterPos[4];
528 GLfloat RasterDistance;
529 GLfloat RasterColor[4];
530 GLfloat RasterSecondaryColor[4];
531 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
532 GLboolean RasterPosValid;
533 };
534
535
536 /**
537 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
538 */
539 struct gl_depthbuffer_attrib
540 {
541 GLenum Func; /**< Function for depth buffer compare */
542 GLclampd Clear; /**< Value to clear depth buffer to */
543 GLboolean Test; /**< Depth buffering enabled flag */
544 GLboolean Mask; /**< Depth buffer writable? */
545 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
546 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
547 };
548
549
550 /**
551 * Evaluator attribute group (GL_EVAL_BIT).
552 */
553 struct gl_eval_attrib
554 {
555 /**
556 * \name Enable bits
557 */
558 /*@{*/
559 GLboolean Map1Color4;
560 GLboolean Map1Index;
561 GLboolean Map1Normal;
562 GLboolean Map1TextureCoord1;
563 GLboolean Map1TextureCoord2;
564 GLboolean Map1TextureCoord3;
565 GLboolean Map1TextureCoord4;
566 GLboolean Map1Vertex3;
567 GLboolean Map1Vertex4;
568 GLboolean Map2Color4;
569 GLboolean Map2Index;
570 GLboolean Map2Normal;
571 GLboolean Map2TextureCoord1;
572 GLboolean Map2TextureCoord2;
573 GLboolean Map2TextureCoord3;
574 GLboolean Map2TextureCoord4;
575 GLboolean Map2Vertex3;
576 GLboolean Map2Vertex4;
577 GLboolean AutoNormal;
578 /*@}*/
579
580 /**
581 * \name Map Grid endpoints and divisions and calculated du values
582 */
583 /*@{*/
584 GLint MapGrid1un;
585 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
586 GLint MapGrid2un, MapGrid2vn;
587 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
588 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
589 /*@}*/
590 };
591
592
593 /**
594 * Compressed fog mode.
595 */
596 enum gl_fog_mode
597 {
598 FOG_NONE,
599 FOG_LINEAR,
600 FOG_EXP,
601 FOG_EXP2,
602 };
603
604
605 /**
606 * Fog attribute group (GL_FOG_BIT).
607 */
608 struct gl_fog_attrib
609 {
610 GLboolean Enabled; /**< Fog enabled flag */
611 GLboolean ColorSumEnabled;
612 uint8_t _PackedMode; /**< Fog mode as 2 bits */
613 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
614 GLfloat ColorUnclamped[4]; /**< Fog color */
615 GLfloat Color[4]; /**< Fog color */
616 GLfloat Density; /**< Density >= 0.0 */
617 GLfloat Start; /**< Start distance in eye coords */
618 GLfloat End; /**< End distance in eye coords */
619 GLfloat Index; /**< Fog index */
620 GLenum Mode; /**< Fog mode */
621 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
622 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
623 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
624 };
625
626
627 /**
628 * Hint attribute group (GL_HINT_BIT).
629 *
630 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
631 */
632 struct gl_hint_attrib
633 {
634 GLenum PerspectiveCorrection;
635 GLenum PointSmooth;
636 GLenum LineSmooth;
637 GLenum PolygonSmooth;
638 GLenum Fog;
639 GLenum TextureCompression; /**< GL_ARB_texture_compression */
640 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
641 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
642 };
643
644
645 /**
646 * Lighting attribute group (GL_LIGHT_BIT).
647 */
648 struct gl_light_attrib
649 {
650 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
651 struct gl_lightmodel Model; /**< Lighting model */
652
653 /**
654 * Front and back material values.
655 * Note: must call FLUSH_VERTICES() before using.
656 */
657 struct gl_material Material;
658
659 GLboolean Enabled; /**< Lighting enabled flag */
660 GLboolean ColorMaterialEnabled;
661
662 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
663 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
664 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
665 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
666 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
667
668
669 GLboolean _ClampVertexColor;
670 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
671
672 /**
673 * Derived state for optimizations:
674 */
675 /*@{*/
676 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
677
678 GLboolean _NeedEyeCoords;
679 GLboolean _NeedVertices; /**< Use fast shader? */
680
681 GLfloat _BaseColor[2][3];
682 /*@}*/
683 };
684
685
686 /**
687 * Line attribute group (GL_LINE_BIT).
688 */
689 struct gl_line_attrib
690 {
691 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
692 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
693 GLushort StipplePattern; /**< Stipple pattern */
694 GLint StippleFactor; /**< Stipple repeat factor */
695 GLfloat Width; /**< Line width */
696 };
697
698
699 /**
700 * Display list attribute group (GL_LIST_BIT).
701 */
702 struct gl_list_attrib
703 {
704 GLuint ListBase;
705 };
706
707
708 /**
709 * Multisample attribute group (GL_MULTISAMPLE_BIT).
710 */
711 struct gl_multisample_attrib
712 {
713 GLboolean Enabled;
714 GLboolean SampleAlphaToCoverage;
715 GLboolean SampleAlphaToOne;
716 GLboolean SampleCoverage;
717 GLboolean SampleCoverageInvert;
718 GLboolean SampleShading;
719
720 /* ARB_texture_multisample / GL3.2 additions */
721 GLboolean SampleMask;
722
723 GLfloat SampleCoverageValue; /**< In range [0, 1] */
724 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
725
726 /** The GL spec defines this as an array but >32x MSAA is madness */
727 GLbitfield SampleMaskValue;
728 };
729
730
731 /**
732 * A pixelmap (see glPixelMap)
733 */
734 struct gl_pixelmap
735 {
736 GLint Size;
737 GLfloat Map[MAX_PIXEL_MAP_TABLE];
738 };
739
740
741 /**
742 * Collection of all pixelmaps
743 */
744 struct gl_pixelmaps
745 {
746 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
747 struct gl_pixelmap GtoG;
748 struct gl_pixelmap BtoB;
749 struct gl_pixelmap AtoA;
750 struct gl_pixelmap ItoR;
751 struct gl_pixelmap ItoG;
752 struct gl_pixelmap ItoB;
753 struct gl_pixelmap ItoA;
754 struct gl_pixelmap ItoI;
755 struct gl_pixelmap StoS;
756 };
757
758
759 /**
760 * Pixel attribute group (GL_PIXEL_MODE_BIT).
761 */
762 struct gl_pixel_attrib
763 {
764 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
765
766 /*--- Begin Pixel Transfer State ---*/
767 /* Fields are in the order in which they're applied... */
768
769 /** Scale & Bias (index shift, offset) */
770 /*@{*/
771 GLfloat RedBias, RedScale;
772 GLfloat GreenBias, GreenScale;
773 GLfloat BlueBias, BlueScale;
774 GLfloat AlphaBias, AlphaScale;
775 GLfloat DepthBias, DepthScale;
776 GLint IndexShift, IndexOffset;
777 /*@}*/
778
779 /* Pixel Maps */
780 /* Note: actual pixel maps are not part of this attrib group */
781 GLboolean MapColorFlag;
782 GLboolean MapStencilFlag;
783
784 /*--- End Pixel Transfer State ---*/
785
786 /** glPixelZoom */
787 GLfloat ZoomX, ZoomY;
788 };
789
790
791 /**
792 * Point attribute group (GL_POINT_BIT).
793 */
794 struct gl_point_attrib
795 {
796 GLfloat Size; /**< User-specified point size */
797 GLfloat Params[3]; /**< GL_EXT_point_parameters */
798 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
799 GLfloat Threshold; /**< GL_EXT_point_parameters */
800 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
801 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
802 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
803 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
804 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
805 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
806 };
807
808
809 /**
810 * Polygon attribute group (GL_POLYGON_BIT).
811 */
812 struct gl_polygon_attrib
813 {
814 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
815 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
816 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
817 GLboolean CullFlag; /**< Culling on/off flag */
818 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
819 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
820 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
821 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
822 GLfloat OffsetUnits; /**< Polygon offset units, from user */
823 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
824 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
825 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
826 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
827 };
828
829
830 /**
831 * Scissor attributes (GL_SCISSOR_BIT).
832 */
833 struct gl_scissor_rect
834 {
835 GLint X, Y; /**< Lower left corner of box */
836 GLsizei Width, Height; /**< Size of box */
837 };
838 struct gl_scissor_attrib
839 {
840 GLbitfield EnableFlags; /**< Scissor test enabled? */
841 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
842 GLint NumWindowRects; /**< Count of enabled window rectangles */
843 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
844 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
845 };
846
847
848 /**
849 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
850 *
851 * Three sets of stencil data are tracked so that OpenGL 2.0,
852 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
853 * simultaneously. In each of the stencil state arrays, element 0 corresponds
854 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
855 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
856 * GL_EXT_stencil_two_side GL_BACK state.
857 *
858 * The derived value \c _BackFace is either 1 or 2 depending on whether or
859 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
860 *
861 * The derived value \c _TestTwoSide is set when the front-face and back-face
862 * stencil state are different.
863 */
864 struct gl_stencil_attrib
865 {
866 GLboolean Enabled; /**< Enabled flag */
867 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
868 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
869 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
870 GLenum Function[3]; /**< Stencil function */
871 GLenum FailFunc[3]; /**< Fail function */
872 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
873 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
874 GLint Ref[3]; /**< Reference value */
875 GLuint ValueMask[3]; /**< Value mask */
876 GLuint WriteMask[3]; /**< Write mask */
877 GLuint Clear; /**< Clear value */
878 };
879
880
881 /**
882 * An index for each type of texture object. These correspond to the GL
883 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
884 * Note: the order is from highest priority to lowest priority.
885 */
886 typedef enum
887 {
888 TEXTURE_2D_MULTISAMPLE_INDEX,
889 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
890 TEXTURE_CUBE_ARRAY_INDEX,
891 TEXTURE_BUFFER_INDEX,
892 TEXTURE_2D_ARRAY_INDEX,
893 TEXTURE_1D_ARRAY_INDEX,
894 TEXTURE_EXTERNAL_INDEX,
895 TEXTURE_CUBE_INDEX,
896 TEXTURE_3D_INDEX,
897 TEXTURE_RECT_INDEX,
898 TEXTURE_2D_INDEX,
899 TEXTURE_1D_INDEX,
900 NUM_TEXTURE_TARGETS
901 } gl_texture_index;
902
903
904 /**
905 * Bit flags for each type of texture object
906 */
907 /*@{*/
908 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
909 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
910 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
911 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
912 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
913 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
914 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
915 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
916 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
917 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
918 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
919 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
920 /*@}*/
921
922
923 /**
924 * Texture image state. Drivers will typically create a subclass of this
925 * with extra fields for memory buffers, etc.
926 */
927 struct gl_texture_image
928 {
929 GLint InternalFormat; /**< Internal format as given by the user */
930 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
931 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
932 * GL_INTENSITY, GL_DEPTH_COMPONENT or
933 * GL_DEPTH_STENCIL_EXT only. Used for
934 * choosing TexEnv arithmetic.
935 */
936 mesa_format TexFormat; /**< The actual texture memory format */
937
938 GLuint Border; /**< 0 or 1 */
939 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
940 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
941 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
942 GLuint Width2; /**< = Width - 2*Border */
943 GLuint Height2; /**< = Height - 2*Border */
944 GLuint Depth2; /**< = Depth - 2*Border */
945 GLuint WidthLog2; /**< = log2(Width2) */
946 GLuint HeightLog2; /**< = log2(Height2) */
947 GLuint DepthLog2; /**< = log2(Depth2) */
948 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
949 levels, computed from the dimensions */
950
951 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
952 GLuint Level; /**< Which mipmap level am I? */
953 /** Cube map face: index into gl_texture_object::Image[] array */
954 GLuint Face;
955
956 /** GL_ARB_texture_multisample */
957 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
958 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
959 };
960
961
962 /**
963 * Indexes for cube map faces.
964 */
965 typedef enum
966 {
967 FACE_POS_X = 0,
968 FACE_NEG_X = 1,
969 FACE_POS_Y = 2,
970 FACE_NEG_Y = 3,
971 FACE_POS_Z = 4,
972 FACE_NEG_Z = 5,
973 MAX_FACES = 6
974 } gl_face_index;
975
976
977 /**
978 * Sampler object state. These objects are new with GL_ARB_sampler_objects
979 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
980 */
981 struct gl_sampler_object
982 {
983 simple_mtx_t Mutex;
984 GLuint Name;
985 GLint RefCount;
986 GLchar *Label; /**< GL_KHR_debug */
987
988 GLenum WrapS; /**< S-axis texture image wrap mode */
989 GLenum WrapT; /**< T-axis texture image wrap mode */
990 GLenum WrapR; /**< R-axis texture image wrap mode */
991 GLenum MinFilter; /**< minification filter */
992 GLenum MagFilter; /**< magnification filter */
993 union gl_color_union BorderColor; /**< Interpreted according to texture format */
994 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
995 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
996 GLfloat LodBias; /**< OpenGL 1.4 */
997 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
998 GLenum CompareMode; /**< GL_ARB_shadow */
999 GLenum CompareFunc; /**< GL_ARB_shadow */
1000 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1001 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1002
1003 /** GL_ARB_bindless_texture */
1004 bool HandleAllocated;
1005 struct util_dynarray Handles;
1006 };
1007
1008
1009 /**
1010 * Texture object state. Contains the array of mipmap images, border color,
1011 * wrap modes, filter modes, and shadow/texcompare state.
1012 */
1013 struct gl_texture_object
1014 {
1015 simple_mtx_t Mutex; /**< for thread safety */
1016 GLint RefCount; /**< reference count */
1017 GLuint Name; /**< the user-visible texture object ID */
1018 GLchar *Label; /**< GL_KHR_debug */
1019 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1020 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1021 Only valid when Target is valid. */
1022
1023 struct gl_sampler_object Sampler;
1024
1025 GLenum DepthMode; /**< GL_ARB_depth_texture */
1026
1027 GLfloat Priority; /**< in [0,1] */
1028 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1029 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1030 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1031 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1032 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1033 GLint CropRect[4]; /**< GL_OES_draw_texture */
1034 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1035 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1036 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1037 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1038 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1039 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1040 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1041 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1042 pressure? */
1043 GLboolean Immutable; /**< GL_ARB_texture_storage */
1044 GLboolean _IsFloat; /**< GL_OES_float_texture */
1045 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1046 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1047 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1048
1049 GLuint MinLevel; /**< GL_ARB_texture_view */
1050 GLuint MinLayer; /**< GL_ARB_texture_view */
1051 GLuint NumLevels; /**< GL_ARB_texture_view */
1052 GLuint NumLayers; /**< GL_ARB_texture_view */
1053
1054 /** GL_EXT_memory_object */
1055 GLenum TextureTiling;
1056
1057 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1058 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1059
1060 /** GL_ARB_texture_buffer_object */
1061 struct gl_buffer_object *BufferObject;
1062 GLenum BufferObjectFormat;
1063 /** Equivalent Mesa format for BufferObjectFormat. */
1064 mesa_format _BufferObjectFormat;
1065 /** GL_ARB_texture_buffer_range */
1066 GLintptr BufferOffset;
1067 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1068
1069 /** GL_OES_EGL_image_external */
1070 GLint RequiredTextureImageUnits;
1071
1072 /** GL_ARB_shader_image_load_store */
1073 GLenum ImageFormatCompatibilityType;
1074
1075 /** GL_ARB_bindless_texture */
1076 struct util_dynarray SamplerHandles;
1077 struct util_dynarray ImageHandles;
1078 };
1079
1080
1081 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1082 #define MAX_COMBINER_TERMS 4
1083
1084
1085 /**
1086 * Texture combine environment state.
1087 */
1088 struct gl_tex_env_combine_state
1089 {
1090 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1091 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1092 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1093 GLenum SourceRGB[MAX_COMBINER_TERMS];
1094 GLenum SourceA[MAX_COMBINER_TERMS];
1095 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1096 GLenum OperandRGB[MAX_COMBINER_TERMS];
1097 GLenum OperandA[MAX_COMBINER_TERMS];
1098 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1099 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1100 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1101 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1102 };
1103
1104
1105 /** Compressed TexEnv effective Combine mode */
1106 enum gl_tex_env_mode
1107 {
1108 TEXENV_MODE_REPLACE, /* r = a0 */
1109 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1110 TEXENV_MODE_ADD, /* r = a0 + a1 */
1111 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1112 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1113 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1114 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1115 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1116 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1117 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1118 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1119 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1120 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1121 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1122 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1123 };
1124
1125
1126 /** Compressed TexEnv Combine source */
1127 enum gl_tex_env_source
1128 {
1129 TEXENV_SRC_TEXTURE0,
1130 TEXENV_SRC_TEXTURE1,
1131 TEXENV_SRC_TEXTURE2,
1132 TEXENV_SRC_TEXTURE3,
1133 TEXENV_SRC_TEXTURE4,
1134 TEXENV_SRC_TEXTURE5,
1135 TEXENV_SRC_TEXTURE6,
1136 TEXENV_SRC_TEXTURE7,
1137 TEXENV_SRC_TEXTURE,
1138 TEXENV_SRC_PREVIOUS,
1139 TEXENV_SRC_PRIMARY_COLOR,
1140 TEXENV_SRC_CONSTANT,
1141 TEXENV_SRC_ZERO,
1142 TEXENV_SRC_ONE,
1143 };
1144
1145
1146 /** Compressed TexEnv Combine operand */
1147 enum gl_tex_env_operand
1148 {
1149 TEXENV_OPR_COLOR,
1150 TEXENV_OPR_ONE_MINUS_COLOR,
1151 TEXENV_OPR_ALPHA,
1152 TEXENV_OPR_ONE_MINUS_ALPHA,
1153 };
1154
1155
1156 /** Compressed TexEnv Combine argument */
1157 struct gl_tex_env_argument
1158 {
1159 #ifdef __GNUC__
1160 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1161 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1162 #else
1163 uint8_t Source; /**< SRC_x */
1164 uint8_t Operand; /**< OPR_x */
1165 #endif
1166 };
1167
1168
1169 /***
1170 * Compressed TexEnv Combine state.
