mesa: Add state data structures required for ARB_shader_image_load_store.
[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
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_FACE, /* FS only */
239 VARYING_SLOT_PNTC, /* FS only */
240 VARYING_SLOT_VAR0, /* First generic varying slot */
241 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
242 } gl_varying_slot;
243
244
245 /**
246 * Bitflags for varying slots.
247 */
248 /*@{*/
249 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
250 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
251 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
252 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
253 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
254 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
255 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
256 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
257 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
258 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
259 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
260 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
261 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
262 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
263 MAX_TEXTURE_COORD_UNITS)
264 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
265 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
266 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
267 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
268 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
269 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
270 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
271 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
272 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
273 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
274 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
275 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*@}*/
277
278 /**
279 * Bitflags for system values.
280 */
281 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
282 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
283 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
284
285 /**
286 * Determine if the given gl_varying_slot appears in the fragment shader.
287 */
288 static inline GLboolean
289 _mesa_varying_slot_in_fs(gl_varying_slot slot)
290 {
291 switch (slot) {
292 case VARYING_SLOT_PSIZ:
293 case VARYING_SLOT_BFC0:
294 case VARYING_SLOT_BFC1:
295 case VARYING_SLOT_EDGE:
296 case VARYING_SLOT_CLIP_VERTEX:
297 case VARYING_SLOT_LAYER:
298 return GL_FALSE;
299 default:
300 return GL_TRUE;
301 }
302 }
303
304
305 /**
306 * Fragment program results
307 */
308 typedef enum
309 {
310 FRAG_RESULT_DEPTH = 0,
311 FRAG_RESULT_STENCIL = 1,
312 /* If a single color should be written to all render targets, this
313 * register is written. No FRAG_RESULT_DATAn will be written.
314 */
315 FRAG_RESULT_COLOR = 2,
316 FRAG_RESULT_SAMPLE_MASK = 3,
317
318 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
319 * or ARB_fragment_program fragment.color[n]) color results. If
320 * any are written, FRAG_RESULT_COLOR will not be written.
321 */
322 FRAG_RESULT_DATA0 = 4,
323 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
324 } gl_frag_result;
325
326
327 /**
328 * Indexes for all renderbuffers
329 */
330 typedef enum
331 {
332 /* the four standard color buffers */
333 BUFFER_FRONT_LEFT,
334 BUFFER_BACK_LEFT,
335 BUFFER_FRONT_RIGHT,
336 BUFFER_BACK_RIGHT,
337 BUFFER_DEPTH,
338 BUFFER_STENCIL,
339 BUFFER_ACCUM,
340 /* optional aux buffer */
341 BUFFER_AUX0,
342 /* generic renderbuffers */
343 BUFFER_COLOR0,
344 BUFFER_COLOR1,
345 BUFFER_COLOR2,
346 BUFFER_COLOR3,
347 BUFFER_COLOR4,
348 BUFFER_COLOR5,
349 BUFFER_COLOR6,
350 BUFFER_COLOR7,
351 BUFFER_COUNT
352 } gl_buffer_index;
353
354 /**
355 * Bit flags for all renderbuffers
356 */
357 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
358 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
359 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
360 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
361 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
362 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
363 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
364 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
365 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
366 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
367 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
368 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
369 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
370 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
371 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
372 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
373 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
374 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
375 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
376
377 /**
378 * Mask of all the color buffer bits (but not accum).
379 */
380 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
381 BUFFER_BIT_BACK_LEFT | \
382 BUFFER_BIT_FRONT_RIGHT | \
383 BUFFER_BIT_BACK_RIGHT | \
384 BUFFER_BIT_AUX0 | \
385 BUFFER_BIT_COLOR0 | \
386 BUFFER_BIT_COLOR1 | \
387 BUFFER_BIT_COLOR2 | \
388 BUFFER_BIT_COLOR3 | \
389 BUFFER_BIT_COLOR4 | \
390 BUFFER_BIT_COLOR5 | \
391 BUFFER_BIT_COLOR6 | \
392 BUFFER_BIT_COLOR7)
393
394
395 /**
396 * Shader stages. Note that these will become 5 with tessellation.
397 *
398 * The order must match how shaders are ordered in the pipeline.
399 * The GLSL linker assumes that if i<j, then the j-th shader is
400 * executed later than the i-th shader.
401 */
402 typedef enum
403 {
404 MESA_SHADER_VERTEX = 0,
405 MESA_SHADER_GEOMETRY = 1,
406 MESA_SHADER_FRAGMENT = 2,
407 } gl_shader_stage;
408
409 #define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
410
411
412 /**
413 * Framebuffer configuration (aka visual / pixelformat)
414 * Note: some of these fields should be boolean, but it appears that
415 * code in drivers/dri/common/util.c requires int-sized fields.
416 */
417 struct gl_config
418 {
419 GLboolean rgbMode;
420 GLboolean floatMode;
421 GLboolean colorIndexMode; /* XXX is this used anywhere? */
422 GLuint doubleBufferMode;
423 GLuint stereoMode;
424
425 GLboolean haveAccumBuffer;
426 GLboolean haveDepthBuffer;
427 GLboolean haveStencilBuffer;
428
429 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
430 GLuint redMask, greenMask, blueMask, alphaMask;
431 GLint rgbBits; /* total bits for rgb */
432 GLint indexBits; /* total bits for colorindex */
433
434 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
435 GLint depthBits;
436 GLint stencilBits;
437
438 GLint numAuxBuffers;
439
440 GLint level;
441
442 /* EXT_visual_rating / GLX 1.2 */
443 GLint visualRating;
444
445 /* EXT_visual_info / GLX 1.2 */
446 GLint transparentPixel;
447 /* colors are floats scaled to ints */
448 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
449 GLint transparentIndex;
450
451 /* ARB_multisample / SGIS_multisample */
452 GLint sampleBuffers;
453 GLint samples;
454
455 /* SGIX_pbuffer / GLX 1.3 */
456 GLint maxPbufferWidth;
457 GLint maxPbufferHeight;
458 GLint maxPbufferPixels;
459 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
460 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
461
462 /* OML_swap_method */
463 GLint swapMethod;
464
465 /* EXT_texture_from_pixmap */
466 GLint bindToTextureRgb;
467 GLint bindToTextureRgba;
468 GLint bindToMipmapTexture;
469 GLint bindToTextureTargets;
470 GLint yInverted;
471
472 /* EXT_framebuffer_sRGB */
473 GLint sRGBCapable;
474 };
475
476
477 /**
478 * \name Bit flags used for updating material values.
479 */
480 /*@{*/
481 #define MAT_ATTRIB_FRONT_AMBIENT 0
482 #define MAT_ATTRIB_BACK_AMBIENT 1
483 #define MAT_ATTRIB_FRONT_DIFFUSE 2
484 #define MAT_ATTRIB_BACK_DIFFUSE 3
485 #define MAT_ATTRIB_FRONT_SPECULAR 4
486 #define MAT_ATTRIB_BACK_SPECULAR 5
487 #define MAT_ATTRIB_FRONT_EMISSION 6
488 #define MAT_ATTRIB_BACK_EMISSION 7
489 #define MAT_ATTRIB_FRONT_SHININESS 8
490 #define MAT_ATTRIB_BACK_SHININESS 9
491 #define MAT_ATTRIB_FRONT_INDEXES 10
492 #define MAT_ATTRIB_BACK_INDEXES 11
493 #define MAT_ATTRIB_MAX 12
494
495 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
496 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
497 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
498 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
499 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
500 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
501
502 #define MAT_INDEX_AMBIENT 0
503 #define MAT_INDEX_DIFFUSE 1
504 #define MAT_INDEX_SPECULAR 2
505
506 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
507 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
508 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
509 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
510 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
511 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
512 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
513 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
514 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
515 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
516 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
517 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
518
519
520 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
521 MAT_BIT_FRONT_AMBIENT | \
522 MAT_BIT_FRONT_DIFFUSE | \
523 MAT_BIT_FRONT_SPECULAR | \
524 MAT_BIT_FRONT_SHININESS | \
525 MAT_BIT_FRONT_INDEXES)
526
527 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
528 MAT_BIT_BACK_AMBIENT | \
529 MAT_BIT_BACK_DIFFUSE | \
530 MAT_BIT_BACK_SPECULAR | \
531 MAT_BIT_BACK_SHININESS | \
532 MAT_BIT_BACK_INDEXES)
533
534 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
535 /*@}*/
536
537
538 /**
539 * Material state.
540 */
541 struct gl_material
542 {
543 GLfloat Attrib[MAT_ATTRIB_MAX][4];
544 };
545
546
547 /**
548 * Light state flags.