1171 */
1172 struct gl_tex_env_combine_packed
1173 {
1174 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1175 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1176 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1177 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1178 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1179 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1180 /** Source arguments in a packed manner */
1181 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1182 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1183 };
1184
1185
1186 /**
1187 * TexGenEnabled flags.
1188 */
1189 /*@{*/
1190 #define S_BIT 1
1191 #define T_BIT 2
1192 #define R_BIT 4
1193 #define Q_BIT 8
1194 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1195 /*@}*/
1196
1197
1198 /**
1199 * Bit flag versions of the corresponding GL_ constants.
1200 */
1201 /*@{*/
1202 #define TEXGEN_SPHERE_MAP 0x1
1203 #define TEXGEN_OBJ_LINEAR 0x2
1204 #define TEXGEN_EYE_LINEAR 0x4
1205 #define TEXGEN_REFLECTION_MAP_NV 0x8
1206 #define TEXGEN_NORMAL_MAP_NV 0x10
1207
1208 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1209 TEXGEN_REFLECTION_MAP_NV | \
1210 TEXGEN_NORMAL_MAP_NV)
1211 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1212 TEXGEN_REFLECTION_MAP_NV | \
1213 TEXGEN_NORMAL_MAP_NV | \
1214 TEXGEN_EYE_LINEAR)
1215 /*@}*/
1216
1217
1218
1219 /** Tex-gen enabled for texture unit? */
1220 #define ENABLE_TEXGEN(unit) (1 << (unit))
1221
1222 /** Non-identity texture matrix for texture unit? */
1223 #define ENABLE_TEXMAT(unit) (1 << (unit))
1224
1225
1226 /**
1227 * Texture coord generation state.
1228 */
1229 struct gl_texgen
1230 {
1231 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1232 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1233 GLfloat ObjectPlane[4];
1234 GLfloat EyePlane[4];
1235 };
1236
1237
1238 /**
1239 * Texture unit state. Contains enable flags, texture environment/function/
1240 * combiners, texgen state, and pointers to current texture objects.
1241 */
1242 struct gl_texture_unit
1243 {
1244 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1245
1246 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1247 GLclampf EnvColor[4];
1248 GLfloat EnvColorUnclamped[4];
1249
1250 struct gl_texgen GenS;
1251 struct gl_texgen GenT;
1252 struct gl_texgen GenR;
1253 struct gl_texgen GenQ;
1254 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1255 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1256
1257 GLfloat LodBias; /**< for biasing mipmap levels */
1258
1259 /** Texture targets that have a non-default texture bound */
1260 GLbitfield _BoundTextures;
1261
1262 /** Current sampler object (GL_ARB_sampler_objects) */
1263 struct gl_sampler_object *Sampler;
1264
1265 /**
1266 * \name GL_EXT_texture_env_combine
1267 */
1268 struct gl_tex_env_combine_state Combine;
1269
1270 /**
1271 * Derived state based on \c EnvMode and the \c BaseFormat of the
1272 * currently enabled texture.
1273 */
1274 struct gl_tex_env_combine_state _EnvMode;
1275
1276 /**
1277 * Currently enabled combiner state. This will point to either
1278 * \c Combine or \c _EnvMode.
1279 */
1280 struct gl_tex_env_combine_state *_CurrentCombine;
1281
1282 /** Current texture object pointers */
1283 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1284
1285 /** Points to highest priority, complete and enabled texture object */
1286 struct gl_texture_object *_Current;
1287
1288 /** Current compressed TexEnv & Combine state */
1289 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1290 };
1291
1292
1293 /**
1294 * Texture attribute group (GL_TEXTURE_BIT).
1295 */
1296 struct gl_texture_attrib
1297 {
1298 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1299
1300 /** GL_ARB_seamless_cubemap */
1301 GLboolean CubeMapSeamless;
1302
1303 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1304
1305 /** GL_ARB_texture_buffer_object */
1306 struct gl_buffer_object *BufferObject;
1307
1308 /** Texture coord units/sets used for fragment texturing */
1309 GLbitfield _EnabledCoordUnits;
1310
1311 /** Texture coord units that have texgen enabled */
1312 GLbitfield _TexGenEnabled;
1313
1314 /** Texture coord units that have non-identity matrices */
1315 GLbitfield _TexMatEnabled;
1316
1317 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1318 GLbitfield _GenFlags;
1319
1320 /** Largest index of a texture unit with _Current != NULL. */
1321 GLint _MaxEnabledTexImageUnit;
1322
1323 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1324 GLint NumCurrentTexUsed;
1325
1326 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1327 };
1328
1329
1330 /**
1331 * Data structure representing a single clip plane (e.g. one of the elements
1332 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1333 */
1334 typedef GLfloat gl_clip_plane[4];
1335
1336
1337 /**
1338 * Transformation attribute group (GL_TRANSFORM_BIT).
1339 */
1340 struct gl_transform_attrib
1341 {
1342 GLenum MatrixMode; /**< Matrix mode */
1343 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1344 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1345 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1346 GLboolean Normalize; /**< Normalize all normals? */
1347 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1348 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1349 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1350 /** GL_ARB_clip_control */
1351 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1352 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1353 };
1354
1355
1356 /**
1357 * Viewport attribute group (GL_VIEWPORT_BIT).
1358 */
1359 struct gl_viewport_attrib
1360 {
1361 GLfloat X, Y; /**< position */
1362 GLfloat Width, Height; /**< size */
1363 GLdouble Near, Far; /**< Depth buffer range */
1364 };
1365
1366
1367 typedef enum {
1368 MAP_USER,
1369 MAP_INTERNAL,
1370
1371 MAP_COUNT
1372 } gl_map_buffer_index;
1373
1374
1375 /**
1376 * Fields describing a mapped buffer range.
1377 */
1378 struct gl_buffer_mapping {
1379 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1380 GLvoid *Pointer; /**< User-space address of mapping */
1381 GLintptr Offset; /**< Mapped offset */
1382 GLsizeiptr Length; /**< Mapped length */
1383 };
1384
1385
1386 /**
1387 * Usages we've seen for a buffer object.
1388 */
1389 typedef enum {
1390 USAGE_UNIFORM_BUFFER = 0x1,
1391 USAGE_TEXTURE_BUFFER = 0x2,
1392 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1393 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1394 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1395 USAGE_PIXEL_PACK_BUFFER = 0x20,
1396 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1397 } gl_buffer_usage;
1398
1399
1400 /**
1401 * GL_ARB_vertex/pixel_buffer_object buffer object
1402 */
1403 struct gl_buffer_object
1404 {
1405 simple_mtx_t Mutex;
1406 GLint RefCount;
1407 GLuint Name;
1408 GLchar *Label; /**< GL_KHR_debug */
1409 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1410 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1411 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1412 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1413 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1414 GLboolean Written; /**< Ever written to? (for debugging) */
1415 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1416 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1417 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1418
1419 /** Counters used for buffer usage warnings */
1420 GLuint NumSubDataCalls;
1421 GLuint NumMapBufferWriteCalls;
1422
1423 struct gl_buffer_mapping Mappings[MAP_COUNT];
1424
1425 /** Memoization of min/max index computations for static index buffers */
1426 struct hash_table *MinMaxCache;
1427 unsigned MinMaxCacheHitIndices;
1428 unsigned MinMaxCacheMissIndices;
1429 bool MinMaxCacheDirty;
1430
1431 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1432 };
1433
1434
1435 /**
1436 * Client pixel packing/unpacking attributes
1437 */
1438 struct gl_pixelstore_attrib
1439 {
1440 GLint Alignment;
1441 GLint RowLength;
1442 GLint SkipPixels;
1443 GLint SkipRows;
1444 GLint ImageHeight;
1445 GLint SkipImages;
1446 GLboolean SwapBytes;
1447 GLboolean LsbFirst;
1448 GLboolean Invert; /**< GL_MESA_pack_invert */
1449 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1450 GLint CompressedBlockHeight;
1451 GLint CompressedBlockDepth;
1452 GLint CompressedBlockSize;
1453 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1454 };
1455
1456
1457 /**
1458 * Vertex array information which is derived from gl_array_attributes
1459 * and gl_vertex_buffer_binding information. Used by the VBO module and
1460 * device drivers.
1461 */
1462 struct gl_vertex_array
1463 {
1464 GLint Size; /**< components per element (1,2,3,4) */
1465 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1466 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1467 GLsizei StrideB; /**< actual stride in bytes */
1468 GLuint _ElementSize; /**< size of each element in bytes */
1469 const GLubyte *Ptr; /**< Points to array data */
1470 GLboolean Normalized; /**< GL_ARB_vertex_program */
1471 GLboolean Integer; /**< Integer-valued? */
1472 GLboolean Doubles; /**< double precision values are not converted to floats */
1473 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1474
1475 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1476 };
1477
1478
1479 /**
1480 * Attributes to describe a vertex array.
1481 *
1482 * Contains the size, type, format and normalization flag,
1483 * along with the index of a vertex buffer binding point.
1484 *
1485 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1486 * and is only present for backwards compatibility reasons.
1487 * Rendering always uses VERTEX_BINDING_STRIDE.
1488 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1489 * and VERTEX_BINDING_STRIDE to the same value, while
1490 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1491 */
1492 struct gl_array_attributes
1493 {
1494 GLint Size; /**< Components per element (1,2,3,4) */
1495 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1496 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1497 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1498 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1499 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1500 GLboolean Enabled; /**< Whether the array is enabled */
1501 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1502 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1503 GLboolean Doubles; /**< double precision values are not converted to floats */
1504 GLuint _ElementSize; /**< Size of each element in bytes */
1505 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1506 };
1507
1508
1509 /**
1510 * This describes the buffer object used for a vertex array (or
1511 * multiple vertex arrays). If BufferObj points to the default/null
1512 * buffer object, then the vertex array lives in user memory and not a VBO.
1513 */
1514 struct gl_vertex_buffer_binding
1515 {
1516 GLintptr Offset; /**< User-specified offset */
1517 GLsizei Stride; /**< User-specified stride */
1518 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1519 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1520 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1521 };
1522
1523
1524 /**
1525 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1526 * the GL_ARB_vertex_array_object extension.
1527 */
1528 struct gl_vertex_array_object
1529 {
1530 /** Name of the VAO as received from glGenVertexArray. */
1531 GLuint Name;
1532
1533 GLint RefCount;
1534
1535 GLchar *Label; /**< GL_KHR_debug */
1536
1537 /**
1538 * Has this array object been bound?
1539 */
1540 GLboolean EverBound;
1541
1542 /**
1543 * Derived vertex attribute arrays
1544 *
1545 * This is a legacy data structure created from gl_vertex_attrib_array and
1546 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1547 */
1548 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1549
1550 /** Vertex attribute arrays */
1551 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1552
1553 /** Vertex buffer bindings */
1554 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1555
1556 /** Mask indicating which vertex arrays have vertex buffer associated. */
1557 GLbitfield VertexAttribBufferMask;
1558
1559 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1560 GLbitfield _Enabled;
1561
1562 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1563 GLbitfield NewArrays;
1564
1565 /** The index buffer (also known as the element array buffer in OpenGL). */
1566 struct gl_buffer_object *IndexBufferObj;
1567 };
1568
1569
1570 /** Used to signal when transitioning from one kind of drawing method
1571 * to another.
1572 */
1573 typedef enum {
1574 DRAW_NONE, /**< Initial value only */
1575 DRAW_BEGIN_END,
1576 DRAW_DISPLAY_LIST,
1577 DRAW_ARRAYS
1578 } gl_draw_method;
1579
1580 /**
1581 * Enum for the OpenGL APIs we know about and may support.
1582 *
1583 * NOTE: This must match the api_enum table in
1584 * src/mesa/main/get_hash_generator.py
1585 */
1586 typedef enum
1587 {
1588 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1589 API_OPENGLES,
1590 API_OPENGLES2,
1591 API_OPENGL_CORE,
1592 API_OPENGL_LAST = API_OPENGL_CORE
1593 } gl_api;
1594
1595 /**
1596 * Vertex array state
1597 */
1598 struct gl_array_attrib
1599 {
1600 /** Currently bound array object. */
1601 struct gl_vertex_array_object *VAO;
1602
1603 /** The default vertex array object */
1604 struct gl_vertex_array_object *DefaultVAO;
1605
1606 /** The last VAO accessed by a DSA function */
1607 struct gl_vertex_array_object *LastLookedUpVAO;
1608
1609 /** Array objects (GL_ARB_vertex_array_object) */
1610 struct _mesa_HashTable *Objects;
1611
1612 GLint ActiveTexture; /**< Client Active Texture */
1613 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1614 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1615
1616 /**
1617 * \name Primitive restart controls
1618 *
1619 * Primitive restart is enabled if either \c PrimitiveRestart or
1620 * \c PrimitiveRestartFixedIndex is set.
1621 */
1622 /*@{*/
1623 GLboolean PrimitiveRestart;
1624 GLboolean PrimitiveRestartFixedIndex;
1625 GLboolean _PrimitiveRestart;
1626 GLuint RestartIndex;
1627 /*@}*/
1628
1629 /** One of the DRAW_xxx flags, not consumed by drivers */
1630 gl_draw_method DrawMethod;
1631
1632 /* GL_ARB_vertex_buffer_object */
1633 struct gl_buffer_object *ArrayBufferObj;
1634
1635 /**
1636 * Vertex arrays as consumed by a driver.
1637 * The array pointer is set up only by the VBO module.
1638 */
1639 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1640
1641 /** Legal array datatypes and the API for which they have been computed */
1642 GLbitfield LegalTypesMask;
1643 gl_api LegalTypesMaskAPI;
1644 };
1645
1646
1647 /**
1648 * Feedback buffer state
1649 */
1650 struct gl_feedback
1651 {
1652 GLenum Type;
1653 GLbitfield _Mask; /**< FB_* bits */
1654 GLfloat *Buffer;
1655 GLuint BufferSize;
1656 GLuint Count;
1657 };
1658
1659
1660 /**
1661 * Selection buffer state
1662 */
1663 struct gl_selection
1664 {
1665 GLuint *Buffer; /**< selection buffer */
1666 GLuint BufferSize; /**< size of the selection buffer */
1667 GLuint BufferCount; /**< number of values in the selection buffer */
1668 GLuint Hits; /**< number of records in the selection buffer */
1669 GLuint NameStackDepth; /**< name stack depth */
1670 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1671 GLboolean HitFlag; /**< hit flag */
1672 GLfloat HitMinZ; /**< minimum hit depth */
1673 GLfloat HitMaxZ; /**< maximum hit depth */
1674 };
1675
1676
1677 /**
1678 * 1-D Evaluator control points
1679 */
1680 struct gl_1d_map
1681 {
1682 GLuint Order; /**< Number of control points */
1683 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1684 GLfloat *Points; /**< Points to contiguous control points */
1685 };
1686
1687
1688 /**
1689 * 2-D Evaluator control points
1690 */
1691 struct gl_2d_map
1692 {
1693 GLuint Uorder; /**< Number of control points in U dimension */
1694 GLuint Vorder; /**< Number of control points in V dimension */
1695 GLfloat u1, u2, du;
1696 GLfloat v1, v2, dv;
1697 GLfloat *Points; /**< Points to contiguous control points */
1698 };
1699
1700
1701 /**
1702 * All evaluator control point state
1703 */
1704 struct gl_evaluators
1705 {
1706 /**
1707 * \name 1-D maps
1708 */
1709 /*@{*/
1710 struct gl_1d_map Map1Vertex3;
1711 struct gl_1d_map Map1Vertex4;
1712 struct gl_1d_map Map1Index;
1713 struct gl_1d_map Map1Color4;
1714 struct gl_1d_map Map1Normal;
1715 struct gl_1d_map Map1Texture1;
1716 struct gl_1d_map Map1Texture2;
1717 struct gl_1d_map Map1Texture3;
1718 struct gl_1d_map Map1Texture4;
1719 /*@}*/
1720
1721 /**
1722 * \name 2-D maps
1723 */
1724 /*@{*/
1725 struct gl_2d_map Map2Vertex3;
1726 struct gl_2d_map Map2Vertex4;
1727 struct gl_2d_map Map2Index;
1728 struct gl_2d_map Map2Color4;
1729 struct gl_2d_map Map2Normal;
1730 struct gl_2d_map Map2Texture1;
1731 struct gl_2d_map Map2Texture2;
1732 struct gl_2d_map Map2Texture3;
1733 struct gl_2d_map Map2Texture4;
1734 /*@}*/
1735 };
1736
1737
1738 struct gl_transform_feedback_varying_info
1739 {
1740 char *Name;
1741 GLenum Type;
1742 GLint BufferIndex;
1743 GLint Size;
1744 GLint Offset;
1745 };
1746
1747
1748 /**
1749 * Per-output info vertex shaders for transform feedback.
1750 */
1751 struct gl_transform_feedback_output
1752 {
1753 uint32_t OutputRegister;
1754 uint32_t OutputBuffer;
1755 uint32_t NumComponents;
1756 uint32_t StreamId;
1757
1758 /** offset (in DWORDs) of this output within the interleaved structure */
1759 uint32_t DstOffset;
1760
1761 /**
1762 * Offset into the output register of the data to output. For example,
1763 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1764 * offset is in the y and z components of the output register.
1765 */
1766 uint32_t ComponentOffset;
1767 };
1768
1769
1770 struct gl_transform_feedback_buffer
1771 {
1772 uint32_t Binding;
1773
1774 uint32_t NumVaryings;
1775
1776 /**
1777 * Total number of components stored in each buffer. This may be used by
1778 * hardware back-ends to determine the correct stride when interleaving
1779 * multiple transform feedback outputs in the same buffer.
1780 */
1781 uint32_t Stride;
1782
1783 /**
1784 * Which transform feedback stream this buffer binding is associated with.
1785 */
1786 uint32_t Stream;
1787 };
1788
1789
1790 /** Post-link transform feedback info. */
1791 struct gl_transform_feedback_info
1792 {
1793 /* Was xfb enabled via the api or in shader layout qualifiers */
1794 bool api_enabled;
1795
1796 unsigned NumOutputs;
1797
1798 /* Bitmask of active buffer indices. */
1799 unsigned ActiveBuffers;
1800
1801 struct gl_transform_feedback_output *Outputs;
1802
1803 /** Transform feedback varyings used for the linking of this shader program.
1804 *
1805 * Use for glGetTransformFeedbackVarying().
1806 */
1807 struct gl_transform_feedback_varying_info *Varyings;
1808 GLint NumVarying;
1809
1810 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1811 };
1812
1813
1814 /**
1815 * Transform feedback object state
1816 */
1817 struct gl_transform_feedback_object
1818 {
1819 GLuint Name; /**< AKA the object ID */
1820 GLint RefCount;
1821 GLchar *Label; /**< GL_KHR_debug */
1822 GLboolean Active; /**< Is transform feedback enabled? */
1823 GLboolean Paused; /**< Is transform feedback paused? */
1824 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1825 at least once? */
1826 GLboolean EverBound; /**< Has this object been bound? */
1827
1828 /**
1829 * GLES: if Active is true, remaining number of primitives which can be
1830 * rendered without overflow. This is necessary to track because GLES
1831 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1832 * glDrawArraysInstanced would overflow transform feedback buffers.
1833 * Undefined if Active is false.
1834 *
1835 * Not tracked for desktop GL since it's unnecessary.
1836 */
1837 unsigned GlesRemainingPrims;
1838
1839 /**
1840 * The program active when BeginTransformFeedback() was called.
1841 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1842 * where stage is the pipeline stage that is the source of data for
1843 * transform feedback.
1844 */
1845 struct gl_program *program;
1846
1847 /** The feedback buffers */
1848 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1849 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1850
1851 /** Start of feedback data in dest buffer */
1852 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1853
1854 /**
1855 * Max data to put into dest buffer (in bytes). Computed based on
1856 * RequestedSize and the actual size of the buffer.
1857 */
1858 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1859
1860 /**
1861 * Size that was specified when the buffer was bound. If the buffer was
1862 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1863 * zero.
1864 */
1865 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1866 };
1867
1868
1869 /**
1870 * Context state for transform feedback.
1871 */
1872 struct gl_transform_feedback_state
1873 {
1874 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1875
1876 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1877 struct gl_buffer_object *CurrentBuffer;
1878
1879 /** The table of all transform feedback objects */
1880 struct _mesa_HashTable *Objects;
1881
1882 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1883 struct gl_transform_feedback_object *CurrentObject;
1884
1885 /** The default xform-fb object (Name==0) */
1886 struct gl_transform_feedback_object *DefaultObject;
1887 };
1888
1889
1890 /**
1891 * A "performance monitor" as described in AMD_performance_monitor.
1892 */
1893 struct gl_perf_monitor_object
1894 {
1895 GLuint Name;
1896
1897 /** True if the monitor is currently active (Begin called but not End). */
1898 GLboolean Active;
1899
1900 /**
1901 * True if the monitor has ended.
1902 *
1903 * This is distinct from !Active because it may never have began.
1904 */
1905 GLboolean Ended;
1906
1907 /**
1908 * A list of groups with currently active counters.
1909 *
1910 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1911 */
1912 unsigned *ActiveGroups;
1913
1914 /**
1915 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1916 *
1917 * Checking whether counter 'c' in group 'g' is active can be done via:
1918 *
1919 * BITSET_TEST(ActiveCounters[g], c)
1920 */
1921 GLuint **ActiveCounters;
1922 };
1923
1924
1925 union gl_perf_monitor_counter_value
1926 {
1927 float f;
1928 uint64_t u64;
1929 uint32_t u32;
1930 };
1931
1932
1933 struct gl_perf_monitor_counter
1934 {
1935 /** Human readable name for the counter. */
1936 const char *Name;
1937
1938 /**
1939 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1940 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1941 */
1942 GLenum Type;
1943
1944 /** Minimum counter value. */
1945 union gl_perf_monitor_counter_value Minimum;
1946
1947 /** Maximum counter value. */
1948 union gl_perf_monitor_counter_value Maximum;
1949 };
1950
1951
1952 struct gl_perf_monitor_group
1953 {
1954 /** Human readable name for the group. */
1955 const char *Name;
1956
1957 /**
1958 * Maximum number of counters in this group which can be active at the
1959 * same time.
1960 */
1961 GLuint MaxActiveCounters;
1962
1963 /** Array of counters within this group. */
1964 const struct gl_perf_monitor_counter *Counters;
1965 GLuint NumCounters;
1966 };
1967
1968
1969 /**
1970 * A query object instance as described in INTEL_performance_query.
1971 *
1972 * NB: We want to keep this and the corresponding backend structure
1973 * relatively lean considering that applications may expect to
1974 * allocate enough objects to be able to query around all draw calls
1975 * in a frame.
1976 */
1977 struct gl_perf_query_object
1978 {
1979 GLuint Id; /**< hash table ID/name */
1980 unsigned Used:1; /**< has been used for 1 or more queries */
1981 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1982 unsigned Ready:1; /**< result is ready? */
1983 };
1984
1985
1986 /**
1987 * Context state for AMD_performance_monitor.
1988 */
1989 struct gl_perf_monitor_state
1990 {
1991 /** Array of performance monitor groups (indexed by group ID) */
1992 const struct gl_perf_monitor_group *Groups;
1993 GLuint NumGroups;
1994
1995 /** The table of all performance monitors. */
1996 struct _mesa_HashTable *Monitors;
1997 };
1998
1999
2000 /**
2001 * Context state for INTEL_performance_query.
2002 */
2003 struct gl_perf_query_state
2004 {
2005 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2006 };
2007
2008
2009 /**
2010 * A bindless sampler object.
2011 */
2012 struct gl_bindless_sampler
2013 {
2014 /** Texture unit (set by glUniform1()). */
2015 GLubyte unit;
2016
2017 /** Whether this bindless sampler is bound to a unit. */
2018 GLboolean bound;
2019
2020 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2021 gl_texture_index target;
2022
2023 /** Pointer to the base of the data. */
2024 GLvoid *data;
2025 };
2026
2027 /**
2028 * A bindless image object.
2029 */
2030 struct gl_bindless_image
2031 {
2032 /** Image unit (set by glUniform1()). */
2033 GLubyte unit;
2034
2035 /** Whether this bindless image is bound to a unit. */
2036 GLboolean bound;
2037
2038 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2039 GLenum access;
2040
2041 /** Pointer to the base of the data. */
2042 GLvoid *data;
2043 };
2044
2045 /**
2046 * Names of the various vertex/fragment program register files, etc.
2047 *
2048 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2049 * All values should fit in a 4-bit field.
2050 *
2051 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2052 * considered to be "uniform" variables since they can only be set outside
2053 * glBegin/End. They're also all stored in the same Parameters array.
2054 */
2055 typedef enum
2056 {
2057 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2058 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2059 PROGRAM_INPUT, /**< machine->Inputs[] */
2060 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2061 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2062 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2063 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2064 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2065 PROGRAM_ADDRESS, /**< machine->AddressReg */
2066 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2067 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2068 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2069 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2070 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2071 PROGRAM_MEMORY, /**< for shared, global and local memory */
2072 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2073 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2074 PROGRAM_FILE_MAX
2075 } gl_register_file;
2076
2077
2078 /**
2079 * Base class for any kind of program object
2080 */
2081 struct gl_program
2082 {
2083 /** FIXME: This must be first until we split shader_info from nir_shader */
2084 struct shader_info info;
2085
2086 GLuint Id;
2087 GLint RefCount;
2088 GLubyte *String; /**< Null-terminated program text */
2089
2090 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2091 GLenum Format; /**< String encoding format */
2092
2093 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2094
2095 struct nir_shader *nir;
2096
2097 /* Saved and restored with metadata. Freed with ralloc. */
2098 void *driver_cache_blob;
2099 size_t driver_cache_blob_size;
2100
2101 bool is_arb_asm; /** Is this an ARB assembly-style program */
2102
2103 /** Is this program written to on disk shader cache */
2104 bool program_written_to_cache;
2105
2106 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2107 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2108 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2109 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2110 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2111
2112 /* Fragement shader only fields */
2113 GLboolean OriginUpperLeft;
2114 GLboolean PixelCenterInteger;
2115
2116 /** Named parameters, constants, etc. from program text */
2117 struct gl_program_parameter_list *Parameters;
2118
2119 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2120 GLubyte SamplerUnits[MAX_SAMPLERS];
2121
2122 /* FIXME: We should be able to make this struct a union. However some
2123 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2124 * these fields, we should fix this.
2125 */
2126 struct {
2127 /** Fields used by GLSL programs */
2128 struct {
2129 /** Data shared by gl_program and gl_shader_program */
2130 struct gl_shader_program_data *data;
2131
2132 struct gl_active_atomic_buffer **AtomicBuffers;
2133
2134 /** Post-link transform feedback info. */
2135 struct gl_transform_feedback_info *LinkedTransformFeedback;
2136
2137 /**
2138 * Number of types for subroutine uniforms.
2139 */
2140 GLuint NumSubroutineUniformTypes;
2141
2142 /**
2143 * Subroutine uniform remap table
2144 * based on the program level uniform remap table.
2145 */
2146 GLuint NumSubroutineUniforms; /* non-sparse total */
2147 GLuint NumSubroutineUniformRemapTable;
2148 struct gl_uniform_storage **SubroutineUniformRemapTable;
2149
2150 /**
2151 * Num of subroutine functions for this stage and storage for them.
2152 */
2153 GLuint NumSubroutineFunctions;
2154 GLuint MaxSubroutineFunctionIndex;
2155 struct gl_subroutine_function *SubroutineFunctions;
2156
2157 /**
2158 * Map from image uniform index to image unit (set by glUniform1i())
2159 *
2160 * An image uniform index is associated with each image uniform by
2161 * the linker. The image index associated with each uniform is
2162 * stored in the \c gl_uniform_storage::image field.
2163 */
2164 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2165
2166 /**
2167 * Access qualifier specified in the shader for each image uniform
2168 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2169 * GL_READ_WRITE.
2170 *
2171 * It may be different, though only more strict than the value of
2172 * \c gl_image_unit::Access for the corresponding image unit.
2173 */
2174 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2175
2176 struct gl_uniform_block **UniformBlocks;
2177 struct gl_uniform_block **ShaderStorageBlocks;
2178
2179 /** Which texture target is being sampled
2180 * (TEXTURE_1D/2D/3D/etc_INDEX)
2181 */
2182 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2183
2184 /**
2185 * Number of samplers declared with the bindless_sampler layout
2186 * qualifier as specified by ARB_bindless_texture.
2187 */
2188 GLuint NumBindlessSamplers;
2189 GLboolean HasBoundBindlessSampler;
2190 struct gl_bindless_sampler *BindlessSamplers;
2191
2192 /**
2193 * Number of images declared with the bindless_image layout qualifier
2194 * as specified by ARB_bindless_texture.
2195 */
2196 GLuint NumBindlessImages;
2197 GLboolean HasBoundBindlessImage;
2198 struct gl_bindless_image *BindlessImages;
2199
2200 union {
2201 struct {
2202 /**
2203 * A bitmask of gl_advanced_blend_mode values
2204 */
2205 GLbitfield BlendSupport;
2206 } fs;
2207 };
2208 } sh;
2209
2210 /** ARB assembly-style program fields */
2211 struct {
2212 struct prog_instruction *Instructions;
2213
2214 /**
2215 * Local parameters used by the program.
2216 *
2217 * It's dynamically allocated because it is rarely used (just
2218 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2219 * once it's allocated.
2220 */
2221 GLfloat (*LocalParams)[4];
2222
2223 /** Bitmask of which register files are read/written with indirect
2224 * addressing. Mask of (1 << PROGRAM_x) bits.
2225 */
2226 GLbitfield IndirectRegisterFiles;
2227
2228 /** Logical counts */
2229 /*@{*/
2230 GLuint NumInstructions;
2231 GLuint NumTemporaries;
2232 GLuint NumParameters;
2233 GLuint NumAttributes;
2234 GLuint NumAddressRegs;
2235 GLuint NumAluInstructions;
2236 GLuint NumTexInstructions;
2237 GLuint NumTexIndirections;
2238 /*@}*/
2239 /** Native, actual h/w counts */
2240 /*@{*/
2241 GLuint NumNativeInstructions;
2242 GLuint NumNativeTemporaries;
2243 GLuint NumNativeParameters;
2244 GLuint NumNativeAttributes;
2245 GLuint NumNativeAddressRegs;
2246 GLuint NumNativeAluInstructions;
2247 GLuint NumNativeTexInstructions;
2248 GLuint NumNativeTexIndirections;
2249 /*@}*/
2250
2251 /** Used by ARB assembly-style programs. Can only be true for vertex
2252 * programs.
2253 */
2254 GLboolean IsPositionInvariant;
2255 } arb;
2256 };
2257 };
2258
2259
2260 /**
2261 * State common to vertex and fragment programs.
2262 */
2263 struct gl_program_state
2264 {
2265 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2266 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2267 };
2268
2269
2270 /**
2271 * Context state for vertex programs.
2272 */
2273 struct gl_vertex_program_state
2274 {
2275 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2276 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2277 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2278 /** Should fixed-function T&L be implemented with a vertex prog? */
2279 GLboolean _MaintainTnlProgram;
2280
2281 struct gl_program *Current; /**< User-bound vertex program */
2282
2283 /** Currently enabled and valid vertex program (including internal
2284 * programs, user-defined vertex programs and GLSL vertex shaders).
2285 * This is the program we must use when rendering.
2286 */
2287 struct gl_program *_Current;
2288
2289 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2290
2291 /** Program to emulate fixed-function T&L (see above) */
2292 struct gl_program *_TnlProgram;
2293
2294 /** Cache of fixed-function programs */
2295 struct gl_program_cache *Cache;
2296
2297 GLboolean _Overriden;
2298 };
2299
2300 /**
2301 * Context state for tessellation control programs.
2302 */
2303 struct gl_tess_ctrl_program_state
2304 {
2305 /** Currently bound and valid shader. */
2306 struct gl_program *_Current;
2307
2308 GLint patch_vertices;
2309 GLfloat patch_default_outer_level[4];
2310 GLfloat patch_default_inner_level[2];
2311 };
2312
2313 /**
2314 * Context state for tessellation evaluation programs.
2315 */
2316 struct gl_tess_eval_program_state
2317 {
2318 /** Currently bound and valid shader. */
2319 struct gl_program *_Current;
2320 };
2321
2322 /**
2323 * Context state for geometry programs.
2324 */
2325 struct gl_geometry_program_state
2326 {
2327 /** Currently enabled and valid program (including internal programs
2328 * and compiled shader programs).
2329 */
2330 struct gl_program *_Current;
2331 };
2332
2333 /**
2334 * Context state for fragment programs.
2335 */
2336 struct gl_fragment_program_state
2337 {
2338 GLboolean Enabled; /**< User-set fragment program enable flag */
2339 /** Should fixed-function texturing be implemented with a fragment prog? */
2340 GLboolean _MaintainTexEnvProgram;
2341
2342 struct gl_program *Current; /**< User-bound fragment program */
2343
2344 /** Currently enabled and valid fragment program (including internal
2345 * programs, user-defined fragment programs and GLSL fragment shaders).
2346 * This is the program we must use when rendering.
2347 */
2348 struct gl_program *_Current;
2349
2350 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2351
2352 /** Program to emulate fixed-function texture env/combine (see above) */
2353 struct gl_program *_TexEnvProgram;
2354
2355 /** Cache of fixed-function programs */
2356 struct gl_program_cache *Cache;
2357 };
2358
2359
2360 /**
2361 * Context state for compute programs.