549 */
550 /*@{*/
551 #define LIGHT_SPOT 0x1
552 #define LIGHT_LOCAL_VIEWER 0x2
553 #define LIGHT_POSITIONAL 0x4
554 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
555 /*@}*/
556
557
558 /**
559 * Light source state.
560 */
561 struct gl_light
562 {
563 struct gl_light *next; /**< double linked list with sentinel */
564 struct gl_light *prev;
565
566 GLfloat Ambient[4]; /**< ambient color */
567 GLfloat Diffuse[4]; /**< diffuse color */
568 GLfloat Specular[4]; /**< specular color */
569 GLfloat EyePosition[4]; /**< position in eye coordinates */
570 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
571 GLfloat SpotExponent;
572 GLfloat SpotCutoff; /**< in degrees */
573 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
574 GLfloat ConstantAttenuation;
575 GLfloat LinearAttenuation;
576 GLfloat QuadraticAttenuation;
577 GLboolean Enabled; /**< On/off flag */
578
579 /**
580 * \name Derived fields
581 */
582 /*@{*/
583 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
584
585 GLfloat _Position[4]; /**< position in eye/obj coordinates */
586 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
587 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
588 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
589 GLfloat _VP_inf_spot_attenuation;
590
591 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
592 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
593 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
594 /*@}*/
595 };
596
597
598 /**
599 * Light model state.
600 */
601 struct gl_lightmodel
602 {
603 GLfloat Ambient[4]; /**< ambient color */
604 GLboolean LocalViewer; /**< Local (or infinite) view point? */
605 GLboolean TwoSide; /**< Two (or one) sided lighting? */
606 GLenum ColorControl; /**< either GL_SINGLE_COLOR
607 * or GL_SEPARATE_SPECULAR_COLOR */
608 };
609
610
611 /**
612 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
613 */
614 struct gl_accum_attrib
615 {
616 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
617 };
618
619
620 /**
621 * Used for storing clear color, texture border color, etc.
622 * The float values are typically unclamped.
623 */
624 union gl_color_union
625 {
626 GLfloat f[4];
627 GLint i[4];
628 GLuint ui[4];
629 };
630
631
632 /**
633 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
634 */
635 struct gl_colorbuffer_attrib
636 {
637 GLuint ClearIndex; /**< Index for glClear */
638 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
639 GLuint IndexMask; /**< Color index write mask */
640 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
641
642 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
643
644 /**
645 * \name alpha testing
646 */
647 /*@{*/
648 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
649 GLenum AlphaFunc; /**< Alpha test function */
650 GLfloat AlphaRefUnclamped;
651 GLclampf AlphaRef; /**< Alpha reference value */
652 /*@}*/
653
654 /**
655 * \name Blending
656 */
657 /*@{*/
658 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
659
660 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
661 * control, only on the fixed-pointness of the render target.
662 * The query does however depend on fragment color clamping.
663 */
664 GLfloat BlendColorUnclamped[4]; /**< Blending color */
665 GLfloat BlendColor[4]; /**< Blending color */
666
667 struct
668 {
669 GLenum SrcRGB; /**< RGB blend source term */
670 GLenum DstRGB; /**< RGB blend dest term */
671 GLenum SrcA; /**< Alpha blend source term */
672 GLenum DstA; /**< Alpha blend dest term */
673 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
674 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
675 /**
676 * Set if any blend factor uses SRC1. Computed at the time blend factors
677 * get set.
678 */
679 GLboolean _UsesDualSrc;
680 } Blend[MAX_DRAW_BUFFERS];
681 /** Are the blend func terms currently different for each buffer/target? */
682 GLboolean _BlendFuncPerBuffer;
683 /** Are the blend equations currently different for each buffer/target? */
684 GLboolean _BlendEquationPerBuffer;
685 /*@}*/
686
687 /**
688 * \name Logic op
689 */
690 /*@{*/
691 GLenum LogicOp; /**< Logic operator */
692 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
693 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
694 /*@}*/
695
696 GLboolean DitherFlag; /**< Dither enable flag */
697
698 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
699 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
700 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
701
702 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
703 };
704
705
706 /**
707 * Current attribute group (GL_CURRENT_BIT).
708 */
709 struct gl_current_attrib
710 {
711 /**
712 * \name Current vertex attributes.
713 * \note Values are valid only after FLUSH_VERTICES has been called.
714 * \note Index and Edgeflag current values are stored as floats in the
715 * SIX and SEVEN attribute slots.
716 */
717 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
718
719 /**
720 * \name Current raster position attributes (always valid).
721 * \note This set of attributes is very similar to the SWvertex struct.
722 */
723 /*@{*/
724 GLfloat RasterPos[4];
725 GLfloat RasterDistance;
726 GLfloat RasterColor[4];
727 GLfloat RasterSecondaryColor[4];
728 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
729 GLboolean RasterPosValid;
730 /*@}*/
731 };
732
733
734 /**
735 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
736 */
737 struct gl_depthbuffer_attrib
738 {
739 GLenum Func; /**< Function for depth buffer compare */
740 GLclampd Clear; /**< Value to clear depth buffer to */
741 GLboolean Test; /**< Depth buffering enabled flag */
742 GLboolean Mask; /**< Depth buffer writable? */
743 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
744 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
745 };
746
747
748 /**
749 * Evaluator attribute group (GL_EVAL_BIT).
750 */
751 struct gl_eval_attrib
752 {
753 /**
754 * \name Enable bits
755 */
756 /*@{*/
757 GLboolean Map1Color4;
758 GLboolean Map1Index;
759 GLboolean Map1Normal;
760 GLboolean Map1TextureCoord1;
761 GLboolean Map1TextureCoord2;
762 GLboolean Map1TextureCoord3;
763 GLboolean Map1TextureCoord4;
764 GLboolean Map1Vertex3;
765 GLboolean Map1Vertex4;
766 GLboolean Map2Color4;
767 GLboolean Map2Index;
768 GLboolean Map2Normal;
769 GLboolean Map2TextureCoord1;
770 GLboolean Map2TextureCoord2;
771 GLboolean Map2TextureCoord3;
772 GLboolean Map2TextureCoord4;
773 GLboolean Map2Vertex3;
774 GLboolean Map2Vertex4;
775 GLboolean AutoNormal;
776 /*@}*/
777
778 /**
779 * \name Map Grid endpoints and divisions and calculated du values
780 */
781 /*@{*/
782 GLint MapGrid1un;
783 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
784 GLint MapGrid2un, MapGrid2vn;
785 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
786 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
787 /*@}*/
788 };
789
790
791 /**
792 * Fog attribute group (GL_FOG_BIT).
793 */
794 struct gl_fog_attrib
795 {
796 GLboolean Enabled; /**< Fog enabled flag */
797 GLfloat ColorUnclamped[4]; /**< Fog color */
798 GLfloat Color[4]; /**< Fog color */
799 GLfloat Density; /**< Density >= 0.0 */
800 GLfloat Start; /**< Start distance in eye coords */
801 GLfloat End; /**< End distance in eye coords */
802 GLfloat Index; /**< Fog index */
803 GLenum Mode; /**< Fog mode */
804 GLboolean ColorSumEnabled;
805 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
806 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
807 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
808 };
809
810
811 /**
812 * Hint attribute group (GL_HINT_BIT).
813 *
814 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
815 */
816 struct gl_hint_attrib
817 {
818 GLenum PerspectiveCorrection;
819 GLenum PointSmooth;
820 GLenum LineSmooth;
821 GLenum PolygonSmooth;
822 GLenum Fog;
823 GLenum TextureCompression; /**< GL_ARB_texture_compression */
824 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
825 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
826 };
827
828
829 /**
830 * Lighting attribute group (GL_LIGHT_BIT).
831 */
832 struct gl_light_attrib
833 {
834 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
835 struct gl_lightmodel Model; /**< Lighting model */
836
837 /**
838 * Front and back material values.
839 * Note: must call FLUSH_VERTICES() before using.
840 */
841 struct gl_material Material;
842
843 GLboolean Enabled; /**< Lighting enabled flag */
844 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
845 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
846 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
847 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
848 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
849 GLboolean ColorMaterialEnabled;
850 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
851 GLboolean _ClampVertexColor;
852
853 struct gl_light EnabledList; /**< List sentinel */
854
855 /**
856 * Derived state for optimizations:
857 */
858 /*@{*/
859 GLboolean _NeedEyeCoords;
860 GLboolean _NeedVertices; /**< Use fast shader? */
861 GLfloat _BaseColor[2][3];
862 /*@}*/
863 };
864
865
866 /**
867 * Line attribute group (GL_LINE_BIT).
868 */
869 struct gl_line_attrib
870 {
871 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
872 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
873 GLushort StipplePattern; /**< Stipple pattern */
874 GLint StippleFactor; /**< Stipple repeat factor */
875 GLfloat Width; /**< Line width */
876 };
877
878
879 /**
880 * Display list attribute group (GL_LIST_BIT).