2362 */
2363 struct gl_compute_program_state
2364 {
2365 /** Currently enabled and valid program (including internal programs
2366 * and compiled shader programs).
2367 */
2368 struct gl_program *_Current;
2369 };
2370
2371
2372 /**
2373 * ATI_fragment_shader runtime state
2374 */
2375
2376 struct atifs_instruction;
2377 struct atifs_setupinst;
2378
2379 /**
2380 * ATI fragment shader
2381 */
2382 struct ati_fragment_shader
2383 {
2384 GLuint Id;
2385 GLint RefCount;
2386 struct atifs_instruction *Instructions[2];
2387 struct atifs_setupinst *SetupInst[2];
2388 GLfloat Constants[8][4];
2389 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2390 GLubyte numArithInstr[2];
2391 GLubyte regsAssigned[2];
2392 GLubyte NumPasses; /**< 1 or 2 */
2393 GLubyte cur_pass;
2394 GLubyte last_optype;
2395 GLboolean interpinp1;
2396 GLboolean isValid;
2397 GLuint swizzlerq;
2398 struct gl_program *Program;
2399 };
2400
2401 /**
2402 * Context state for GL_ATI_fragment_shader
2403 */
2404 struct gl_ati_fragment_shader_state
2405 {
2406 GLboolean Enabled;
2407 GLboolean Compiling;
2408 GLfloat GlobalConstants[8][4];
2409 struct ati_fragment_shader *Current;
2410 };
2411
2412 /**
2413 * Shader subroutine function definition
2414 */
2415 struct gl_subroutine_function
2416 {
2417 char *name;
2418 int index;
2419 int num_compat_types;
2420 const struct glsl_type **types;
2421 };
2422
2423 /**
2424 * Shader information needed by both gl_shader and gl_linked shader.
2425 */
2426 struct gl_shader_info
2427 {
2428 /**
2429 * Tessellation Control shader state from layout qualifiers.
2430 */
2431 struct {
2432 /**
2433 * 0 - vertices not declared in shader, or
2434 * 1 .. GL_MAX_PATCH_VERTICES
2435 */
2436 GLint VerticesOut;
2437 } TessCtrl;
2438
2439 /**
2440 * Tessellation Evaluation shader state from layout qualifiers.
2441 */
2442 struct {
2443 /**
2444 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2445 * in this shader.
2446 */
2447 GLenum PrimitiveMode;
2448
2449 enum gl_tess_spacing Spacing;
2450
2451 /**
2452 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2453 */
2454 GLenum VertexOrder;
2455 /**
2456 * 1, 0, or -1 if it's not set in this shader.
2457 */
2458 int PointMode;
2459 } TessEval;
2460
2461 /**
2462 * Geometry shader state from GLSL 1.50 layout qualifiers.
2463 */
2464 struct {
2465 GLint VerticesOut;
2466 /**
2467 * 0 - Invocations count not declared in shader, or
2468 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2469 */
2470 GLint Invocations;
2471 /**
2472 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2473 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2474 * shader.
2475 */
2476 GLenum InputType;
2477 /**
2478 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2479 * it's not set in this shader.
2480 */
2481 GLenum OutputType;
2482 } Geom;
2483
2484 /**
2485 * Compute shader state from ARB_compute_shader and
2486 * ARB_compute_variable_group_size layout qualifiers.
2487 */
2488 struct {
2489 /**
2490 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2491 * it's not set in this shader.
2492 */
2493 unsigned LocalSize[3];
2494
2495 /**
2496 * Whether a variable work group size has been specified as defined by
2497 * ARB_compute_variable_group_size.
2498 */
2499 bool LocalSizeVariable;
2500 } Comp;
2501 };
2502
2503 /**
2504 * A linked GLSL shader object.
2505 */
2506 struct gl_linked_shader
2507 {
2508 gl_shader_stage Stage;
2509
2510 #ifdef DEBUG
2511 unsigned SourceChecksum;
2512 #endif
2513
2514 struct gl_program *Program; /**< Post-compile assembly code */
2515
2516 /**
2517 * \name Sampler tracking
2518 *
2519 * \note Each of these fields is only set post-linking.
2520 */
2521 /*@{*/
2522 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2523 /*@}*/
2524
2525 /**
2526 * Number of default uniform block components used by this shader.
2527 *
2528 * This field is only set post-linking.
2529 */
2530 unsigned num_uniform_components;
2531
2532 /**
2533 * Number of combined uniform components used by this shader.
2534 *
2535 * This field is only set post-linking. It is the sum of the uniform block
2536 * sizes divided by sizeof(float), and num_uniform_compoennts.
2537 */
2538 unsigned num_combined_uniform_components;
2539
2540 struct exec_list *ir;
2541 struct exec_list *packed_varyings;
2542 struct exec_list *fragdata_arrays;
2543 struct glsl_symbol_table *symbols;
2544 };
2545
2546
2547 static inline GLbitfield
2548 gl_external_samplers(const struct gl_program *prog)
2549 {
2550 GLbitfield external_samplers = 0;
2551 GLbitfield mask = prog->SamplersUsed;
2552
2553 while (mask) {
2554 int idx = u_bit_scan(&mask);
2555 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2556 external_samplers |= (1 << idx);
2557 }
2558
2559 return external_samplers;
2560 }
2561
2562
2563 /**
2564 * Compile status enum. compile_skipped is used to indicate the compile
2565 * was skipped due to the shader matching one that's been seen before by
2566 * the on-disk cache.
2567 */
2568 enum gl_compile_status
2569 {
2570 compile_failure = 0,
2571 compile_success,
2572 compile_skipped,
2573 compiled_no_opts
2574 };
2575
2576 /**
2577 * A GLSL shader object.
2578 */
2579 struct gl_shader
2580 {
2581 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2582 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2583 * Must be the first field.
2584 */
2585 GLenum Type;
2586 gl_shader_stage Stage;
2587 GLuint Name; /**< AKA the handle */
2588 GLint RefCount; /**< Reference count */
2589 GLchar *Label; /**< GL_KHR_debug */
2590 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2591 GLboolean DeletePending;
2592 bool IsES; /**< True if this shader uses GLSL ES */
2593
2594 enum gl_compile_status CompileStatus;
2595
2596 #ifdef DEBUG
2597 unsigned SourceChecksum; /**< for debug/logging purposes */
2598 #endif
2599 const GLchar *Source; /**< Source code string */
2600
2601 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2602
2603 GLchar *InfoLog;
2604
2605 unsigned Version; /**< GLSL version used for linking */
2606
2607 /**
2608 * A bitmask of gl_advanced_blend_mode values
2609 */
2610 GLbitfield BlendSupport;
2611
2612 struct exec_list *ir;
2613 struct glsl_symbol_table *symbols;
2614
2615 /**
2616 * Whether early fragment tests are enabled as defined by
2617 * ARB_shader_image_load_store.
2618 */
2619 bool EarlyFragmentTests;
2620
2621 bool ARB_fragment_coord_conventions_enable;
2622
2623 bool redeclares_gl_fragcoord;
2624 bool uses_gl_fragcoord;
2625
2626 bool PostDepthCoverage;
2627 bool InnerCoverage;
2628
2629 /**
2630 * Fragment shader state from GLSL 1.50 layout qualifiers.
2631 */
2632 bool origin_upper_left;
2633 bool pixel_center_integer;
2634
2635 /**
2636 * Whether bindless_sampler/bindless_image, and respectively
2637 * bound_sampler/bound_image are declared at global scope as defined by
2638 * ARB_bindless_texture.
2639 */
2640 bool bindless_sampler;
2641 bool bindless_image;
2642 bool bound_sampler;
2643 bool bound_image;
2644
2645 /** Global xfb_stride out qualifier if any */
2646 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2647
2648 struct gl_shader_info info;
2649 };
2650
2651
2652 struct gl_uniform_buffer_variable
2653 {
2654 char *Name;
2655
2656 /**
2657 * Name of the uniform as seen by glGetUniformIndices.
2658 *
2659 * glGetUniformIndices requires that the block instance index \b not be
2660 * present in the name of queried uniforms.
2661 *
2662 * \note
2663 * \c gl_uniform_buffer_variable::IndexName and
2664 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2665 */
2666 char *IndexName;
2667
2668 const struct glsl_type *Type;
2669 unsigned int Offset;
2670 GLboolean RowMajor;
2671 };
2672
2673
2674 struct gl_uniform_block
2675 {
2676 /** Declared name of the uniform block */
2677 char *Name;
2678
2679 /** Array of supplemental information about UBO ir_variables. */
2680 struct gl_uniform_buffer_variable *Uniforms;
2681 GLuint NumUniforms;
2682
2683 /**
2684 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2685 * with glBindBufferBase to bind a buffer object to this uniform block.
2686 */
2687 GLuint Binding;
2688
2689 /**
2690 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2691 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2692 */
2693 GLuint UniformBufferSize;
2694
2695 /** Stages that reference this block */
2696 uint8_t stageref;
2697
2698 /**
2699 * Linearized array index for uniform block instance arrays
2700 *
2701 * Given a uniform block instance array declared with size
2702 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2703 * have the linearized array index
2704 *
2705 * m-1 m
2706 * i_m + ∑ i_j * ∏ s_k
2707 * j=0 k=j+1
2708 *
2709 * For a uniform block instance that is not an array, this is always 0.
2710 */
2711 uint8_t linearized_array_index;
2712
2713 /**
2714 * Layout specified in the shader
2715 *
2716 * This isn't accessible through the API, but it is used while
2717 * cross-validating uniform blocks.
2718 */
2719 enum glsl_interface_packing _Packing;
2720 GLboolean _RowMajor;
2721 };
2722
2723 /**
2724 * Structure that represents a reference to an atomic buffer from some
2725 * shader program.
2726 */
2727 struct gl_active_atomic_buffer
2728 {
2729 /** Uniform indices of the atomic counters declared within it. */
2730 GLuint *Uniforms;
2731 GLuint NumUniforms;
2732
2733 /** Binding point index associated with it. */
2734 GLuint Binding;
2735
2736 /** Minimum reasonable size it is expected to have. */
2737 GLuint MinimumSize;
2738
2739 /** Shader stages making use of it. */
2740 GLboolean StageReferences[MESA_SHADER_STAGES];
2741 };
2742
2743 /**
2744 * Data container for shader queries. This holds only the minimal
2745 * amount of required information for resource queries to work.
2746 */
2747 struct gl_shader_variable
2748 {
2749 /**
2750 * Declared type of the variable
2751 */
2752 const struct glsl_type *type;
2753
2754 /**
2755 * If the variable is in an interface block, this is the type of the block.
2756 */
2757 const struct glsl_type *interface_type;
2758
2759 /**
2760 * For variables inside structs (possibly recursively), this is the
2761 * outermost struct type.
2762 */
2763 const struct glsl_type *outermost_struct_type;
2764
2765 /**
2766 * Declared name of the variable
2767 */
2768 char *name;
2769
2770 /**
2771 * Storage location of the base of this variable
2772 *
2773 * The precise meaning of this field depends on the nature of the variable.
2774 *
2775 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2776 * - Vertex shader output: one of the values from \c gl_varying_slot.
2777 * - Geometry shader input: one of the values from \c gl_varying_slot.
2778 * - Geometry shader output: one of the values from \c gl_varying_slot.
2779 * - Fragment shader input: one of the values from \c gl_varying_slot.
2780 * - Fragment shader output: one of the values from \c gl_frag_result.
2781 * - Uniforms: Per-stage uniform slot number for default uniform block.
2782 * - Uniforms: Index within the uniform block definition for UBO members.
2783 * - Non-UBO Uniforms: explicit location until linking then reused to
2784 * store uniform slot number.
2785 * - Other: This field is not currently used.
2786 *
2787 * If the variable is a uniform, shader input, or shader output, and the
2788 * slot has not been assigned, the value will be -1.
2789 */
2790 int location;
2791
2792 /**
2793 * Specifies the first component the variable is stored in as per
2794 * ARB_enhanced_layouts.
2795 */
2796 unsigned component:2;
2797
2798 /**
2799 * Output index for dual source blending.
2800 *
2801 * \note
2802 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2803 * source blending.
2804 */
2805 unsigned index:1;
2806
2807 /**
2808 * Specifies whether a shader input/output is per-patch in tessellation
2809 * shader stages.
2810 */
2811 unsigned patch:1;
2812
2813 /**
2814 * Storage class of the variable.
2815 *
2816 * \sa (n)ir_variable_mode
2817 */
2818 unsigned mode:4;
2819
2820 /**
2821 * Interpolation mode for shader inputs / outputs
2822 *
2823 * \sa glsl_interp_mode
2824 */
2825 unsigned interpolation:2;
2826
2827 /**
2828 * Was the location explicitly set in the shader?
2829 *
2830 * If the location is explicitly set in the shader, it \b cannot be changed
2831 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2832 * no effect).
2833 */
2834 unsigned explicit_location:1;
2835
2836 /**
2837 * Precision qualifier.
2838 */
2839 unsigned precision:2;
2840 };
2841
2842 /**
2843 * Active resource in a gl_shader_program
2844 */
2845 struct gl_program_resource
2846 {
2847 GLenum Type; /** Program interface type. */
2848 const void *Data; /** Pointer to resource associated data structure. */
2849 uint8_t StageReferences; /** Bitmask of shader stage references. */
2850 };
2851
2852 /**
2853 * Link status enum. linking_skipped is used to indicate linking
2854 * was skipped due to the shader being loaded from the on-disk cache.
2855 */
2856 enum gl_link_status
2857 {
2858 linking_failure = 0,
2859 linking_success,
2860 linking_skipped
2861 };
2862
2863 /**
2864 * A data structure to be shared by gl_shader_program and gl_program.
2865 */
2866 struct gl_shader_program_data
2867 {
2868 GLint RefCount; /**< Reference count */
2869
2870 /** SHA1 hash of linked shader program */
2871 unsigned char sha1[20];
2872
2873 unsigned NumUniformStorage;
2874 unsigned NumHiddenUniforms;
2875 struct gl_uniform_storage *UniformStorage;
2876
2877 unsigned NumUniformBlocks;
2878 unsigned NumShaderStorageBlocks;
2879
2880 struct gl_uniform_block *UniformBlocks;
2881 struct gl_uniform_block *ShaderStorageBlocks;
2882
2883 struct gl_active_atomic_buffer *AtomicBuffers;
2884 unsigned NumAtomicBuffers;
2885
2886 /* Shader cache variables used during restore */
2887 unsigned NumUniformDataSlots;
2888 union gl_constant_value *UniformDataSlots;
2889
2890 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2891 * All structures (gl_program, uniform storage, etc) will get recreated
2892 * even though we have already loaded them from cache. We should instead
2893 * switch to storing the GLSL metadata and TGSI IR in a single cache item
2894 * like the i965 driver does with NIR.
2895 */
2896 bool skip_cache;
2897 GLboolean Validated;
2898
2899 /** List of all active resources after linking. */
2900 struct gl_program_resource *ProgramResourceList;
2901 unsigned NumProgramResourceList;
2902
2903 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2904 GLchar *InfoLog;
2905
2906 unsigned Version; /**< GLSL version used for linking */
2907
2908 /* Mask of stages this program was linked against */
2909 unsigned linked_stages;
2910 };
2911
2912 /**
2913 * A GLSL program object.
2914 * Basically a linked collection of vertex and fragment shaders.
2915 */
2916 struct gl_shader_program
2917 {
2918 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2919 GLuint Name; /**< aka handle or ID */
2920 GLchar *Label; /**< GL_KHR_debug */
2921 GLint RefCount; /**< Reference count */
2922 GLboolean DeletePending;
2923
2924 /**
2925 * Is the application intending to glGetProgramBinary this program?
2926 */
2927 GLboolean BinaryRetreivableHint;
2928
2929 /**
2930 * Indicates whether program can be bound for individual pipeline stages
2931 * using UseProgramStages after it is next linked.
2932 */
2933 GLboolean SeparateShader;
2934
2935 GLuint NumShaders; /**< number of attached shaders */
2936 struct gl_shader **Shaders; /**< List of attached the shaders */
2937
2938 /**
2939 * User-defined attribute bindings
2940 *
2941 * These are set via \c glBindAttribLocation and are used to direct the
2942 * GLSL linker. These are \b not the values used in the compiled shader,
2943 * and they are \b not the values returned by \c glGetAttribLocation.
2944 */
2945 struct string_to_uint_map *AttributeBindings;
2946
2947 /**
2948 * User-defined fragment data bindings
2949 *
2950 * These are set via \c glBindFragDataLocation and are used to direct the
2951 * GLSL linker. These are \b not the values used in the compiled shader,
2952 * and they are \b not the values returned by \c glGetFragDataLocation.
2953 */
2954 struct string_to_uint_map *FragDataBindings;
2955 struct string_to_uint_map *FragDataIndexBindings;
2956
2957 /**
2958 * Transform feedback varyings last specified by
2959 * glTransformFeedbackVaryings().
2960 *
2961 * For the current set of transform feedback varyings used for transform
2962 * feedback output, see LinkedTransformFeedback.