881 */
882 struct gl_list_attrib
883 {
884 GLuint ListBase;
885 };
886
887
888 /**
889 * Multisample attribute group (GL_MULTISAMPLE_BIT).
890 */
891 struct gl_multisample_attrib
892 {
893 GLboolean Enabled;
894 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
895 GLboolean SampleAlphaToCoverage;
896 GLboolean SampleAlphaToOne;
897 GLboolean SampleCoverage;
898 GLfloat SampleCoverageValue;
899 GLboolean SampleCoverageInvert;
900 GLboolean SampleShading;
901 GLfloat MinSampleShadingValue;
902
903 /* ARB_texture_multisample / GL3.2 additions */
904 GLboolean SampleMask;
905 /** The GL spec defines this as an array but >32x MSAA is madness */
906 GLbitfield SampleMaskValue;
907 };
908
909
910 /**
911 * A pixelmap (see glPixelMap)
912 */
913 struct gl_pixelmap
914 {
915 GLint Size;
916 GLfloat Map[MAX_PIXEL_MAP_TABLE];
917 };
918
919
920 /**
921 * Collection of all pixelmaps
922 */
923 struct gl_pixelmaps
924 {
925 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
926 struct gl_pixelmap GtoG;
927 struct gl_pixelmap BtoB;
928 struct gl_pixelmap AtoA;
929 struct gl_pixelmap ItoR;
930 struct gl_pixelmap ItoG;
931 struct gl_pixelmap ItoB;
932 struct gl_pixelmap ItoA;
933 struct gl_pixelmap ItoI;
934 struct gl_pixelmap StoS;
935 };
936
937
938 /**
939 * Pixel attribute group (GL_PIXEL_MODE_BIT).
940 */
941 struct gl_pixel_attrib
942 {
943 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
944
945 /*--- Begin Pixel Transfer State ---*/
946 /* Fields are in the order in which they're applied... */
947
948 /** Scale & Bias (index shift, offset) */
949 /*@{*/
950 GLfloat RedBias, RedScale;
951 GLfloat GreenBias, GreenScale;
952 GLfloat BlueBias, BlueScale;
953 GLfloat AlphaBias, AlphaScale;
954 GLfloat DepthBias, DepthScale;
955 GLint IndexShift, IndexOffset;
956 /*@}*/
957
958 /* Pixel Maps */
959 /* Note: actual pixel maps are not part of this attrib group */
960 GLboolean MapColorFlag;
961 GLboolean MapStencilFlag;
962
963 /*--- End Pixel Transfer State ---*/
964
965 /** glPixelZoom */
966 GLfloat ZoomX, ZoomY;
967 };
968
969
970 /**
971 * Point attribute group (GL_POINT_BIT).
972 */
973 struct gl_point_attrib
974 {
975 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
976 GLfloat Size; /**< User-specified point size */
977 GLfloat Params[3]; /**< GL_EXT_point_parameters */
978 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
979 GLfloat Threshold; /**< GL_EXT_point_parameters */
980 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
981 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
982 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
983 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
984 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
985 };
986
987
988 /**
989 * Polygon attribute group (GL_POLYGON_BIT).
990 */
991 struct gl_polygon_attrib
992 {
993 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
994 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
995 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
996 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
997 GLboolean CullFlag; /**< Culling on/off flag */
998 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
999 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1000 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1001 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1002 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1003 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1004 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1005 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1006 };
1007
1008
1009 /**
1010 * Scissor attributes (GL_SCISSOR_BIT).
1011 */
1012 struct gl_scissor_attrib
1013 {
1014 GLboolean Enabled; /**< Scissor test enabled? */
1015 GLint X, Y; /**< Lower left corner of box */
1016 GLsizei Width, Height; /**< Size of box */
1017 };
1018
1019
1020 /**
1021 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1022 *
1023 * Three sets of stencil data are tracked so that OpenGL 2.0,
1024 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1025 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1026 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1027 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1028 * GL_EXT_stencil_two_side GL_BACK state.
1029 *
1030 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1031 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1032 *
1033 * The derived value \c _TestTwoSide is set when the front-face and back-face
1034 * stencil state are different.
1035 */
1036 struct gl_stencil_attrib
1037 {
1038 GLboolean Enabled; /**< Enabled flag */
1039 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1040 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1041 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1042 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1043 GLboolean _TestTwoSide;
1044 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1045 GLenum Function[3]; /**< Stencil function */
1046 GLenum FailFunc[3]; /**< Fail function */
1047 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1048 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1049 GLint Ref[3]; /**< Reference value */
1050 GLuint ValueMask[3]; /**< Value mask */
1051 GLuint WriteMask[3]; /**< Write mask */
1052 GLuint Clear; /**< Clear value */
1053 };
1054
1055
1056 /**
1057 * An index for each type of texture object. These correspond to the GL
1058 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1059 * Note: the order is from highest priority to lowest priority.
1060 */
1061 typedef enum
1062 {
1063 TEXTURE_2D_MULTISAMPLE_INDEX,
1064 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1065 TEXTURE_CUBE_ARRAY_INDEX,
1066 TEXTURE_BUFFER_INDEX,
1067 TEXTURE_2D_ARRAY_INDEX,
1068 TEXTURE_1D_ARRAY_INDEX,
1069 TEXTURE_EXTERNAL_INDEX,
1070 TEXTURE_CUBE_INDEX,
1071 TEXTURE_3D_INDEX,
1072 TEXTURE_RECT_INDEX,
1073 TEXTURE_2D_INDEX,
1074 TEXTURE_1D_INDEX,
1075 NUM_TEXTURE_TARGETS
1076 } gl_texture_index;
1077
1078
1079 /**
1080 * Bit flags for each type of texture object
1081 * Used for Texture.Unit[]._ReallyEnabled flags.
1082 */
1083 /*@{*/
1084 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1085 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1086 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1087 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1088 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1089 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1090 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1091 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1092 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1093 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1094 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1095 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1096 /*@}*/
1097
1098
1099 /**
1100 * Texture image state. Drivers will typically create a subclass of this
1101 * with extra fields for memory buffers, etc.
1102 */
1103 struct gl_texture_image
1104 {
1105 GLint InternalFormat; /**< Internal format as given by the user */
1106 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1107 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1108 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1109 * GL_DEPTH_STENCIL_EXT only. Used for
1110 * choosing TexEnv arithmetic.
1111 */
1112 gl_format TexFormat; /**< The actual texture memory format */
1113
1114 GLuint Border; /**< 0 or 1 */
1115 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1116 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1117 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1118 GLuint Width2; /**< = Width - 2*Border */
1119 GLuint Height2; /**< = Height - 2*Border */
1120 GLuint Depth2; /**< = Depth - 2*Border */
1121 GLuint WidthLog2; /**< = log2(Width2) */
1122 GLuint HeightLog2; /**< = log2(Height2) */
1123 GLuint DepthLog2; /**< = log2(Depth2) */
1124 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1125 levels, computed from the dimensions */
1126
1127 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1128 GLuint Level; /**< Which mipmap level am I? */
1129 /** Cube map face: index into gl_texture_object::Image[] array */
1130 GLuint Face;
1131
1132 /** GL_ARB_texture_multisample */
1133 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1134 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1135 };
1136
1137
1138 /**
1139 * Indexes for cube map faces.
1140 */
1141 typedef enum
1142 {
1143 FACE_POS_X = 0,
1144 FACE_NEG_X = 1,
1145 FACE_POS_Y = 2,
1146 FACE_NEG_Y = 3,
1147 FACE_POS_Z = 4,
1148 FACE_NEG_Z = 5,
1149 MAX_FACES = 6
1150 } gl_face_index;
1151
1152
1153 /**
1154 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1155 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1156 */
1157 struct gl_sampler_object
1158 {
1159 GLuint Name;
1160 GLint RefCount;
1161 GLchar *Label; /**< GL_KHR_debug */
1162
1163 GLenum WrapS; /**< S-axis texture image wrap mode */
1164 GLenum WrapT; /**< T-axis texture image wrap mode */
1165 GLenum WrapR; /**< R-axis texture image wrap mode */
1166 GLenum MinFilter; /**< minification filter */
1167 GLenum MagFilter; /**< magnification filter */
1168 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1169 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1170 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1171 GLfloat LodBias; /**< OpenGL 1.4 */
1172 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1173 GLenum CompareMode; /**< GL_ARB_shadow */
1174 GLenum CompareFunc; /**< GL_ARB_shadow */
1175 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1176 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1177 };
1178
1179
1180 /**
1181 * Texture object state. Contains the array of mipmap images, border color,
1182 * wrap modes, filter modes, and shadow/texcompare state.