2963 */
2964 struct {
2965 GLenum BufferMode;
2966 /** Global xfb_stride out qualifier if any */
2967 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2968 GLuint NumVarying;
2969 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2970 } TransformFeedback;
2971
2972 struct gl_program *last_vert_prog;
2973
2974 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2975 enum gl_frag_depth_layout FragDepthLayout;
2976
2977 /**
2978 * Geometry shader state - copied into gl_program by
2979 * _mesa_copy_linked_program_data().
2980 */
2981 struct {
2982 GLint VerticesIn;
2983
2984 bool UsesEndPrimitive;
2985 bool UsesStreams;
2986 } Geom;
2987
2988 /**
2989 * Compute shader state - copied into gl_program by
2990 * _mesa_copy_linked_program_data().
2991 */
2992 struct {
2993 /**
2994 * Size of shared variables accessed by the compute shader.
2995 */
2996 unsigned SharedSize;
2997 } Comp;
2998
2999 /** Data shared by gl_program and gl_shader_program */
3000 struct gl_shader_program_data *data;
3001
3002 /**
3003 * Mapping from GL uniform locations returned by \c glUniformLocation to
3004 * UniformStorage entries. Arrays will have multiple contiguous slots
3005 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3006 */
3007 unsigned NumUniformRemapTable;
3008 struct gl_uniform_storage **UniformRemapTable;
3009
3010 /**
3011 * Sometimes there are empty slots left over in UniformRemapTable after we
3012 * allocate slots to explicit locations. This list stores the blocks of
3013 * continuous empty slots inside UniformRemapTable.
3014 */
3015 struct exec_list EmptyUniformLocations;
3016
3017 /**
3018 * Total number of explicit uniform location including inactive uniforms.
3019 */
3020 unsigned NumExplicitUniformLocations;
3021
3022 /**
3023 * Map of active uniform names to locations
3024 *
3025 * Maps any active uniform that is not an array element to a location.
3026 * Each active uniform, including individual structure members will appear
3027 * in this map. This roughly corresponds to the set of names that would be
3028 * enumerated by \c glGetActiveUniform.
3029 */
3030 struct string_to_uint_map *UniformHash;
3031
3032 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3033
3034 bool IsES; /**< True if this program uses GLSL ES */
3035
3036 /**
3037 * Per-stage shaders resulting from the first stage of linking.
3038 *
3039 * Set of linked shaders for this program. The array is accessed using the
3040 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3041 * \c NULL.
3042 */
3043 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3044
3045 /* True if any of the fragment shaders attached to this program use:
3046 * #extension ARB_fragment_coord_conventions: enable
3047 */
3048 GLboolean ARB_fragment_coord_conventions_enable;
3049 };
3050
3051
3052 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3053 #define GLSL_LOG 0x2 /**< Write shaders to files */
3054 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3055 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3056 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3057 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3058 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3059 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3060 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3061 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3062
3063
3064 /**
3065 * Context state for GLSL vertex/fragment shaders.
3066 * Extended to support pipeline object
3067 */
3068 struct gl_pipeline_object
3069 {
3070 /** Name of the pipeline object as received from glGenProgramPipelines.
3071 * It would be 0 for shaders without separate shader objects.
3072 */
3073 GLuint Name;
3074
3075 GLint RefCount;
3076
3077 GLchar *Label; /**< GL_KHR_debug */
3078
3079 /**
3080 * Programs used for rendering
3081 *
3082 * There is a separate program set for each shader stage.
3083 */
3084 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3085
3086 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3087
3088 /**
3089 * Program used by glUniform calls.
3090 *
3091 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3092 */
3093 struct gl_shader_program *ActiveProgram;
3094
3095 GLbitfield Flags; /**< Mask of GLSL_x flags */
3096
3097 GLboolean EverBound; /**< Has the pipeline object been created */
3098
3099 GLboolean Validated; /**< Pipeline Validation status */
3100
3101 GLchar *InfoLog;
3102 };
3103
3104 /**
3105 * Context state for GLSL pipeline shaders.
3106 */
3107 struct gl_pipeline_shader_state
3108 {
3109 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3110 struct gl_pipeline_object *Current;
3111
3112 /* Default Object to ensure that _Shader is never NULL */
3113 struct gl_pipeline_object *Default;
3114
3115 /** Pipeline objects */
3116 struct _mesa_HashTable *Objects;
3117 };
3118
3119 /**
3120 * Compiler options for a single GLSL shaders type
3121 */
3122 struct gl_shader_compiler_options
3123 {
3124 /** Driver-selectable options: */
3125 GLboolean EmitNoLoops;
3126 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3127 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3128 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3129 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3130 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3131 * gl_CullDistance together from
3132 * float[8] to vec4[2]
3133 **/
3134
3135 /**
3136 * \name Forms of indirect addressing the driver cannot do.
3137 */
3138 /*@{*/
3139 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3140 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3141 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3142 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3143 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3144 /*@}*/
3145
3146 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3147 GLuint MaxUnrollIterations;
3148
3149 /**
3150 * Optimize code for array of structures backends.
3151 *
3152 * This is a proxy for:
3153 * - preferring DP4 instructions (rather than MUL/MAD) for
3154 * matrix * vector operations, such as position transformation.
3155 */
3156 GLboolean OptimizeForAOS;
3157
3158 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3159
3160 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3161 GLboolean ClampBlockIndicesToArrayBounds;
3162
3163 const struct nir_shader_compiler_options *NirOptions;
3164 };
3165
3166
3167 /**
3168 * Occlusion/timer query object.
3169 */
3170 struct gl_query_object
3171 {
3172 GLenum Target; /**< The query target, when active */
3173 GLuint Id; /**< hash table ID/name */
3174 GLchar *Label; /**< GL_KHR_debug */
3175 GLuint64EXT Result; /**< the counter */
3176 GLboolean Active; /**< inside Begin/EndQuery */
3177 GLboolean Ready; /**< result is ready? */
3178 GLboolean EverBound;/**< has query object ever been bound */
3179 GLuint Stream; /**< The stream */
3180 };
3181
3182
3183 /**
3184 * Context state for query objects.
3185 */
3186 struct gl_query_state
3187 {
3188 struct _mesa_HashTable *QueryObjects;
3189 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3190 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3191
3192 /** GL_NV_conditional_render */
3193 struct gl_query_object *CondRenderQuery;
3194
3195 /** GL_EXT_transform_feedback */
3196 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3197 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3198
3199 /** GL_ARB_transform_feedback_overflow_query */
3200 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3201 struct gl_query_object *TransformFeedbackOverflowAny;
3202
3203 /** GL_ARB_timer_query */
3204 struct gl_query_object *TimeElapsed;
3205
3206 /** GL_ARB_pipeline_statistics_query */
3207 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3208
3209 GLenum CondRenderMode;
3210 };
3211
3212
3213 /** Sync object state */
3214 struct gl_sync_object
3215 {
3216 GLuint Name; /**< Fence name */
3217 GLint RefCount; /**< Reference count */
3218 GLchar *Label; /**< GL_KHR_debug */
3219 GLboolean DeletePending; /**< Object was deleted while there were still
3220 * live references (e.g., sync not yet finished)
3221 */
3222 GLenum SyncCondition;
3223 GLbitfield Flags; /**< Flags passed to glFenceSync */
3224 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3225 };
3226
3227
3228 /**
3229 * State which can be shared by multiple contexts:
3230 */
3231 struct gl_shared_state
3232 {
3233 simple_mtx_t Mutex; /**< for thread safety */
3234 GLint RefCount; /**< Reference count */
3235 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3236 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3237 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3238
3239 /** Default texture objects (shared by all texture units) */
3240 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3241
3242 /** Fallback texture used when a bound texture is incomplete */
3243 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3244
3245 /**
3246 * \name Thread safety and statechange notification for texture
3247 * objects.
3248 *
3249 * \todo Improve the granularity of locking.
3250 */
3251 /*@{*/
3252 mtx_t TexMutex; /**< texobj thread safety */
3253 GLuint TextureStateStamp; /**< state notification for shared tex */
3254 /*@}*/
3255
3256 /** Default buffer object for vertex arrays that aren't in VBOs */
3257 struct gl_buffer_object *NullBufferObj;
3258
3259 /**
3260 * \name Vertex/geometry/fragment programs
3261 */
3262 /*@{*/
3263 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3264 struct gl_program *DefaultVertexProgram;
3265 struct gl_program *DefaultFragmentProgram;
3266 /*@}*/
3267
3268 /* GL_ATI_fragment_shader */
3269 struct _mesa_HashTable *ATIShaders;
3270 struct ati_fragment_shader *DefaultFragmentShader;
3271
3272 struct _mesa_HashTable *BufferObjects;
3273
3274 /** Table of both gl_shader and gl_shader_program objects */
3275 struct _mesa_HashTable *ShaderObjects;
3276
3277 /* GL_EXT_framebuffer_object */
3278 struct _mesa_HashTable *RenderBuffers;
3279 struct _mesa_HashTable *FrameBuffers;
3280
3281 /* GL_ARB_sync */
3282 struct set *SyncObjects;
3283
3284 /** GL_ARB_sampler_objects */
3285 struct _mesa_HashTable *SamplerObjects;
3286
3287 /* GL_ARB_bindless_texture */
3288 struct hash_table_u64 *TextureHandles;
3289 struct hash_table_u64 *ImageHandles;
3290 mtx_t HandlesMutex; /**< For texture/image handles safety */
3291
3292 /**
3293 * Some context in this share group was affected by a GPU reset
3294 *
3295 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3296 * been affected by a GPU reset must also return
3297 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3298 *
3299 * Once this field becomes true, it is never reset to false.
3300 */
3301 bool ShareGroupReset;
3302
3303 /** EXT_external_objects */
3304 struct _mesa_HashTable *MemoryObjects;
3305
3306 };
3307
3308
3309
3310 /**
3311 * Renderbuffers represent drawing surfaces such as color, depth and/or
3312 * stencil. A framebuffer object has a set of renderbuffers.
3313 * Drivers will typically derive subclasses of this type.
3314 */
3315 struct gl_renderbuffer
3316 {
3317 simple_mtx_t Mutex; /**< for thread safety */
3318 GLuint ClassID; /**< Useful for drivers */
3319 GLuint Name;
3320 GLchar *Label; /**< GL_KHR_debug */
3321 GLint RefCount;
3322 GLuint Width, Height;
3323 GLuint Depth;
3324 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3325 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3326 /**
3327 * True for renderbuffers that wrap textures, giving the driver a chance to
3328 * flush render caches through the FinishRenderTexture hook.
3329 *
3330 * Drivers may also set this on renderbuffers other than those generated by
3331 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3332 * called without a rb->TexImage.
3333 */
3334 GLboolean NeedsFinishRenderTexture;
3335 GLubyte NumSamples; /**< zero means not multisampled */
3336 GLenum InternalFormat; /**< The user-specified format */
3337 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3338 GL_STENCIL_INDEX. */
3339 mesa_format Format; /**< The actual renderbuffer memory format */
3340 /**
3341 * Pointer to the texture image if this renderbuffer wraps a texture,
3342 * otherwise NULL.
3343 *
3344 * Note that the reference on the gl_texture_object containing this
3345 * TexImage is held by the gl_renderbuffer_attachment.
3346 */
3347 struct gl_texture_image *TexImage;
3348
3349 /** Delete this renderbuffer */
3350 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3351
3352 /** Allocate new storage for this renderbuffer */
3353 GLboolean (*AllocStorage)(struct gl_context *ctx,
3354 struct gl_renderbuffer *rb,
3355 GLenum internalFormat,
3356 GLuint width, GLuint height);
3357 };
3358
3359
3360 /**
3361 * A renderbuffer attachment points to either a texture object (and specifies
3362 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3363 */
3364 struct gl_renderbuffer_attachment
3365 {
3366 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3367 GLboolean Complete;
3368
3369 /**
3370 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3371 * application supplied renderbuffer object.
3372 */
3373 struct gl_renderbuffer *Renderbuffer;
3374
3375 /**
3376 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3377 * supplied texture object.
3378 */
3379 struct gl_texture_object *Texture;
3380 GLuint TextureLevel; /**< Attached mipmap level. */
3381 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3382 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3383 * and 2D array textures */
3384 GLboolean Layered;
3385 };
3386
3387
3388 /**
3389 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3390 * In C++ terms, think of this as a base class from which device drivers
3391 * will make derived classes.
3392 */
3393 struct gl_framebuffer
3394 {
3395 simple_mtx_t Mutex; /**< for thread safety */
3396 /**
3397 * If zero, this is a window system framebuffer. If non-zero, this
3398 * is a FBO framebuffer; note that for some devices (i.e. those with
3399 * a natural pixel coordinate system for FBOs that differs from the
3400 * OpenGL/Mesa coordinate system), this means that the viewport,
3401 * polygon face orientation, and polygon stipple will have to be inverted.
3402 */
3403 GLuint Name;
3404 GLint RefCount;
3405
3406 GLchar *Label; /**< GL_KHR_debug */
3407
3408 GLboolean DeletePending;
3409
3410 /**
3411 * The framebuffer's visual. Immutable if this is a window system buffer.
3412 * Computed from attachments if user-made FBO.
3413 */
3414 struct gl_config Visual;
3415
3416 /**
3417 * Size of frame buffer in pixels. If there are no attachments, then both
3418 * of these are 0.
3419 */
3420 GLuint Width, Height;
3421
3422 /**
3423 * In the case that the framebuffer has no attachment (i.e.
3424 * GL_ARB_framebuffer_no_attachments) then the geometry of
3425 * the framebuffer is specified by the default values.
3426 */
3427 struct {
3428 GLuint Width, Height, Layers, NumSamples;
3429 GLboolean FixedSampleLocations;
3430 /* Derived from NumSamples by the driver so that it can choose a valid
3431 * value for the hardware.
3432 */
3433 GLuint _NumSamples;
3434 } DefaultGeometry;
3435
3436 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3437 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3438 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3439 */
3440 /*@{*/
3441 GLint _Xmin, _Xmax;
3442 GLint _Ymin, _Ymax;
3443 /*@}*/
3444
3445 /** \name Derived Z buffer stuff */
3446 /*@{*/
3447 GLuint _DepthMax; /**< Max depth buffer value */
3448 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3449 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3450 /*@}*/
3451
3452 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3453 GLenum _Status;
3454
3455 /** Whether one of Attachment has Type != GL_NONE
3456 * NOTE: the values for Width and Height are set to 0 in case of having
3457 * no attachments, a backend driver supporting the extension
3458 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3459 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3460 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3461 * _Ymax do NOT take into account _HasAttachments being false). To get the
3462 * geometry of the framebuffer, the helper functions
3463 * _mesa_geometric_width(),
3464 * _mesa_geometric_height(),
3465 * _mesa_geometric_samples() and
3466 * _mesa_geometric_layers()
3467 * are available that check _HasAttachments.
3468 */
3469 bool _HasAttachments;
3470
3471 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3472
3473 /* ARB_color_buffer_float */
3474 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3475 GLboolean _HasSNormOrFloatColorBuffer;
3476
3477 /**
3478 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3479 * is not layered. For cube maps and cube map arrays, each cube face
3480 * counts as a layer. As the case for Width, Height a backend driver
3481 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3482 * in the case that _HasAttachments is false
3483 */
3484 GLuint MaxNumLayers;
3485
3486 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3487 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3488
3489 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3490 * attribute group and GL_PIXEL attribute group, respectively.
3491 */
3492 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3493 GLenum ColorReadBuffer;
3494
3495 /** Computed from ColorDraw/ReadBuffer above */
3496 GLuint _NumColorDrawBuffers;
3497 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3498 gl_buffer_index _ColorReadBufferIndex;
3499 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3500 struct gl_renderbuffer *_ColorReadBuffer;
3501
3502 /** Delete this framebuffer */
3503 void (*Delete)(struct gl_framebuffer *fb);
3504 };
3505
3506
3507 /**
3508 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3509 */
3510 struct gl_precision
3511 {
3512 GLushort RangeMin; /**< min value exponent */
3513 GLushort RangeMax; /**< max value exponent */
3514 GLushort Precision; /**< number of mantissa bits */
3515 };
3516
3517
3518 /**
3519 * Limits for vertex, geometry and fragment programs/shaders.
3520 */
3521 struct gl_program_constants
3522 {
3523 /* logical limits */
3524 GLuint MaxInstructions;
3525 GLuint MaxAluInstructions;
3526 GLuint MaxTexInstructions;
3527 GLuint MaxTexIndirections;
3528 GLuint MaxAttribs;
3529 GLuint MaxTemps;
3530 GLuint MaxAddressRegs;
3531 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3532 GLuint MaxParameters;
3533 GLuint MaxLocalParams;
3534 GLuint MaxEnvParams;
3535 /* native/hardware limits */
3536 GLuint MaxNativeInstructions;
3537 GLuint MaxNativeAluInstructions;
3538 GLuint MaxNativeTexInstructions;
3539 GLuint MaxNativeTexIndirections;
3540 GLuint MaxNativeAttribs;
3541 GLuint MaxNativeTemps;
3542 GLuint MaxNativeAddressRegs;
3543 GLuint MaxNativeParameters;
3544 /* For shaders */
3545 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3546
3547 /**
3548 * \name Per-stage input / output limits
3549 *
3550 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3551 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3552 * ES). This is stored as \c gl_constants::MaxVarying.
3553 *
3554 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3555 * variables. Each stage as a certain number of outputs that it can feed
3556 * to the next stage and a certain number inputs that it can consume from
3557 * the previous stage.
3558 *
3559 * Vertex shader inputs do not participate this in this accounting.
3560 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3561 *
3562 * Fragment shader outputs do not participate this in this accounting.
3563 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3564 */
3565 /*@{*/
3566 GLuint MaxInputComponents;
3567 GLuint MaxOutputComponents;
3568 /*@}*/
3569
3570 /* ES 2.0 and GL_ARB_ES2_compatibility */
3571 struct gl_precision LowFloat, MediumFloat, HighFloat;
3572 struct gl_precision LowInt, MediumInt, HighInt;
3573 /* GL_ARB_uniform_buffer_object */
3574 GLuint MaxUniformBlocks;
3575 GLuint MaxCombinedUniformComponents;
3576 GLuint MaxTextureImageUnits;
3577
3578 /* GL_ARB_shader_atomic_counters */
3579 GLuint MaxAtomicBuffers;
3580 GLuint MaxAtomicCounters;
3581
3582 /* GL_ARB_shader_image_load_store */
3583 GLuint MaxImageUniforms;
3584
3585 /* GL_ARB_shader_storage_buffer_object */
3586 GLuint MaxShaderStorageBlocks;
3587 };
3588
3589
3590 /**
3591 * Constants which may be overridden by device driver during context creation
3592 * but are never changed after that.
3593 */
3594 struct gl_constants
3595 {
3596 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3597 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3598 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3599 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3600 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3601 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3602 GLuint MaxTextureCoordUnits;
3603 GLuint MaxCombinedTextureImageUnits;
3604 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3605 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3606 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3607 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3608
3609 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3610
3611 GLuint MaxArrayLockSize;
3612
3613 GLint SubPixelBits;
3614
3615 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3616 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3617 GLfloat PointSizeGranularity;
3618 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3619 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3620 GLfloat LineWidthGranularity;
3621
3622 GLuint MaxClipPlanes;
3623 GLuint MaxLights;
3624 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3625 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3626
3627 GLuint MaxViewportWidth, MaxViewportHeight;
3628 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3629 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3630 struct {
3631 GLfloat Min;
3632 GLfloat Max;
3633 } ViewportBounds; /**< GL_ARB_viewport_array */
3634 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3635
3636 struct gl_program_constants Program[MESA_SHADER_STAGES];
3637 GLuint MaxProgramMatrices;
3638 GLuint MaxProgramMatrixStackDepth;
3639
3640 struct {
3641 GLuint SamplesPassed;
3642 GLuint TimeElapsed;
3643 GLuint Timestamp;
3644 GLuint PrimitivesGenerated;
3645 GLuint PrimitivesWritten;
3646 GLuint VerticesSubmitted;
3647 GLuint PrimitivesSubmitted;
3648 GLuint VsInvocations;
3649 GLuint TessPatches;
3650 GLuint TessInvocations;
3651 GLuint GsInvocations;
3652 GLuint GsPrimitives;
3653 GLuint FsInvocations;
3654 GLuint ComputeInvocations;
3655 GLuint ClInPrimitives;
3656 GLuint ClOutPrimitives;
3657 } QueryCounterBits;
3658
3659 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3660
3661 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3662 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3663 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3664
3665 /**
3666 * GL_ARB_framebuffer_no_attachments
3667 */
3668 GLuint MaxFramebufferWidth;
3669 GLuint MaxFramebufferHeight;
3670 GLuint MaxFramebufferLayers;
3671 GLuint MaxFramebufferSamples;
3672
3673 /** Number of varying vectors between any two shader stages. */
3674 GLuint MaxVarying;
3675
3676 /** @{
3677 * GL_ARB_uniform_buffer_object
3678 */
3679 GLuint MaxCombinedUniformBlocks;
3680 GLuint MaxUniformBufferBindings;
3681 GLuint MaxUniformBlockSize;
3682 GLuint UniformBufferOffsetAlignment;
3683 /** @} */
3684
3685 /** @{
3686 * GL_ARB_shader_storage_buffer_object
3687 */
3688 GLuint MaxCombinedShaderStorageBlocks;
3689 GLuint MaxShaderStorageBufferBindings;
3690 GLuint MaxShaderStorageBlockSize;
3691 GLuint ShaderStorageBufferOffsetAlignment;
3692 /** @} */
3693
3694 /**
3695 * GL_ARB_explicit_uniform_location
3696 */
3697 GLuint MaxUserAssignableUniformLocations;
3698
3699 /** geometry shader */
3700 GLuint MaxGeometryOutputVertices;
3701 GLuint MaxGeometryTotalOutputComponents;
3702
3703 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3704
3705 /**
3706 * Changes default GLSL extension behavior from "error" to "warn". It's out
3707 * of spec, but it can make some apps work that otherwise wouldn't.
3708 */
3709 GLboolean ForceGLSLExtensionsWarn;
3710
3711 /**
3712 * If non-zero, forces GLSL shaders to behave as if they began
3713 * with "#version ForceGLSLVersion".
3714 */
3715 GLuint ForceGLSLVersion;
3716
3717 /**
3718 * Allow GLSL #extension directives in the middle of shaders.
3719 */
3720 GLboolean AllowGLSLExtensionDirectiveMidShader;
3721
3722 /**
3723 * Allow GLSL built-in variables to be redeclared verbatim
3724 */
3725 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3726
3727 /**
3728 * Allow creating a higher compat profile (version 3.1+) for apps that
3729 * request it. Be careful when adding that driconf option because some
3730 * features are unimplemented and might not work correctly.
3731 */
3732 GLboolean AllowHigherCompatVersion;
3733
3734 /**
3735 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3736 * D3D9 when apps rely on this behaviour.
3737 */
3738 GLboolean ForceGLSLAbsSqrt;
3739
3740 /**
3741 * Force uninitialized variables to default to zero.
3742 */
3743 GLboolean GLSLZeroInit;
3744
3745 /**
3746 * Does the driver support real 32-bit integers? (Otherwise, integers are
3747 * simulated via floats.)
3748 */
3749 GLboolean NativeIntegers;
3750
3751 /**
3752 * Does VertexID count from zero or from base vertex?
3753 *
3754 * \note
3755 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3756 * ignored and need not be set.
3757 */
3758 bool VertexID_is_zero_based;
3759
3760 /**
3761 * If the driver supports real 32-bit integers, what integer value should be
3762 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3763 */
3764 GLuint UniformBooleanTrue;
3765
3766 /**
3767 * Maximum amount of time, measured in nanseconds, that the server can wait.
3768 */
3769 GLuint64 MaxServerWaitTimeout;
3770
3771 /** GL_EXT_provoking_vertex */
3772 GLboolean QuadsFollowProvokingVertexConvention;
3773
3774 /** GL_ARB_viewport_array */
3775 GLenum LayerAndVPIndexProvokingVertex;
3776
3777 /** OpenGL version 3.0 */
3778 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3779
3780 /** OpenGL version 3.2 */
3781 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3782
3783 /** OpenGL version 4.4 */
3784 GLuint MaxVertexAttribStride;
3785
3786 /** GL_EXT_transform_feedback */
3787 GLuint MaxTransformFeedbackBuffers;
3788 GLuint MaxTransformFeedbackSeparateComponents;
3789 GLuint MaxTransformFeedbackInterleavedComponents;
3790 GLuint MaxVertexStreams;
3791
3792 /** GL_EXT_gpu_shader4 */
3793 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3794
3795 /** GL_ARB_texture_gather */
3796 GLuint MinProgramTextureGatherOffset;
3797 GLuint MaxProgramTextureGatherOffset;
3798 GLuint MaxProgramTextureGatherComponents;
3799
3800 /* GL_ARB_robustness */
3801 GLenum ResetStrategy;
3802
3803 /* GL_KHR_robustness */
3804 GLboolean RobustAccess;
3805
3806 /* GL_ARB_blend_func_extended */
3807 GLuint MaxDualSourceDrawBuffers;
3808
3809 /**
3810 * Whether the implementation strips out and ignores texture borders.
3811 *
3812 * Many GPU hardware implementations don't support rendering with texture
3813 * borders and mipmapped textures. (Note: not static border color, but the
3814 * old 1-pixel border around each edge). Implementations then have to do
3815 * slow fallbacks to be correct, or just ignore the border and be fast but
3816 * wrong. Setting the flag strips the border off of TexImage calls,
3817 * providing "fast but wrong" at significantly reduced driver complexity.
3818 *
3819 * Texture borders are deprecated in GL 3.0.
3820 **/
3821 GLboolean StripTextureBorder;
3822
3823 /**
3824 * For drivers which can do a better job at eliminating unused uniforms
3825 * than the GLSL compiler.
3826 *
3827 * XXX Remove these as soon as a better solution is available.
3828 */
3829 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3830
3831 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3832 bool GLSLFragCoordIsSysVal;
3833 bool GLSLFrontFacingIsSysVal;
3834
3835 /**
3836 * Run the minimum amount of GLSL optimizations to be able to link
3837 * shaders optimally (eliminate dead varyings and uniforms) and just do
3838 * all the necessary lowering.
3839 */
3840 bool GLSLOptimizeConservatively;
3841
3842 /**
3843 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3844 * (otherwise, they're system values).
3845 */
3846 bool GLSLTessLevelsAsInputs;
3847
3848 /**
3849 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3850 * than passing the transform feedback object to the drawing function.
3851 */
3852 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3853
3854 /** GL_ARB_map_buffer_alignment */
3855 GLuint MinMapBufferAlignment;
3856
3857 /**
3858 * Disable varying packing. This is out of spec, but potentially useful
3859 * for older platforms that supports a limited number of texture
3860 * indirections--on these platforms, unpacking the varyings in the fragment
3861 * shader increases the number of texture indirections by 1, which might
3862 * make some shaders not executable at all.
3863 *
3864 * Drivers that support transform feedback must set this value to GL_FALSE.
3865 */
3866 GLboolean DisableVaryingPacking;
3867
3868 /**
3869 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3870 * layout is set as shared (the default) or packed. However most Mesa drivers
3871 * just use STD140 for these layouts. This flag allows drivers to use STD430
3872 * for packed and shared layouts which allows arrays to be packed more
3873 * tightly.
3874 */
3875 bool UseSTD430AsDefaultPacking;
3876
3877 /**
3878 * Should meaningful names be generated for compiler temporary variables?
3879 *
3880 * Generally, it is not useful to have the compiler generate "meaningful"
3881 * names for temporary variables that it creates. This can, however, be a
3882 * useful debugging aid. In Mesa debug builds or release builds when
3883 * MESA_GLSL is set at run-time, meaningful names will be generated.
3884 * Drivers can also force names to be generated by setting this field.
3885 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3886 * vertex shader assembly) is set at run-time.
3887 */
3888 bool GenerateTemporaryNames;
3889
3890 /*
3891 * Maximum value supported for an index in DrawElements and friends.
3892 *
3893 * This must be at least (1ull<<24)-1. The default value is
3894 * (1ull<<32)-1.
3895 *
3896 * \since ES 3.0 or GL_ARB_ES3_compatibility
3897 * \sa _mesa_init_constants
3898 */
3899 GLuint64 MaxElementIndex;
3900
3901 /**
3902 * Disable interpretation of line continuations (lines ending with a
3903 * backslash character ('\') in GLSL source.
3904 */
3905 GLboolean DisableGLSLLineContinuations;
3906
3907 /** GL_ARB_texture_multisample */
3908 GLint MaxColorTextureSamples;
3909 GLint MaxDepthTextureSamples;
3910 GLint MaxIntegerSamples;
3911
3912 /**
3913 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3914 * samples are laid out in a rectangular grid roughly corresponding to
3915 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3916 * are used to map indices of rectangular grid to sample numbers within
3917 * a pixel. This mapping of indices to sample numbers must be initialized
3918 * by the driver for the target hardware. For example, if we have the 8X
3919 * MSAA sample number layout (sample positions) for XYZ hardware:
3920 *
3921 * sample indices layout sample number layout
3922 * --------- ---------
3923 * | 0 | 1 | | a | b |
3924 * --------- ---------
3925 * | 2 | 3 | | c | d |
3926 * --------- ---------
3927 * | 4 | 5 | | e | f |
3928 * --------- ---------
3929 * | 6 | 7 | | g | h |
3930 * --------- ---------
3931 *
3932 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3933 *
3934 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3935 * below:
3936 * SampleMap8x = {a, b, c, d, e, f, g, h};
3937 *
3938 * Follow the logic for sample counts 2-8.
3939 *
3940 * For 16x the sample indices layout as a 4x4 grid as follows:
3941 *
3942 * -----------------
3943 * | 0 | 1 | 2 | 3 |
3944 * -----------------
3945 * | 4 | 5 | 6 | 7 |
3946 * -----------------
3947 * | 8 | 9 |10 |11 |
3948 * -----------------
3949 * |12 |13 |14 |15 |
3950 * -----------------
3951 */
3952 uint8_t SampleMap2x[2];
3953 uint8_t SampleMap4x[4];
3954 uint8_t SampleMap8x[8];
3955 uint8_t SampleMap16x[16];
3956
3957 /** GL_ARB_shader_atomic_counters */
3958 GLuint MaxAtomicBufferBindings;
3959 GLuint MaxAtomicBufferSize;
3960 GLuint MaxCombinedAtomicBuffers;
3961 GLuint MaxCombinedAtomicCounters;
3962
3963 /** GL_ARB_vertex_attrib_binding */
3964 GLint MaxVertexAttribRelativeOffset;
3965 GLint MaxVertexAttribBindings;
3966
3967 /* GL_ARB_shader_image_load_store */
3968 GLuint MaxImageUnits;
3969 GLuint MaxCombinedShaderOutputResources;
3970 GLuint MaxImageSamples;
3971 GLuint MaxCombinedImageUniforms;
3972
3973 /** GL_ARB_compute_shader */
3974 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3975 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3976 GLuint MaxComputeWorkGroupInvocations;
3977 GLuint MaxComputeSharedMemorySize;
3978
3979 /** GL_ARB_compute_variable_group_size */
3980 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3981 GLuint MaxComputeVariableGroupInvocations;
3982
3983 /** GL_ARB_gpu_shader5 */
3984 GLfloat MinFragmentInterpolationOffset;
3985 GLfloat MaxFragmentInterpolationOffset;
3986
3987 GLboolean FakeSWMSAA;
3988
3989 /** GL_KHR_context_flush_control */
3990 GLenum ContextReleaseBehavior;
3991
3992 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3993
3994 /** GL_ARB_tessellation_shader */
3995 GLuint MaxPatchVertices;
3996 GLuint MaxTessGenLevel;
3997 GLuint MaxTessPatchComponents;
3998 GLuint MaxTessControlTotalOutputComponents;
3999 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4000 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
4001 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
4002 bool PrimitiveRestartForPatches;
4003 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4004 * gl_LocalInvocationIndex based on
4005 * other builtin variables. */
4006
4007 /** GL_OES_primitive_bounding_box */
4008 bool NoPrimitiveBoundingBoxOutput;
4009
4010 /** GL_ARB_sparse_buffer */
4011 GLuint SparseBufferPageSize;
4012
4013 /** Used as an input for sha1 generation in the on-disk shader cache */
4014 unsigned char *dri_config_options_sha1;
4015
4016 /** When drivers are OK with mapped buffers during draw and other calls. */
4017 bool AllowMappedBuffersDuringExecution;
4018 };
4019
4020
4021 /**
4022 * Enable flag for each OpenGL extension. Different device drivers will
4023 * enable different extensions at runtime.