1183 */
1184 struct gl_texture_object
1185 {
1186 _glthread_Mutex Mutex; /**< for thread safety */
1187 GLint RefCount; /**< reference count */
1188 GLuint Name; /**< the user-visible texture object ID */
1189 GLchar *Label; /**< GL_KHR_debug */
1190 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1191
1192 struct gl_sampler_object Sampler;
1193
1194 GLenum DepthMode; /**< GL_ARB_depth_texture */
1195
1196 GLfloat Priority; /**< in [0,1] */
1197 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1198 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1199 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1200 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1201 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1202 GLint CropRect[4]; /**< GL_OES_draw_texture */
1203 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1204 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1205 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1206 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1207 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1208 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1209 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1210 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1211 pressure? */
1212 GLboolean Immutable; /**< GL_ARB_texture_storage */
1213
1214 GLuint MinLevel; /**< GL_ARB_texture_view */
1215 GLuint MinLayer; /**< GL_ARB_texture_view */
1216 GLuint NumLevels; /**< GL_ARB_texture_view */
1217 GLuint NumLayers; /**< GL_ARB_texture_view */
1218
1219 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1220 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1221
1222 /** GL_ARB_texture_buffer_object */
1223 struct gl_buffer_object *BufferObject;
1224 GLenum BufferObjectFormat;
1225 /** Equivalent Mesa format for BufferObjectFormat. */
1226 gl_format _BufferObjectFormat;
1227 /** GL_ARB_texture_buffer_range */
1228 GLintptr BufferOffset;
1229 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1230
1231 /** GL_OES_EGL_image_external */
1232 GLint RequiredTextureImageUnits;
1233
1234 /** GL_ARB_shader_image_load_store */
1235 GLenum ImageFormatCompatibilityType;
1236 };
1237
1238
1239 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1240 #define MAX_COMBINER_TERMS 4
1241
1242
1243 /**
1244 * Texture combine environment state.
1245 */
1246 struct gl_tex_env_combine_state
1247 {
1248 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1249 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1250 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1251 GLenum SourceRGB[MAX_COMBINER_TERMS];
1252 GLenum SourceA[MAX_COMBINER_TERMS];
1253 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1254 GLenum OperandRGB[MAX_COMBINER_TERMS];
1255 GLenum OperandA[MAX_COMBINER_TERMS];
1256 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1257 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1258 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1259 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1260 };
1261
1262
1263 /**
1264 * TexGenEnabled flags.
1265 */
1266 /*@{*/
1267 #define S_BIT 1
1268 #define T_BIT 2
1269 #define R_BIT 4
1270 #define Q_BIT 8
1271 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1272 /*@}*/
1273
1274
1275 /**
1276 * Bit flag versions of the corresponding GL_ constants.
1277 */
1278 /*@{*/
1279 #define TEXGEN_SPHERE_MAP 0x1
1280 #define TEXGEN_OBJ_LINEAR 0x2
1281 #define TEXGEN_EYE_LINEAR 0x4
1282 #define TEXGEN_REFLECTION_MAP_NV 0x8
1283 #define TEXGEN_NORMAL_MAP_NV 0x10
1284
1285 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1286 TEXGEN_REFLECTION_MAP_NV | \
1287 TEXGEN_NORMAL_MAP_NV)
1288 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1289 TEXGEN_REFLECTION_MAP_NV | \
1290 TEXGEN_NORMAL_MAP_NV | \
1291 TEXGEN_EYE_LINEAR)
1292 /*@}*/
1293
1294
1295
1296 /** Tex-gen enabled for texture unit? */
1297 #define ENABLE_TEXGEN(unit) (1 << (unit))
1298
1299 /** Non-identity texture matrix for texture unit? */
1300 #define ENABLE_TEXMAT(unit) (1 << (unit))
1301
1302
1303 /**
1304 * Texture coord generation state.
1305 */
1306 struct gl_texgen
1307 {
1308 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1309 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1310 GLfloat ObjectPlane[4];
1311 GLfloat EyePlane[4];
1312 };
1313
1314
1315 /**
1316 * Texture unit state. Contains enable flags, texture environment/function/
1317 * combiners, texgen state, and pointers to current texture objects.
1318 */
1319 struct gl_texture_unit
1320 {
1321 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1322 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1323
1324 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1325 GLclampf EnvColor[4];
1326 GLfloat EnvColorUnclamped[4];
1327
1328 struct gl_texgen GenS;
1329 struct gl_texgen GenT;
1330 struct gl_texgen GenR;
1331 struct gl_texgen GenQ;
1332 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1333 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1334
1335 GLfloat LodBias; /**< for biasing mipmap levels */
1336 GLenum BumpTarget;
1337 GLfloat RotMatrix[4]; /* 2x2 matrix */
1338
1339 /** Current sampler object (GL_ARB_sampler_objects) */
1340 struct gl_sampler_object *Sampler;
1341
1342 /**
1343 * \name GL_EXT_texture_env_combine
1344 */
1345 struct gl_tex_env_combine_state Combine;
1346
1347 /**
1348 * Derived state based on \c EnvMode and the \c BaseFormat of the
1349 * currently enabled texture.
1350 */
1351 struct gl_tex_env_combine_state _EnvMode;
1352
1353 /**
1354 * Currently enabled combiner state. This will point to either
1355 * \c Combine or \c _EnvMode.
1356 */
1357 struct gl_tex_env_combine_state *_CurrentCombine;
1358
1359 /** Current texture object pointers */
1360 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1361
1362 /** Points to highest priority, complete and enabled texture object */
1363 struct gl_texture_object *_Current;
1364 };
1365
1366
1367 /**
1368 * Texture attribute group (GL_TEXTURE_BIT).
1369 */
1370 struct gl_texture_attrib
1371 {
1372 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1373 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1374
1375 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1376
1377 /** GL_ARB_texture_buffer_object */
1378 struct gl_buffer_object *BufferObject;
1379
1380 /** GL_ARB_seamless_cubemap */
1381 GLboolean CubeMapSeamless;
1382
1383 /** Texture units/samplers used by vertex or fragment texturing */
1384 GLbitfield _EnabledUnits;
1385
1386 /** Texture coord units/sets used for fragment texturing */
1387 GLbitfield _EnabledCoordUnits;
1388
1389 /** Texture coord units that have texgen enabled */
1390 GLbitfield _TexGenEnabled;
1391
1392 /** Texture coord units that have non-identity matrices */
1393 GLbitfield _TexMatEnabled;
1394
1395 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1396 GLbitfield _GenFlags;
1397 };
1398
1399
1400 /**
1401 * Data structure representing a single clip plane (e.g. one of the elements
1402 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1403 */
1404 typedef GLfloat gl_clip_plane[4];
1405
1406
1407 /**
1408 * Transformation attribute group (GL_TRANSFORM_BIT).
1409 */
1410 struct gl_transform_attrib
1411 {
1412 GLenum MatrixMode; /**< Matrix mode */
1413 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1414 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1415 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1416 GLboolean Normalize; /**< Normalize all normals? */
1417 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1418 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1419 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1420
1421 GLfloat CullEyePos[4];
1422 GLfloat CullObjPos[4];
1423 };
1424
1425
1426 /**
1427 * Viewport attribute group (GL_VIEWPORT_BIT).
1428 */
1429 struct gl_viewport_attrib
1430 {
1431 GLint X, Y; /**< position */
1432 GLsizei Width, Height; /**< size */
1433 GLfloat Near, Far; /**< Depth buffer range */
1434 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1435 };
1436
1437
1438 /**
1439 * GL_ARB_vertex/pixel_buffer_object buffer object
1440 */
1441 struct gl_buffer_object
1442 {
1443 _glthread_Mutex Mutex;
1444 GLint RefCount;
1445 GLuint Name;
1446 GLchar *Label; /**< GL_KHR_debug */
1447 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1448 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1449 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1450 /** Fields describing a mapped buffer */
1451 /*@{*/
1452 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1453 GLvoid *Pointer; /**< User-space address of mapping */
1454 GLintptr Offset; /**< Mapped offset */
1455 GLsizeiptr Length; /**< Mapped length */
1456 /*@}*/
1457 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1458 GLboolean Written; /**< Ever written to? (for debugging) */
1459 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1460 };
1461
1462
1463 /**
1464 * Client pixel packing/unpacking attributes
1465 */
1466 struct gl_pixelstore_attrib
1467 {
1468 GLint Alignment;
1469 GLint RowLength;
1470 GLint SkipPixels;
1471 GLint SkipRows;
1472 GLint ImageHeight;
1473 GLint SkipImages;
1474 GLboolean SwapBytes;
1475 GLboolean LsbFirst;
1476 GLboolean Invert; /**< GL_MESA_pack_invert */
1477 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1478 };
1479
1480
1481 /**
1482 * Client vertex array attributes
1483 */
1484 struct gl_client_array
1485 {
1486 GLint Size; /**< components per element (1,2,3,4) */
1487 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1488 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1489 GLsizei Stride; /**< user-specified stride */
1490 GLsizei StrideB; /**< actual stride in bytes */
1491 const GLubyte *Ptr; /**< Points to array data */
1492 GLboolean Enabled; /**< Enabled flag is a boolean */
1493 GLboolean Normalized; /**< GL_ARB_vertex_program */
1494 GLboolean Integer; /**< Integer-valued? */
1495 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1496 GLuint _ElementSize; /**< size of each element in bytes */
1497
1498 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1499 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1500 };
1501
1502
1503 /**
1504 * Vertex attribute array as seen by the client.
1505 *
1506 * Contains the size, type, format and normalization flag,
1507 * along with the index of a vertex buffer binding point.
1508 *
1509 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1510 * and is only present for backwards compatibility reasons.
1511 * Rendering always uses VERTEX_BINDING_STRIDE.
1512 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1513 * and VERTEX_BINDING_STRIDE to the same value, while
1514 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1515 */
1516 struct gl_vertex_attrib_array
1517 {
1518 GLint Size; /**< Components per element (1,2,3,4) */
1519 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1520 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1521 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1522 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1523 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1524 GLboolean Enabled; /**< Whether the array is enabled */
1525 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1526 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1527 GLuint _ElementSize; /**< Size of each element in bytes */
1528 GLuint VertexBinding; /**< Vertex buffer binding */
1529 };
1530
1531
1532 /**
1533 * This describes the buffer object used for a vertex array (or
1534 * multiple vertex arrays). If BufferObj points to the default/null
1535 * buffer object, then the vertex array lives in user memory and not a VBO.
1536 */
1537 struct gl_vertex_buffer_binding
1538 {
1539 GLintptr Offset; /**< User-specified offset */
1540 GLsizei Stride; /**< User-specified stride */
1541 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1542 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1543 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1544 };
1545
1546
1547 /**
1548 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1549 * extension, but a nice encapsulation in any case.
1550 */
1551 struct gl_array_object
1552 {
1553 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1554 GLuint Name;
1555 GLchar *Label; /**< GL_KHR_debug */
1556
1557 GLint RefCount;
1558 _glthread_Mutex Mutex;
1559
1560 /**
1561 * Does the VAO use ARB semantics or Apple semantics?
1562 *
1563 * There are several ways in which ARB_vertex_array_object and
1564 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1565 * least,
1566 *
1567 * - ARB VAOs require that all array data be sourced from vertex buffer
1568 * objects, but Apple VAOs do not.
1569 *
1570 * - ARB VAOs require that names come from GenVertexArrays.
1571 *
1572 * This flag notes which behavior governs this VAO.
1573 */
1574 GLboolean ARBsemantics;
1575
1576 /**
1577 * Has this array object been bound?
1578 */
1579 GLboolean EverBound;
1580
1581 /** Derived vertex attribute arrays */
1582 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1583
1584 /** Vertex attribute arrays */
1585 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1586
1587 /** Vertex buffer bindings */
1588 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1589
1590 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1591 GLbitfield64 _Enabled;
1592
1593 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1594 GLbitfield64 NewArrays;
1595
1596 /**
1597 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1598 * we can determine the max legal (in bounds) glDrawElements array index.
1599 */
1600 GLuint _MaxElement;
1601
1602 struct gl_buffer_object *ElementArrayBufferObj;
1603 };
1604
1605
1606 /**
1607 * Vertex array state
1608 */
1609 struct gl_array_attrib
1610 {
1611 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1612 struct gl_array_object *ArrayObj;
1613
1614 /** The default vertex array object */
1615 struct gl_array_object *DefaultArrayObj;
1616
1617 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1618 struct _mesa_HashTable *Objects;
1619
1620 GLint ActiveTexture; /**< Client Active Texture */
1621 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1622 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1623
1624 /**
1625 * \name Primitive restart controls
1626 *
1627 * Primitive restart is enabled if either \c PrimitiveRestart or
1628 * \c PrimitiveRestartFixedIndex is set.
1629 */
1630 /*@{*/
1631 GLboolean PrimitiveRestart;
1632 GLboolean PrimitiveRestartFixedIndex;
1633 GLboolean _PrimitiveRestart;
1634 GLuint RestartIndex;
1635 /*@}*/
1636
1637 /* GL_ARB_vertex_buffer_object */
1638 struct gl_buffer_object *ArrayBufferObj;
1639
1640 /**
1641 * Vertex arrays as consumed by a driver.
1642 * The array pointer is set up only by the VBO module.
1643 */
1644 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1645 };
1646
1647
1648 /**
1649 * Feedback buffer state
1650 */
1651 struct gl_feedback
1652 {
1653 GLenum Type;
1654 GLbitfield _Mask; /**< FB_* bits */
1655 GLfloat *Buffer;
1656 GLuint BufferSize;
1657 GLuint Count;
1658 };
1659
1660
1661 /**
1662 * Selection buffer state
1663 */
1664 struct gl_selection
1665 {
1666 GLuint *Buffer; /**< selection buffer */
1667 GLuint BufferSize; /**< size of the selection buffer */
1668 GLuint BufferCount; /**< number of values in the selection buffer */
1669 GLuint Hits; /**< number of records in the selection buffer */
1670 GLuint NameStackDepth; /**< name stack depth */
1671 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1672 GLboolean HitFlag; /**< hit flag */
1673 GLfloat HitMinZ; /**< minimum hit depth */
1674 GLfloat HitMaxZ; /**< maximum hit depth */
1675 };
1676
1677
1678 /**
1679 * 1-D Evaluator control points
1680 */
1681 struct gl_1d_map
1682 {
1683 GLuint Order; /**< Number of control points */
1684 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1685 GLfloat *Points; /**< Points to contiguous control points */
1686 };
1687
1688
1689 /**
1690 * 2-D Evaluator control points
1691 */
1692 struct gl_2d_map
1693 {
1694 GLuint Uorder; /**< Number of control points in U dimension */
1695 GLuint Vorder; /**< Number of control points in V dimension */
1696 GLfloat u1, u2, du;
1697 GLfloat v1, v2, dv;
1698 GLfloat *Points; /**< Points to contiguous control points */
1699 };
1700
1701
1702 /**
1703 * All evaluator control point state
1704 */
1705 struct gl_evaluators
1706 {
1707 /**
1708 * \name 1-D maps
1709 */
1710 /*@{*/
1711 struct gl_1d_map Map1Vertex3;
1712 struct gl_1d_map Map1Vertex4;
1713 struct gl_1d_map Map1Index;
1714 struct gl_1d_map Map1Color4;
1715 struct gl_1d_map Map1Normal;
1716 struct gl_1d_map Map1Texture1;
1717 struct gl_1d_map Map1Texture2;
1718 struct gl_1d_map Map1Texture3;
1719 struct gl_1d_map Map1Texture4;
1720 /*@}*/
1721
1722 /**
1723 * \name 2-D maps
1724 */
1725 /*@{*/
1726 struct gl_2d_map Map2Vertex3;
1727 struct gl_2d_map Map2Vertex4;
1728 struct gl_2d_map Map2Index;
1729 struct gl_2d_map Map2Color4;
1730 struct gl_2d_map Map2Normal;
1731 struct gl_2d_map Map2Texture1;
1732 struct gl_2d_map Map2Texture2;
1733 struct gl_2d_map Map2Texture3;
1734 struct gl_2d_map Map2Texture4;
1735 /*@}*/
1736 };
1737
1738
1739 struct gl_transform_feedback_varying_info
1740 {
1741 char *Name;
1742 GLenum Type;
1743 GLint Size;
1744 };
1745
1746
1747 /**
1748 * Per-output info vertex shaders for transform feedback.
1749 */
1750 struct gl_transform_feedback_output
1751 {
1752 unsigned OutputRegister;
1753 unsigned OutputBuffer;
1754 unsigned NumComponents;
1755
1756 /** offset (in DWORDs) of this output within the interleaved structure */
1757 unsigned DstOffset;
1758
1759 /**
1760 * Offset into the output register of the data to output. For example,
1761 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1762 * offset is in the y and z components of the output register.
1763 */
1764 unsigned ComponentOffset;
1765 };
1766
1767
1768 /** Post-link transform feedback info. */
1769 struct gl_transform_feedback_info
1770 {
1771 unsigned NumOutputs;
1772
1773 /**
1774 * Number of transform feedback buffers in use by this program.
1775 */
1776 unsigned NumBuffers;
1777
1778 struct gl_transform_feedback_output *Outputs;
1779
1780 /** Transform feedback varyings used for the linking of this shader program.