4024 */
4025 struct gl_extensions
4026 {
4027 GLboolean dummy; /* don't remove this! */
4028 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4029 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4030 GLboolean ANGLE_texture_compression_dxt;
4031 GLboolean ARB_ES2_compatibility;
4032 GLboolean ARB_ES3_compatibility;
4033 GLboolean ARB_ES3_1_compatibility;
4034 GLboolean ARB_ES3_2_compatibility;
4035 GLboolean ARB_arrays_of_arrays;
4036 GLboolean ARB_base_instance;
4037 GLboolean ARB_bindless_texture;
4038 GLboolean ARB_blend_func_extended;
4039 GLboolean ARB_buffer_storage;
4040 GLboolean ARB_clear_texture;
4041 GLboolean ARB_clip_control;
4042 GLboolean ARB_color_buffer_float;
4043 GLboolean ARB_compute_shader;
4044 GLboolean ARB_compute_variable_group_size;
4045 GLboolean ARB_conditional_render_inverted;
4046 GLboolean ARB_conservative_depth;
4047 GLboolean ARB_copy_image;
4048 GLboolean ARB_cull_distance;
4049 GLboolean ARB_depth_buffer_float;
4050 GLboolean ARB_depth_clamp;
4051 GLboolean ARB_depth_texture;
4052 GLboolean ARB_derivative_control;
4053 GLboolean ARB_draw_buffers_blend;
4054 GLboolean ARB_draw_elements_base_vertex;
4055 GLboolean ARB_draw_indirect;
4056 GLboolean ARB_draw_instanced;
4057 GLboolean ARB_fragment_coord_conventions;
4058 GLboolean ARB_fragment_layer_viewport;
4059 GLboolean ARB_fragment_program;
4060 GLboolean ARB_fragment_program_shadow;
4061 GLboolean ARB_fragment_shader;
4062 GLboolean ARB_framebuffer_no_attachments;
4063 GLboolean ARB_framebuffer_object;
4064 GLboolean ARB_enhanced_layouts;
4065 GLboolean ARB_explicit_attrib_location;
4066 GLboolean ARB_explicit_uniform_location;
4067 GLboolean ARB_gpu_shader5;
4068 GLboolean ARB_gpu_shader_fp64;
4069 GLboolean ARB_gpu_shader_int64;
4070 GLboolean ARB_half_float_vertex;
4071 GLboolean ARB_indirect_parameters;
4072 GLboolean ARB_instanced_arrays;
4073 GLboolean ARB_internalformat_query;
4074 GLboolean ARB_internalformat_query2;
4075 GLboolean ARB_map_buffer_range;
4076 GLboolean ARB_occlusion_query;
4077 GLboolean ARB_occlusion_query2;
4078 GLboolean ARB_pipeline_statistics_query;
4079 GLboolean ARB_point_sprite;
4080 GLboolean ARB_polygon_offset_clamp;
4081 GLboolean ARB_post_depth_coverage;
4082 GLboolean ARB_query_buffer_object;
4083 GLboolean ARB_robust_buffer_access_behavior;
4084 GLboolean ARB_sample_shading;
4085 GLboolean ARB_seamless_cube_map;
4086 GLboolean ARB_shader_atomic_counter_ops;
4087 GLboolean ARB_shader_atomic_counters;
4088 GLboolean ARB_shader_ballot;
4089 GLboolean ARB_shader_bit_encoding;
4090 GLboolean ARB_shader_clock;
4091 GLboolean ARB_shader_draw_parameters;
4092 GLboolean ARB_shader_group_vote;
4093 GLboolean ARB_shader_image_load_store;
4094 GLboolean ARB_shader_image_size;
4095 GLboolean ARB_shader_precision;
4096 GLboolean ARB_shader_stencil_export;
4097 GLboolean ARB_shader_storage_buffer_object;
4098 GLboolean ARB_shader_texture_image_samples;
4099 GLboolean ARB_shader_texture_lod;
4100 GLboolean ARB_shader_viewport_layer_array;
4101 GLboolean ARB_shading_language_packing;
4102 GLboolean ARB_shading_language_420pack;
4103 GLboolean ARB_shadow;
4104 GLboolean ARB_sparse_buffer;
4105 GLboolean ARB_stencil_texturing;
4106 GLboolean ARB_sync;
4107 GLboolean ARB_tessellation_shader;
4108 GLboolean ARB_texture_border_clamp;
4109 GLboolean ARB_texture_buffer_object;
4110 GLboolean ARB_texture_buffer_object_rgb32;
4111 GLboolean ARB_texture_buffer_range;
4112 GLboolean ARB_texture_compression_bptc;
4113 GLboolean ARB_texture_compression_rgtc;
4114 GLboolean ARB_texture_cube_map;
4115 GLboolean ARB_texture_cube_map_array;
4116 GLboolean ARB_texture_env_combine;
4117 GLboolean ARB_texture_env_crossbar;
4118 GLboolean ARB_texture_env_dot3;
4119 GLboolean ARB_texture_filter_anisotropic;
4120 GLboolean ARB_texture_float;
4121 GLboolean ARB_texture_gather;
4122 GLboolean ARB_texture_mirror_clamp_to_edge;
4123 GLboolean ARB_texture_multisample;
4124 GLboolean ARB_texture_non_power_of_two;
4125 GLboolean ARB_texture_stencil8;
4126 GLboolean ARB_texture_query_levels;
4127 GLboolean ARB_texture_query_lod;
4128 GLboolean ARB_texture_rg;
4129 GLboolean ARB_texture_rgb10_a2ui;
4130 GLboolean ARB_texture_view;
4131 GLboolean ARB_timer_query;
4132 GLboolean ARB_transform_feedback2;
4133 GLboolean ARB_transform_feedback3;
4134 GLboolean ARB_transform_feedback_instanced;
4135 GLboolean ARB_transform_feedback_overflow_query;
4136 GLboolean ARB_uniform_buffer_object;
4137 GLboolean ARB_vertex_attrib_64bit;
4138 GLboolean ARB_vertex_program;
4139 GLboolean ARB_vertex_shader;
4140 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4141 GLboolean ARB_vertex_type_2_10_10_10_rev;
4142 GLboolean ARB_viewport_array;
4143 GLboolean EXT_blend_color;
4144 GLboolean EXT_blend_equation_separate;
4145 GLboolean EXT_blend_func_separate;
4146 GLboolean EXT_blend_minmax;
4147 GLboolean EXT_depth_bounds_test;
4148 GLboolean EXT_draw_buffers2;
4149 GLboolean EXT_framebuffer_multisample;
4150 GLboolean EXT_framebuffer_multisample_blit_scaled;
4151 GLboolean EXT_framebuffer_sRGB;
4152 GLboolean EXT_gpu_program_parameters;
4153 GLboolean EXT_gpu_shader4;
4154 GLboolean EXT_memory_object;
4155 GLboolean EXT_memory_object_fd;
4156 GLboolean EXT_packed_float;
4157 GLboolean EXT_pixel_buffer_object;
4158 GLboolean EXT_point_parameters;
4159 GLboolean EXT_provoking_vertex;
4160 GLboolean EXT_shader_integer_mix;
4161 GLboolean EXT_shader_samples_identical;
4162 GLboolean EXT_stencil_two_side;
4163 GLboolean EXT_texture_array;
4164 GLboolean EXT_texture_compression_latc;
4165 GLboolean EXT_texture_compression_s3tc;
4166 GLboolean EXT_texture_env_dot3;
4167 GLboolean EXT_texture_filter_anisotropic;
4168 GLboolean EXT_texture_integer;
4169 GLboolean EXT_texture_mirror_clamp;
4170 GLboolean EXT_texture_shared_exponent;
4171 GLboolean EXT_texture_snorm;
4172 GLboolean EXT_texture_sRGB;
4173 GLboolean EXT_texture_sRGB_decode;
4174 GLboolean EXT_texture_swizzle;
4175 GLboolean EXT_texture_type_2_10_10_10_REV;
4176 GLboolean EXT_transform_feedback;
4177 GLboolean EXT_timer_query;
4178 GLboolean EXT_vertex_array_bgra;
4179 GLboolean EXT_window_rectangles;
4180 GLboolean OES_copy_image;
4181 GLboolean OES_primitive_bounding_box;
4182 GLboolean OES_sample_variables;
4183 GLboolean OES_standard_derivatives;
4184 GLboolean OES_texture_buffer;
4185 GLboolean OES_texture_cube_map_array;
4186 GLboolean OES_viewport_array;
4187 /* vendor extensions */
4188 GLboolean AMD_performance_monitor;
4189 GLboolean AMD_pinned_memory;
4190 GLboolean AMD_seamless_cubemap_per_texture;
4191 GLboolean AMD_vertex_shader_layer;
4192 GLboolean AMD_vertex_shader_viewport_index;
4193 GLboolean ANDROID_extension_pack_es31a;
4194 GLboolean APPLE_object_purgeable;
4195 GLboolean ATI_meminfo;
4196 GLboolean ATI_texture_compression_3dc;
4197 GLboolean ATI_texture_mirror_once;
4198 GLboolean ATI_texture_env_combine3;
4199 GLboolean ATI_fragment_shader;
4200 GLboolean ATI_separate_stencil;
4201 GLboolean GREMEDY_string_marker;
4202 GLboolean INTEL_conservative_rasterization;
4203 GLboolean INTEL_performance_query;
4204 GLboolean KHR_blend_equation_advanced;
4205 GLboolean KHR_blend_equation_advanced_coherent;
4206 GLboolean KHR_robustness;
4207 GLboolean KHR_texture_compression_astc_hdr;
4208 GLboolean KHR_texture_compression_astc_ldr;
4209 GLboolean KHR_texture_compression_astc_sliced_3d;
4210 GLboolean MESA_tile_raster_order;
4211 GLboolean MESA_pack_invert;
4212 GLboolean MESA_shader_framebuffer_fetch;
4213 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4214 GLboolean MESA_shader_integer_functions;
4215 GLboolean MESA_ycbcr_texture;
4216 GLboolean NV_conditional_render;
4217 GLboolean NV_fill_rectangle;
4218 GLboolean NV_fog_distance;
4219 GLboolean NV_point_sprite;
4220 GLboolean NV_primitive_restart;
4221 GLboolean NV_texture_barrier;
4222 GLboolean NV_texture_env_combine4;
4223 GLboolean NV_texture_rectangle;
4224 GLboolean NV_vdpau_interop;
4225 GLboolean NVX_gpu_memory_info;
4226 GLboolean TDFX_texture_compression_FXT1;
4227 GLboolean OES_EGL_image;
4228 GLboolean OES_draw_texture;
4229 GLboolean OES_depth_texture_cube_map;
4230 GLboolean OES_EGL_image_external;
4231 GLboolean OES_texture_float;
4232 GLboolean OES_texture_float_linear;
4233 GLboolean OES_texture_half_float;
4234 GLboolean OES_texture_half_float_linear;
4235 GLboolean OES_compressed_ETC1_RGB8_texture;
4236 GLboolean OES_geometry_shader;
4237 GLboolean OES_texture_compression_astc;
4238 GLboolean extension_sentinel;
4239 /** The extension string */
4240 const GLubyte *String;
4241 /** Number of supported extensions */
4242 GLuint Count;
4243 /**
4244 * The context version which extension helper functions compare against.
4245 * By default, the value is equal to ctx->Version. This changes to ~0
4246 * while meta is in progress.
4247 */
4248 GLubyte Version;
4249 /**
4250 * Force-enabled, yet unrecognized, extensions.
4251 * See _mesa_one_time_init_extension_overrides()
4252 */
4253 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4254 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4255 };
4256
4257
4258 /**
4259 * A stack of matrices (projection, modelview, color, texture, etc).
4260 */
4261 struct gl_matrix_stack
4262 {
4263 GLmatrix *Top; /**< points into Stack */
4264 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4265 unsigned StackSize; /**< Number of elements in Stack */
4266 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4267 GLuint MaxDepth; /**< size of Stack[] array */
4268 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4269 };
4270
4271
4272 /**
4273 * \name Bits for image transfer operations
4274 * \sa __struct gl_contextRec::ImageTransferState.
4275 */
4276 /*@{*/
4277 #define IMAGE_SCALE_BIAS_BIT 0x1
4278 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4279 #define IMAGE_MAP_COLOR_BIT 0x4
4280 #define IMAGE_CLAMP_BIT 0x800
4281
4282
4283 /** Pixel Transfer ops */
4284 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4285 IMAGE_SHIFT_OFFSET_BIT | \
4286 IMAGE_MAP_COLOR_BIT)
4287
4288 /**
4289 * \name Bits to indicate what state has changed.
4290 */
4291 /*@{*/
4292 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4293 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4294 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4295 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4296 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4297 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4298 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4299 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4300 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4301 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4302 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4303 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4304 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4305 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4306 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4307 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4308 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4309 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4310 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4311 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4312 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4313 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4314 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4315 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4316 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4317 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4318 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4319 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4320 /* gap */
4321 #define _NEW_FRAG_CLAMP (1u << 29)
4322 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4323 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4324 #define _NEW_ALL ~0
4325 /*@}*/
4326
4327
4328 /**
4329 * Composite state flags
4330 */
4331 /*@{*/
4332 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4333
4334 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4335 _NEW_TEXTURE_STATE | \
4336 _NEW_POINT | \
4337 _NEW_PROGRAM | \
4338 _NEW_MODELVIEW)
4339
4340 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4341 _NEW_FOG | \
4342 _NEW_PROGRAM)
4343
4344
4345 /*@}*/
4346
4347
4348
4349
4350 /* This has to be included here. */
4351 #include "dd.h"
4352
4353
4354 /**
4355 * Display list flags.
4356 * Strictly this is a tnl-private concept, but it doesn't seem
4357 * worthwhile adding a tnl private structure just to hold this one bit
4358 * of information:
4359 */
4360 #define DLIST_DANGLING_REFS 0x1
4361
4362
4363 /** Opaque declaration of display list payload data type */
4364 union gl_dlist_node;
4365
4366
4367 /**
4368 * Provide a location where information about a display list can be
4369 * collected. Could be extended with driverPrivate structures,
4370 * etc. in the future.
4371 */
4372 struct gl_display_list
4373 {
4374 GLuint Name;
4375 GLbitfield Flags; /**< DLIST_x flags */
4376 GLchar *Label; /**< GL_KHR_debug */
4377 /** The dlist commands are in a linked list of nodes */
4378 union gl_dlist_node *Head;
4379 };
4380
4381
4382 /**
4383 * State used during display list compilation and execution.
4384 */
4385 struct gl_dlist_state
4386 {
4387 struct gl_display_list *CurrentList; /**< List currently being compiled */
4388 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4389 GLuint CurrentPos; /**< Index into current block of nodes */
4390 GLuint CallDepth; /**< Current recursion calling depth */
4391
4392 GLvertexformat ListVtxfmt;
4393
4394 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4395 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4396
4397 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4398 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4399
4400 struct {
4401 /* State known to have been set by the currently-compiling display
4402 * list. Used to eliminate some redundant state changes.
4403 */
4404 GLenum ShadeModel;
4405 } Current;
4406 };
4407
4408 /** @{
4409 *
4410 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4411 * to small enums suitable for use as an array index.
4412 */
4413
4414 enum mesa_debug_source {
4415 MESA_DEBUG_SOURCE_API,
4416 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4417 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4418 MESA_DEBUG_SOURCE_THIRD_PARTY,
4419 MESA_DEBUG_SOURCE_APPLICATION,
4420 MESA_DEBUG_SOURCE_OTHER,
4421 MESA_DEBUG_SOURCE_COUNT
4422 };
4423
4424 enum mesa_debug_type {
4425 MESA_DEBUG_TYPE_ERROR,
4426 MESA_DEBUG_TYPE_DEPRECATED,
4427 MESA_DEBUG_TYPE_UNDEFINED,
4428 MESA_DEBUG_TYPE_PORTABILITY,
4429 MESA_DEBUG_TYPE_PERFORMANCE,
4430 MESA_DEBUG_TYPE_OTHER,
4431 MESA_DEBUG_TYPE_MARKER,
4432 MESA_DEBUG_TYPE_PUSH_GROUP,
4433 MESA_DEBUG_TYPE_POP_GROUP,
4434 MESA_DEBUG_TYPE_COUNT
4435 };
4436
4437 enum mesa_debug_severity {
4438 MESA_DEBUG_SEVERITY_LOW,
4439 MESA_DEBUG_SEVERITY_MEDIUM,
4440 MESA_DEBUG_SEVERITY_HIGH,
4441 MESA_DEBUG_SEVERITY_NOTIFICATION,
4442 MESA_DEBUG_SEVERITY_COUNT
4443 };
4444
4445 /** @} */
4446
4447 /**
4448 * Driver-specific state flags.
4449 *
4450 * These are or'd with gl_context::NewDriverState to notify a driver about
4451 * a state change. The driver sets the flags at context creation and
4452 * the meaning of the bits set is opaque to core Mesa.