1781 *
1782 * Use for glGetTransformFeedbackVarying().
1783 */
1784 struct gl_transform_feedback_varying_info *Varyings;
1785 GLint NumVarying;
1786
1787 /**
1788 * Total number of components stored in each buffer. This may be used by
1789 * hardware back-ends to determine the correct stride when interleaving
1790 * multiple transform feedback outputs in the same buffer.
1791 */
1792 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1793 };
1794
1795
1796 /**
1797 * Transform feedback object state
1798 */
1799 struct gl_transform_feedback_object
1800 {
1801 GLuint Name; /**< AKA the object ID */
1802 GLchar *Label; /**< GL_KHR_debug */
1803 GLint RefCount;
1804 GLboolean Active; /**< Is transform feedback enabled? */
1805 GLboolean Paused; /**< Is transform feedback paused? */
1806 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1807 at least once? */
1808 GLboolean EverBound; /**< Has this object been bound? */
1809
1810 /**
1811 * The shader program active when BeginTransformFeedback() was called.
1812 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1813 */
1814 struct gl_shader_program *shader_program;
1815
1816 /**
1817 * GLES: if Active is true, remaining number of primitives which can be
1818 * rendered without overflow. This is necessary to track because GLES
1819 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1820 * glDrawArraysInstanced would overflow transform feedback buffers.
1821 * Undefined if Active is false.
1822 *
1823 * Not tracked for desktop GL since it's unnecessary.
1824 */
1825 unsigned GlesRemainingPrims;
1826
1827 /** The feedback buffers */
1828 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1829 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1830
1831 /** Start of feedback data in dest buffer */
1832 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1833
1834 /**
1835 * Max data to put into dest buffer (in bytes). Computed based on
1836 * RequestedSize and the actual size of the buffer.
1837 */
1838 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1839
1840 /**
1841 * Size that was specified when the buffer was bound. If the buffer was
1842 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1843 * zero.
1844 */
1845 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1846 };
1847
1848
1849 /**
1850 * Context state for transform feedback.
1851 */
1852 struct gl_transform_feedback_state
1853 {
1854 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1855
1856 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1857 struct gl_buffer_object *CurrentBuffer;
1858
1859 /** The table of all transform feedback objects */
1860 struct _mesa_HashTable *Objects;
1861
1862 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1863 struct gl_transform_feedback_object *CurrentObject;
1864
1865 /** The default xform-fb object (Name==0) */
1866 struct gl_transform_feedback_object *DefaultObject;
1867 };
1868
1869
1870 /**
1871 * A "performance monitor" as described in AMD_performance_monitor.
1872 */
1873 struct gl_perf_monitor_object
1874 {
1875 GLuint Name;
1876
1877 /** True if the monitor is currently active (Begin called but not End). */
1878 GLboolean Active;
1879
1880 /**
1881 * True if the monitor has ended.
1882 *
1883 * This is distinct from !Active because it may never have began.
1884 */
1885 GLboolean Ended;
1886
1887 /**
1888 * A list of groups with currently active counters.
1889 *
1890 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1891 */
1892 unsigned *ActiveGroups;
1893
1894 /**
1895 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1896 *
1897 * Checking whether counter 'c' in group 'g' is active can be done via:
1898 *
1899 * BITSET_TEST(ActiveCounters[g], c)
1900 */
1901 GLuint **ActiveCounters;
1902 };
1903
1904
1905 union gl_perf_monitor_counter_value
1906 {
1907 float f;
1908 uint64_t u64;
1909 uint32_t u32;
1910 };
1911
1912
1913 struct gl_perf_monitor_counter
1914 {
1915 /** Human readable name for the counter. */
1916 const char *Name;
1917
1918 /**
1919 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1920 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1921 */
1922 GLenum Type;
1923
1924 /** Minimum counter value. */
1925 union gl_perf_monitor_counter_value Minimum;
1926
1927 /** Maximum counter value. */
1928 union gl_perf_monitor_counter_value Maximum;
1929 };
1930
1931
1932 struct gl_perf_monitor_group
1933 {
1934 /** Human readable name for the group. */
1935 const char *Name;
1936
1937 /**
1938 * Maximum number of counters in this group which can be active at the
1939 * same time.
1940 */
1941 GLuint MaxActiveCounters;
1942
1943 /** Array of counters within this group. */
1944 const struct gl_perf_monitor_counter *Counters;
1945 GLuint NumCounters;
1946 };
1947
1948
1949 /**
1950 * Context state for AMD_performance_monitor.
1951 */
1952 struct gl_perf_monitor_state
1953 {
1954 /** Array of performance monitor groups (indexed by group ID) */
1955 const struct gl_perf_monitor_group *Groups;
1956 GLuint NumGroups;
1957
1958 /** The table of all performance monitors. */
1959 struct _mesa_HashTable *Monitors;
1960 };
1961
1962
1963 /**
1964 * Names of the various vertex/fragment program register files, etc.
1965 *
1966 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1967 * All values should fit in a 4-bit field.
1968 *
1969 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1970 * considered to be "uniform" variables since they can only be set outside
1971 * glBegin/End. They're also all stored in the same Parameters array.
1972 */
1973 typedef enum
1974 {
1975 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1976 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1977 PROGRAM_INPUT, /**< machine->Inputs[] */
1978 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1979 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1980 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1981 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1982 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1983 PROGRAM_ADDRESS, /**< machine->AddressReg */
1984 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1985 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1986 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1987 PROGRAM_FILE_MAX
1988 } gl_register_file;
1989
1990
1991 /**
1992 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1993 * one of these values.
1994 */
1995 typedef enum
1996 {
1997 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1998 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1999 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2000 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2001 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2002 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2003 SYSTEM_VALUE_MAX /**< Number of values */
2004 } gl_system_value;
2005
2006
2007 /**
2008 * The possible interpolation qualifiers that can be applied to a fragment
2009 * shader input in GLSL.
2010 *
2011 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2012 * gl_fragment_program data structure to 0 causes the default behavior.
2013 */
2014 enum glsl_interp_qualifier
2015 {
2016 INTERP_QUALIFIER_NONE = 0,
2017 INTERP_QUALIFIER_SMOOTH,
2018 INTERP_QUALIFIER_FLAT,
2019 INTERP_QUALIFIER_NOPERSPECTIVE,
2020 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2021 };
2022
2023
2024 /**
2025 * \brief Layout qualifiers for gl_FragDepth.
2026 *
2027 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2028 * a layout qualifier.
2029 *
2030 * \see enum ir_depth_layout
2031 */
2032 enum gl_frag_depth_layout
2033 {
2034 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2035 FRAG_DEPTH_LAYOUT_ANY,
2036 FRAG_DEPTH_LAYOUT_GREATER,
2037 FRAG_DEPTH_LAYOUT_LESS,
2038 FRAG_DEPTH_LAYOUT_UNCHANGED
2039 };
2040
2041
2042 /**
2043 * Base class for any kind of program object
2044 */
2045 struct gl_program
2046 {
2047 GLuint Id;
2048 GLubyte *String; /**< Null-terminated program text */
2049 GLint RefCount;
2050 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2051 GLenum Format; /**< String encoding format */
2052
2053 struct prog_instruction *Instructions;
2054
2055 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2056 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2057 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2058 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2059 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2060 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2061 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2062 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2063
2064 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2065
2066 /**
2067 * For vertex and geometry shaders, true if the program uses the
2068 * gl_ClipDistance output. Ignored for fragment shaders.
2069 */
2070 GLboolean UsesClipDistanceOut;
2071
2072
2073 /** Named parameters, constants, etc. from program text */
2074 struct gl_program_parameter_list *Parameters;
2075
2076 /**
2077 * Local parameters used by the program.
2078 *
2079 * It's dynamically allocated because it is rarely used (just
2080 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2081 * allocated.
2082 */
2083 GLfloat (*LocalParams)[4];
2084
2085 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2086 GLubyte SamplerUnits[MAX_SAMPLERS];
2087
2088 /** Bitmask of which register files are read/written with indirect
2089 * addressing. Mask of (1 << PROGRAM_x) bits.
2090 */
2091 GLbitfield IndirectRegisterFiles;
2092
2093 /** Logical counts */
2094 /*@{*/
2095 GLuint NumInstructions;
2096 GLuint NumTemporaries;
2097 GLuint NumParameters;
2098 GLuint NumAttributes;
2099 GLuint NumAddressRegs;
2100 GLuint NumAluInstructions;
2101 GLuint NumTexInstructions;
2102 GLuint NumTexIndirections;
2103 /*@}*/
2104 /** Native, actual h/w counts */
2105 /*@{*/
2106 GLuint NumNativeInstructions;
2107 GLuint NumNativeTemporaries;
2108 GLuint NumNativeParameters;
2109 GLuint NumNativeAttributes;
2110 GLuint NumNativeAddressRegs;
2111 GLuint NumNativeAluInstructions;
2112 GLuint NumNativeTexInstructions;
2113 GLuint NumNativeTexIndirections;
2114 /*@}*/
2115 };
2116
2117
2118 /** Vertex program object */
2119 struct gl_vertex_program
2120 {
2121 struct gl_program Base; /**< base class */
2122 GLboolean IsPositionInvariant;
2123 };
2124
2125
2126 /** Geometry program object */
2127 struct gl_geometry_program
2128 {
2129 struct gl_program Base; /**< base class */
2130
2131 GLint VerticesIn;
2132 GLint VerticesOut;
2133 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2134 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2135 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2136 GLboolean UsesEndPrimitive;
2137 };
2138
2139
2140 /** Fragment program object */
2141 struct gl_fragment_program
2142 {
2143 struct gl_program Base; /**< base class */
2144 GLboolean UsesKill; /**< shader uses KIL instruction */
2145 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2146 GLboolean OriginUpperLeft;
2147 GLboolean PixelCenterInteger;
2148 enum gl_frag_depth_layout FragDepthLayout;
2149
2150 /**
2151 * GLSL interpolation qualifier associated with each fragment shader input.
2152 * For inputs that do not have an interpolation qualifier specified in
2153 * GLSL, the value is INTERP_QUALIFIER_NONE.
2154 */
2155 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2156
2157 /**
2158 * Bitfield indicating, for each fragment shader input, 1 if that input
2159 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2160 */
2161 GLbitfield64 IsCentroid;
2162
2163 /**
2164 * Bitfield indicating, for each fragment shader input, 1 if that input
2165 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2166 */
2167 GLbitfield64 IsSample;
2168 };
2169
2170
2171 /**
2172 * State common to vertex and fragment programs.
2173 */
2174 struct gl_program_state
2175 {
2176 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2177 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2178 };
2179
2180
2181 /**
2182 * Context state for vertex programs.
2183 */
2184 struct gl_vertex_program_state
2185 {
2186 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2187 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2188 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2189 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2190 /** Computed two sided lighting for fixed function/programs. */
2191 GLboolean _TwoSideEnabled;
2192 struct gl_vertex_program *Current; /**< User-bound vertex program */
2193
2194 /** Currently enabled and valid vertex program (including internal
2195 * programs, user-defined vertex programs and GLSL vertex shaders).
2196 * This is the program we must use when rendering.
2197 */
2198 struct gl_vertex_program *_Current;
2199
2200 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2201
2202 /** Should fixed-function T&L be implemented with a vertex prog? */
2203 GLboolean _MaintainTnlProgram;
2204
2205 /** Program to emulate fixed-function T&L (see above) */
2206 struct gl_vertex_program *_TnlProgram;
2207
2208 /** Cache of fixed-function programs */
2209 struct gl_program_cache *Cache;
2210
2211 GLboolean _Overriden;
2212 };
2213
2214
2215 /**
2216 * Context state for geometry programs.
2217 */
2218 struct gl_geometry_program_state
2219 {
2220 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2221 GLboolean _Enabled; /**< Enabled and valid program? */
2222 struct gl_geometry_program *Current; /**< user-bound geometry program */
2223
2224 /** Currently enabled and valid program (including internal programs
2225 * and compiled shader programs).
2226 */
2227 struct gl_geometry_program *_Current;
2228
2229 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2230
2231 /** Cache of fixed-function programs */
2232 struct gl_program_cache *Cache;
2233 };
2234
2235 /**
2236 * Context state for fragment programs.
2237 */
2238 struct gl_fragment_program_state
2239 {
2240 GLboolean Enabled; /**< User-set fragment program enable flag */
2241 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2242 struct gl_fragment_program *Current; /**< User-bound fragment program */
2243
2244 /** Currently enabled and valid fragment program (including internal
2245 * programs, user-defined fragment programs and GLSL fragment shaders).
2246 * This is the program we must use when rendering.
2247 */
2248 struct gl_fragment_program *_Current;
2249
2250 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2251
2252 /** Should fixed-function texturing be implemented with a fragment prog? */
2253 GLboolean _MaintainTexEnvProgram;
2254
2255 /** Program to emulate fixed-function texture env/combine (see above) */
2256 struct gl_fragment_program *_TexEnvProgram;
2257
2258 /** Cache of fixed-function programs */
2259 struct gl_program_cache *Cache;
2260 };
2261
2262
2263 /**
2264 * ATI_fragment_shader runtime state
2265 */
2266 #define ATI_FS_INPUT_PRIMARY 0
2267 #define ATI_FS_INPUT_SECONDARY 1
2268
2269 struct atifs_instruction;
2270 struct atifs_setupinst;
2271
2272 /**
2273 * ATI fragment shader
2274 */
2275 struct ati_fragment_shader
2276 {
2277 GLuint Id;
2278 GLint RefCount;
2279 struct atifs_instruction *Instructions[2];
2280 struct atifs_setupinst *SetupInst[2];
2281 GLfloat Constants[8][4];
2282 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2283 GLubyte numArithInstr[2];
2284 GLubyte regsAssigned[2];
2285 GLubyte NumPasses; /**< 1 or 2 */
2286 GLubyte cur_pass;
2287 GLubyte last_optype;
2288 GLboolean interpinp1;
2289 GLboolean isValid;
2290 GLuint swizzlerq;
2291 };
2292
2293 /**
2294 * Context state for GL_ATI_fragment_shader
2295 */
2296 struct gl_ati_fragment_shader_state
2297 {
2298 GLboolean Enabled;
2299 GLboolean _Enabled; /**< enabled and valid shader? */
2300 GLboolean Compiling;
2301 GLfloat GlobalConstants[8][4];
2302 struct ati_fragment_shader *Current;
2303 };
2304
2305
2306 /** Set by #pragma directives */
2307 struct gl_sl_pragmas
2308 {
2309 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2310 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2311 GLboolean Optimize; /**< defaults on */
2312 GLboolean Debug; /**< defaults off */
2313 };
2314
2315
2316 /**
2317 * A GLSL vertex or fragment shader object.
2318 */
2319 struct gl_shader
2320 {
2321 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2322 * Must be the first field.
2323 */
2324 GLenum Type;
2325 gl_shader_stage Stage;
2326 GLuint Name; /**< AKA the handle */
2327 GLchar *Label; /**< GL_KHR_debug */
2328 GLint RefCount; /**< Reference count */
2329 GLboolean DeletePending;
2330 GLboolean CompileStatus;
2331 const GLchar *Source; /**< Source code string */
2332 GLuint SourceChecksum; /**< for debug/logging purposes */
2333 struct gl_program *Program; /**< Post-compile assembly code */
2334 GLchar *InfoLog;
2335 struct gl_sl_pragmas Pragmas;
2336
2337 unsigned Version; /**< GLSL version used for linking */
2338 GLboolean IsES; /**< True if this shader uses GLSL ES */
2339
2340 /**
2341 * \name Sampler tracking
2342 *
2343 * \note Each of these fields is only set post-linking.
2344 */
2345 /*@{*/
2346 unsigned num_samplers; /**< Number of samplers used by this shader. */
2347 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2348 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2349 /*@}*/
2350
2351 /**
2352 * Map from sampler unit to texture unit (set by glUniform1i())
2353 *
2354 * A sampler unit is associated with each sampler uniform by the linker.
2355 * The sampler unit associated with each uniform is stored in the
2356 * \c gl_uniform_storage::sampler field.
2357 */
2358 GLubyte SamplerUnits[MAX_SAMPLERS];
2359 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2360 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2361
2362 /**
2363 * Number of default uniform block components used by this shader.
2364 *
2365 * This field is only set post-linking.
2366 */
2367 unsigned num_uniform_components;
2368
2369 /**
2370 * Number of combined uniform components used by this shader.
2371 *
2372 * This field is only set post-linking. It is the sum of the uniform block
2373 * sizes divided by sizeof(float), and num_uniform_compoennts.
2374 */
2375 unsigned num_combined_uniform_components;
2376
2377 /**
2378 * This shader's uniform block information.
2379 *
2380 * The offsets of the variables are assigned only for shaders in a program's
2381 * _LinkedShaders[].
2382 */
2383 struct gl_uniform_block *UniformBlocks;
2384 unsigned NumUniformBlocks;
2385
2386 struct exec_list *ir;
2387 struct glsl_symbol_table *symbols;
2388
2389 bool uses_builtin_functions;
2390
2391 /**
2392 * Geometry shader state from GLSL 1.50 layout qualifiers.