4453 */
4454 struct gl_driver_flags
4455 {
4456 /** gl_context::Array::_DrawArrays (vertex array state) */
4457 uint64_t NewArray;
4458
4459 /** gl_context::TransformFeedback::CurrentObject */
4460 uint64_t NewTransformFeedback;
4461
4462 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4463 uint64_t NewTransformFeedbackProg;
4464
4465 /** gl_context::RasterDiscard */
4466 uint64_t NewRasterizerDiscard;
4467
4468 /** gl_context::TileRasterOrder* */
4469 uint64_t NewTileRasterOrder;
4470
4471 /**
4472 * gl_context::UniformBufferBindings
4473 * gl_shader_program::UniformBlocks
4474 */
4475 uint64_t NewUniformBuffer;
4476
4477 /**
4478 * gl_context::ShaderStorageBufferBindings
4479 * gl_shader_program::ShaderStorageBlocks
4480 */
4481 uint64_t NewShaderStorageBuffer;
4482
4483 uint64_t NewTextureBuffer;
4484
4485 /**
4486 * gl_context::AtomicBufferBindings
4487 */
4488 uint64_t NewAtomicBuffer;
4489
4490 /**
4491 * gl_context::ImageUnits
4492 */
4493 uint64_t NewImageUnits;
4494
4495 /**
4496 * gl_context::TessCtrlProgram::patch_default_*
4497 */
4498 uint64_t NewDefaultTessLevels;
4499
4500 /**
4501 * gl_context::IntelConservativeRasterization
4502 */
4503 uint64_t NewIntelConservativeRasterization;
4504
4505 /**
4506 * gl_context::Scissor::WindowRects
4507 */
4508 uint64_t NewWindowRectangles;
4509
4510 /** gl_context::Color::sRGBEnabled */
4511 uint64_t NewFramebufferSRGB;
4512
4513 /** gl_context::Scissor::EnableFlags */
4514 uint64_t NewScissorTest;
4515
4516 /** gl_context::Scissor::ScissorArray */
4517 uint64_t NewScissorRect;
4518
4519 /** gl_context::Color::Alpha* */
4520 uint64_t NewAlphaTest;
4521
4522 /** gl_context::Color::Blend/Dither */
4523 uint64_t NewBlend;
4524
4525 /** gl_context::Color::BlendColor */
4526 uint64_t NewBlendColor;
4527
4528 /** gl_context::Color::Color/Index */
4529 uint64_t NewColorMask;
4530
4531 /** gl_context::Depth */
4532 uint64_t NewDepth;
4533
4534 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4535 uint64_t NewLogicOp;
4536
4537 /** gl_context::Multisample::Enabled */
4538 uint64_t NewMultisampleEnable;
4539
4540 /** gl_context::Multisample::SampleAlphaTo* */
4541 uint64_t NewSampleAlphaToXEnable;
4542
4543 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4544 uint64_t NewSampleMask;
4545
4546 /** gl_context::Multisample::(Min)SampleShading */
4547 uint64_t NewSampleShading;
4548
4549 /** gl_context::Stencil */
4550 uint64_t NewStencil;
4551
4552 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4553 uint64_t NewClipControl;
4554
4555 /** gl_context::Transform::EyeUserPlane */
4556 uint64_t NewClipPlane;
4557
4558 /** gl_context::Transform::ClipPlanesEnabled */
4559 uint64_t NewClipPlaneEnable;
4560
4561 /** gl_context::Transform::DepthClamp */
4562 uint64_t NewDepthClamp;
4563
4564 /** gl_context::Line */
4565 uint64_t NewLineState;
4566
4567 /** gl_context::Polygon */
4568 uint64_t NewPolygonState;
4569
4570 /** gl_context::PolygonStipple */
4571 uint64_t NewPolygonStipple;
4572
4573 /** gl_context::ViewportArray */
4574 uint64_t NewViewport;
4575
4576 /** Shader constants (uniforms, program parameters, state constants) */
4577 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4578 };
4579
4580 struct gl_buffer_binding
4581 {
4582 struct gl_buffer_object *BufferObject;
4583 /** Start of uniform block data in the buffer */
4584 GLintptr Offset;
4585 /** Size of data allowed to be referenced from the buffer (in bytes) */
4586 GLsizeiptr Size;
4587 /**
4588 * glBindBufferBase() indicates that the Size should be ignored and only
4589 * limited by the current size of the BufferObject.
4590 */
4591 GLboolean AutomaticSize;
4592 };
4593
4594 /**
4595 * ARB_shader_image_load_store image unit.
4596 */
4597 struct gl_image_unit
4598 {
4599 /**
4600 * Texture object bound to this unit.
4601 */
4602 struct gl_texture_object *TexObj;
4603
4604 /**
4605 * Level of the texture object bound to this unit.
4606 */
4607 GLuint Level;
4608
4609 /**
4610 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4611 * GL_FALSE if only some specific layer of the texture is bound.
4612 * \sa Layer
4613 */
4614 GLboolean Layered;
4615
4616 /**
4617 * Layer of the texture object bound to this unit as specified by the
4618 * application.
4619 */
4620 GLuint Layer;
4621
4622 /**
4623 * Layer of the texture object bound to this unit, or zero if the
4624 * whole level is bound.
4625 */
4626 GLuint _Layer;
4627
4628 /**
4629 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4630 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4631 */
4632 GLenum Access;
4633
4634 /**
4635 * GL internal format that determines the interpretation of the
4636 * image memory when shader image operations are performed through
4637 * this unit.
4638 */
4639 GLenum Format;
4640
4641 /**
4642 * Mesa format corresponding to \c Format.
4643 */
4644 mesa_format _ActualFormat;
4645
4646 };
4647
4648 /**
4649 * Shader subroutines storage
4650 */
4651 struct gl_subroutine_index_binding
4652 {
4653 GLuint NumIndex;
4654 GLuint *IndexPtr;
4655 };
4656
4657 struct gl_texture_handle_object
4658 {
4659 struct gl_texture_object *texObj;
4660 struct gl_sampler_object *sampObj;
4661 GLuint64 handle;
4662 };
4663
4664 struct gl_image_handle_object
4665 {
4666 struct gl_image_unit imgObj;
4667 GLuint64 handle;
4668 };
4669
4670 struct gl_memory_object
4671 {
4672 GLuint Name; /**< hash table ID/name */
4673 GLboolean Immutable; /**< denotes mutability state of parameters */
4674 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4675 };
4676
4677 /**
4678 * Mesa rendering context.
4679 *
4680 * This is the central context data structure for Mesa. Almost all
4681 * OpenGL state is contained in this structure.
4682 * Think of this as a base class from which device drivers will derive
4683 * sub classes.
4684 */
4685 struct gl_context
4686 {
4687 /** State possibly shared with other contexts in the address space */
4688 struct gl_shared_state *Shared;
4689
4690 /** \name API function pointer tables */
4691 /*@{*/
4692 gl_api API;
4693
4694 /**
4695 * The current dispatch table for non-displaylist-saving execution, either
4696 * BeginEnd or OutsideBeginEnd
4697 */
4698 struct _glapi_table *Exec;
4699 /**
4700 * The normal dispatch table for non-displaylist-saving, non-begin/end
4701 */
4702 struct _glapi_table *OutsideBeginEnd;
4703 /** The dispatch table used between glNewList() and glEndList() */
4704 struct _glapi_table *Save;
4705 /**
4706 * The dispatch table used between glBegin() and glEnd() (outside of a
4707 * display list). Only valid functions between those two are set, which is
4708 * mostly just the set in a GLvertexformat struct.
4709 */
4710 struct _glapi_table *BeginEnd;
4711 /**
4712 * Dispatch table for when a graphics reset has happened.
4713 */
4714 struct _glapi_table *ContextLost;
4715 /**
4716 * Dispatch table used to marshal API calls from the client program to a
4717 * separate server thread. NULL if API calls are not being marshalled to
4718 * another thread.
4719 */
4720 struct _glapi_table *MarshalExec;
4721 /**
4722 * Dispatch table currently in use for fielding API calls from the client
4723 * program. If API calls are being marshalled to another thread, this ==
4724 * MarshalExec. Otherwise it == CurrentServerDispatch.
4725 */
4726 struct _glapi_table *CurrentClientDispatch;
4727
4728 /**
4729 * Dispatch table currently in use for performing API calls. == Save or
4730 * Exec.
4731 */
4732 struct _glapi_table *CurrentServerDispatch;
4733
4734 /*@}*/
4735
4736 struct glthread_state *GLThread;
4737
4738 struct gl_config Visual;
4739 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4740 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4741 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4742 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4743
4744 /**
4745 * Device driver function pointer table
4746 */
4747 struct dd_function_table Driver;
4748
4749 /** Core/Driver constants */
4750 struct gl_constants Const;
4751
4752 /** \name The various 4x4 matrix stacks */
4753 /*@{*/
4754 struct gl_matrix_stack ModelviewMatrixStack;
4755 struct gl_matrix_stack ProjectionMatrixStack;
4756 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4757 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4758 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4759 /*@}*/
4760
4761 /** Combined modelview and projection matrix */
4762 GLmatrix _ModelProjectMatrix;
4763
4764 /** \name Display lists */
4765 struct gl_dlist_state ListState;
4766
4767 GLboolean ExecuteFlag; /**< Execute GL commands? */
4768 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4769
4770 /** Extension information */
4771 struct gl_extensions Extensions;
4772
4773 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4774 GLuint Version;
4775 char *VersionString;
4776
4777 /** \name State attribute stack (for glPush/PopAttrib) */
4778 /*@{*/
4779 GLuint AttribStackDepth;
4780 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4781 /*@}*/
4782
4783 /** \name Renderer attribute groups
4784 *
4785 * We define a struct for each attribute group to make pushing and popping
4786 * attributes easy. Also it's a good organization.
4787 */
4788 /*@{*/
4789 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4790 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4791 struct gl_current_attrib Current; /**< Current attributes */
4792 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4793 struct gl_eval_attrib Eval; /**< Eval attributes */
4794 struct gl_fog_attrib Fog; /**< Fog attributes */
4795 struct gl_hint_attrib Hint; /**< Hint attributes */
4796 struct gl_light_attrib Light; /**< Light attributes */
4797 struct gl_line_attrib Line; /**< Line attributes */
4798 struct gl_list_attrib List; /**< List attributes */
4799 struct gl_multisample_attrib Multisample;
4800 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4801 struct gl_point_attrib Point; /**< Point attributes */
4802 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4803 GLuint PolygonStipple[32]; /**< Polygon stipple */
4804 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4805 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4806 struct gl_texture_attrib Texture; /**< Texture attributes */
4807 struct gl_transform_attrib Transform; /**< Transformation attributes */
4808 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4809 /*@}*/
4810
4811 /** \name Client attribute stack */
4812 /*@{*/
4813 GLuint ClientAttribStackDepth;
4814 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4815 /*@}*/
4816
4817 /** \name Client attribute groups */
4818 /*@{*/
4819 struct gl_array_attrib Array; /**< Vertex arrays */
4820 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4821 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4822 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4823 /*@}*/
4824
4825 /** \name Other assorted state (not pushed/popped on attribute stack) */
4826 /*@{*/
4827 struct gl_pixelmaps PixelMaps;
4828
4829 struct gl_evaluators EvalMap; /**< All evaluators */
4830 struct gl_feedback Feedback; /**< Feedback */
4831 struct gl_selection Select; /**< Selection */
4832
4833 struct gl_program_state Program; /**< general program state */
4834 struct gl_vertex_program_state VertexProgram;
4835 struct gl_fragment_program_state FragmentProgram;
4836 struct gl_geometry_program_state GeometryProgram;
4837 struct gl_compute_program_state ComputeProgram;
4838 struct gl_tess_ctrl_program_state TessCtrlProgram;
4839 struct gl_tess_eval_program_state TessEvalProgram;
4840 struct gl_ati_fragment_shader_state ATIFragmentShader;
4841
4842 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4843 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4844
4845 /**
4846 * Current active shader pipeline state
4847 *
4848 * Almost all internal users want ::_Shader instead of ::Shader. The
4849 * exceptions are bits of legacy GLSL API that do not know about separate
4850 * shader objects.
4851 *
4852 * If a program is active via \c glUseProgram, this will point to
4853 * \c ::Shader.
4854 *
4855 * If a program pipeline is active via \c glBindProgramPipeline, this will
4856 * point to \c ::Pipeline.Current.
4857 *
4858 * If neither a program nor a program pipeline is active, this will point to
4859 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4860 * \c NULL.
4861 */
4862 struct gl_pipeline_object *_Shader;
4863
4864 struct gl_query_state Query; /**< occlusion, timer queries */
4865
4866 struct gl_transform_feedback_state TransformFeedback;
4867
4868 struct gl_perf_monitor_state PerfMonitor;
4869 struct gl_perf_query_state PerfQuery;
4870
4871 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4872 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4873 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4874
4875 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4876 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4877
4878 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4879
4880 /**
4881 * Current GL_ARB_uniform_buffer_object binding referenced by
4882 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4883 */
4884 struct gl_buffer_object *UniformBuffer;
4885
4886 /**
4887 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4888 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4889 */
4890 struct gl_buffer_object *ShaderStorageBuffer;
4891
4892 /**
4893 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4894 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4895 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4896 * shader program.
4897 */
4898 struct gl_buffer_binding
4899 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4900
4901 /**
4902 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4903 * and GL 4.3. This is set up using glBindBufferRange() or
4904 * glBindBufferBase(). They are associated with shader storage blocks by
4905 * glShaderStorageBlockBinding()'s state in the shader program.
4906 */
4907 struct gl_buffer_binding
4908 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4909
4910 /**
4911 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4912 * target.
4913 */
4914 struct gl_buffer_object *AtomicBuffer;
4915
4916 /**
4917 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4918 * target.
4919 */
4920 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4921
4922 /**
4923 * Array of atomic counter buffer binding points.
4924 */
4925 struct gl_buffer_binding
4926 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4927
4928 /**
4929 * Array of image units for ARB_shader_image_load_store.
4930 */
4931 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4932
4933 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4934 /*@}*/
4935
4936 struct gl_meta_state *Meta; /**< for "meta" operations */
4937
4938 /* GL_EXT_framebuffer_object */
4939 struct gl_renderbuffer *CurrentRenderbuffer;
4940
4941 GLenum ErrorValue; /**< Last error code */
4942
4943 /**
4944 * Recognize and silence repeated error debug messages in buggy apps.
4945 */
4946 const char *ErrorDebugFmtString;
4947 GLuint ErrorDebugCount;
4948
4949 /* GL_ARB_debug_output/GL_KHR_debug */
4950 simple_mtx_t DebugMutex;
4951 struct gl_debug_state *Debug;
4952
4953 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4954 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4955 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4956
4957 struct gl_driver_flags DriverFlags;
4958
4959 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4960
4961 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4962
4963 /** \name Derived state */
4964 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4965 GLfloat _EyeZDir[3];
4966 GLfloat _ModelViewInvScale;
4967 GLboolean _NeedEyeCoords;
4968 GLboolean _ForceEyeCoords;
4969
4970 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4971
4972 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4973
4974 /** \name For debugging/development only */
4975 /*@{*/
4976 GLboolean FirstTimeCurrent;
4977 /*@}*/
4978
4979 /**
4980 * False if this context was created without a config. This is needed
4981 * because the initial state of glDrawBuffers depends on this
4982 */
4983 GLboolean HasConfig;
4984
4985 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4986
4987 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4988 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4989
4990 /** Does glVertexAttrib(0) alias glVertex()? */
4991 bool _AttribZeroAliasesVertex;
4992
4993 /**
4994 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
4995 * renderer's tiles should be excecuted, to meet the requirements of
4996 * GL_MESA_tile_raster_order.
4997 */
4998 GLboolean TileRasterOrderFixed;
4999 GLboolean TileRasterOrderIncreasingX;
5000 GLboolean TileRasterOrderIncreasingY;
5001
5002 /**
5003 * \name Hooks for module contexts.
5004 *
5005 * These will eventually live in the driver or elsewhere.
5006 */
5007 /*@{*/
5008 void *swrast_context;
5009 void *swsetup_context;
5010 void *swtnl_context;
5011 struct vbo_context *vbo_context;
5012 struct st_context *st;
5013 void *aelt_context;
5014 /*@}*/
5015
5016 /**
5017 * \name NV_vdpau_interop
5018 */
5019 /*@{*/
5020 const void *vdpDevice;
5021 const void *vdpGetProcAddress;
5022 struct set *vdpSurfaces;
5023 /*@}*/
5024
5025 /**
5026 * Has this context observed a GPU reset in any context in the share group?
5027 *
5028 * Once this field becomes true, it is never reset to false.
5029 */
5030 GLboolean ShareGroupReset;
5031
5032 /**
5033 * \name OES_primitive_bounding_box
5034 *
5035 * Stores the arguments to glPrimitiveBoundingBox
5036 */
5037 GLfloat PrimitiveBoundingBox[8];
5038
5039 struct disk_cache *Cache;
5040
5041 /**
5042 * \name GL_ARB_bindless_texture
5043 */
5044 /*@{*/
5045 struct hash_table_u64 *ResidentTextureHandles;
5046 struct hash_table_u64 *ResidentImageHandles;
5047 /*@}*/
5048 };
5049
5050 /**
5051 * Information about memory usage. All sizes are in kilobytes.
5052 */
5053 struct gl_memory_info
5054 {
5055 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5056 unsigned avail_device_memory; /**< free device memory at the moment */
5057 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5058 unsigned avail_staging_memory; /**< free staging memory at the moment */
5059 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5060 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5061 };
5062
5063 #ifdef DEBUG
5064 extern int MESA_VERBOSE;
5065 extern int MESA_DEBUG_FLAGS;
5066 # define MESA_FUNCTION __func__
5067 #else
5068 # define MESA_VERBOSE 0
5069 # define MESA_DEBUG_FLAGS 0
5070 # define MESA_FUNCTION "a function"
5071 #endif
5072
5073
5074 /** The MESA_VERBOSE var is a bitmask of these flags */
5075 enum _verbose
5076 {
5077 VERBOSE_VARRAY = 0x0001,
5078 VERBOSE_TEXTURE = 0x0002,
5079 VERBOSE_MATERIAL = 0x0004,
5080 VERBOSE_PIPELINE = 0x0008,
5081 VERBOSE_DRIVER = 0x0010,
5082 VERBOSE_STATE = 0x0020,
5083 VERBOSE_API = 0x0040,
5084 VERBOSE_DISPLAY_LIST = 0x0100,
5085 VERBOSE_LIGHTING = 0x0200,
5086 VERBOSE_PRIMS = 0x0400,
5087 VERBOSE_VERTS = 0x0800,
5088 VERBOSE_DISASSEM = 0x1000,
5089 VERBOSE_DRAW = 0x2000,
5090 VERBOSE_SWAPBUFFERS = 0x4000
5091 };
5092
5093
5094 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5095 enum _debug
5096 {
5097 DEBUG_SILENT = (1 << 0),
5098 DEBUG_ALWAYS_FLUSH = (1 << 1),
5099 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5100 DEBUG_INCOMPLETE_FBO = (1 << 3),
5101 DEBUG_CONTEXT = (1 << 4)
5102 };
5103
5104 #ifdef __cplusplus
5105 }
5106 #endif
5107
5108 #endif /* MTYPES_H */