2393 */
2394 struct {
2395 GLint VerticesOut;
2396 /**
2397 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2398 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2399 * shader.
2400 */
2401 GLenum InputType;
2402 /**
2403 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2404 * it's not set in this shader.
2405 */
2406 GLenum OutputType;
2407 } Geom;
2408
2409 /**
2410 * Map from image uniform index to image unit (set by glUniform1i())
2411 *
2412 * An image uniform index is associated with each image uniform by
2413 * the linker. The image index associated with each uniform is
2414 * stored in the \c gl_uniform_storage::image field.
2415 */
2416 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2417
2418 /**
2419 * Access qualifier specified in the shader for each image uniform
2420 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2421 * GL_READ_WRITE.
2422 *
2423 * It may be different, though only more strict than the value of
2424 * \c gl_image_unit::Access for the corresponding image unit.
2425 */
2426 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2427
2428 /**
2429 * Number of image uniforms defined in the shader. It specifies
2430 * the number of valid elements in the \c ImageUnits and \c
2431 * ImageAccess arrays above.
2432 */
2433 GLuint NumImages;
2434 };
2435
2436
2437 struct gl_uniform_buffer_variable
2438 {
2439 char *Name;
2440
2441 /**
2442 * Name of the uniform as seen by glGetUniformIndices.
2443 *
2444 * glGetUniformIndices requires that the block instance index \b not be
2445 * present in the name of queried uniforms.
2446 *
2447 * \note
2448 * \c gl_uniform_buffer_variable::IndexName and
2449 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2450 */
2451 char *IndexName;
2452
2453 const struct glsl_type *Type;
2454 unsigned int Offset;
2455 GLboolean RowMajor;
2456 };
2457
2458
2459 enum gl_uniform_block_packing
2460 {
2461 ubo_packing_std140,
2462 ubo_packing_shared,
2463 ubo_packing_packed
2464 };
2465
2466
2467 struct gl_uniform_block
2468 {
2469 /** Declared name of the uniform block */
2470 char *Name;
2471
2472 /** Array of supplemental information about UBO ir_variables. */
2473 struct gl_uniform_buffer_variable *Uniforms;
2474 GLuint NumUniforms;
2475
2476 /**
2477 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2478 * with glBindBufferBase to bind a buffer object to this uniform block. When
2479 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2480 */
2481 GLuint Binding;
2482
2483 /**
2484 * Minimum size of a buffer object to back this uniform buffer
2485 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2486 */
2487 GLuint UniformBufferSize;
2488
2489 /**
2490 * Layout specified in the shader
2491 *
2492 * This isn't accessible through the API, but it is used while
2493 * cross-validating uniform blocks.
2494 */
2495 enum gl_uniform_block_packing _Packing;
2496 };
2497
2498 /**
2499 * Structure that represents a reference to an atomic buffer from some
2500 * shader program.
2501 */
2502 struct gl_active_atomic_buffer
2503 {
2504 /** Uniform indices of the atomic counters declared within it. */
2505 GLuint *Uniforms;
2506 GLuint NumUniforms;
2507
2508 /** Binding point index associated with it. */
2509 GLuint Binding;
2510
2511 /** Minimum reasonable size it is expected to have. */
2512 GLuint MinimumSize;
2513
2514 /** Shader stages making use of it. */
2515 GLboolean StageReferences[MESA_SHADER_STAGES];
2516 };
2517
2518 /**
2519 * A GLSL program object.
2520 * Basically a linked collection of vertex and fragment shaders.
2521 */
2522 struct gl_shader_program
2523 {
2524 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2525 GLuint Name; /**< aka handle or ID */
2526 GLchar *Label; /**< GL_KHR_debug */
2527 GLint RefCount; /**< Reference count */
2528 GLboolean DeletePending;
2529
2530 /**
2531 * Is the application intending to glGetProgramBinary this program?
2532 */
2533 GLboolean BinaryRetreivableHint;
2534
2535 /**
2536 * Flags that the linker should not reject the program if it lacks
2537 * a vertex or fragment shader. GLES2 doesn't allow separate
2538 * shader objects, and would reject them. However, we internally
2539 * build separate shader objects for fixed function programs, which
2540 * we use for drivers/common/meta.c and for handling
2541 * _mesa_update_state with no program bound (for example in
2542 * glClear()).
2543 */
2544 GLboolean InternalSeparateShader;
2545
2546 GLuint NumShaders; /**< number of attached shaders */
2547 struct gl_shader **Shaders; /**< List of attached the shaders */
2548
2549 /**
2550 * User-defined attribute bindings
2551 *
2552 * These are set via \c glBindAttribLocation and are used to direct the
2553 * GLSL linker. These are \b not the values used in the compiled shader,
2554 * and they are \b not the values returned by \c glGetAttribLocation.
2555 */
2556 struct string_to_uint_map *AttributeBindings;
2557
2558 /**
2559 * User-defined fragment data bindings
2560 *
2561 * These are set via \c glBindFragDataLocation and are used to direct the
2562 * GLSL linker. These are \b not the values used in the compiled shader,
2563 * and they are \b not the values returned by \c glGetFragDataLocation.
2564 */
2565 struct string_to_uint_map *FragDataBindings;
2566 struct string_to_uint_map *FragDataIndexBindings;
2567
2568 /**
2569 * Transform feedback varyings last specified by
2570 * glTransformFeedbackVaryings().
2571 *
2572 * For the current set of transform feeedback varyings used for transform
2573 * feedback output, see LinkedTransformFeedback.
2574 */
2575 struct {
2576 GLenum BufferMode;
2577 GLuint NumVarying;
2578 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2579 } TransformFeedback;
2580
2581 /** Post-link transform feedback info. */
2582 struct gl_transform_feedback_info LinkedTransformFeedback;
2583
2584 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2585 enum gl_frag_depth_layout FragDepthLayout;
2586
2587 /**
2588 * Geometry shader state - copied into gl_geometry_program by
2589 * _mesa_copy_linked_program_data().
2590 */
2591 struct {
2592 GLint VerticesIn;
2593 GLint VerticesOut;
2594 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2595 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2596 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2597 /**
2598 * True if gl_ClipDistance is written to. Copied into
2599 * gl_geometry_program by _mesa_copy_linked_program_data().
2600 */
2601 GLboolean UsesClipDistance;
2602 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2603 0 if not present. */
2604 GLboolean UsesEndPrimitive;
2605 } Geom;
2606
2607 /** Vertex shader state */
2608 struct {
2609 /**
2610 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2611 * by _mesa_copy_linked_program_data().
2612 */
2613 GLboolean UsesClipDistance;
2614 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2615 0 if not present. */
2616 } Vert;
2617
2618 /* post-link info: */
2619 unsigned NumUserUniformStorage;
2620 struct gl_uniform_storage *UniformStorage;
2621
2622 /**
2623 * Size of the gl_ClipDistance array that is output from the last pipeline
2624 * stage before the fragment shader.
2625 */
2626 unsigned LastClipDistanceArraySize;
2627
2628 struct gl_uniform_block *UniformBlocks;
2629 unsigned NumUniformBlocks;
2630
2631 /**
2632 * Scale factor for the uniform base location
2633 *
2634 * This is used to generate locations (returned by \c glGetUniformLocation)
2635 * of uniforms. The base location of the uniform is multiplied by this
2636 * value, and the array index is added.
2637 *
2638 * \note
2639 * Must be >= 1.
2640 *
2641 * \sa
2642 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2643 */
2644 unsigned UniformLocationBaseScale;
2645
2646 /**
2647 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2648 * they're used in, or -1.
2649 *
2650 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2651 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2652 */
2653 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2654
2655 /**
2656 * Map of active uniform names to locations
2657 *
2658 * Maps any active uniform that is not an array element to a location.
2659 * Each active uniform, including individual structure members will appear
2660 * in this map. This roughly corresponds to the set of names that would be
2661 * enumerated by \c glGetActiveUniform.
2662 */
2663 struct string_to_uint_map *UniformHash;
2664
2665 struct gl_active_atomic_buffer *AtomicBuffers;
2666 unsigned NumAtomicBuffers;
2667
2668 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2669 GLboolean Validated;
2670 GLboolean _Used; /**< Ever used for drawing? */
2671 GLchar *InfoLog;
2672
2673 unsigned Version; /**< GLSL version used for linking */
2674 GLboolean IsES; /**< True if this program uses GLSL ES */
2675
2676 /**
2677 * Per-stage shaders resulting from the first stage of linking.
2678 *
2679 * Set of linked shaders for this program. The array is accessed using the
2680 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2681 * \c NULL.
2682 */
2683 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2684 };
2685
2686
2687 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2688 #define GLSL_LOG 0x2 /**< Write shaders to files */
2689 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2690 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2691 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2692 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2693 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2694 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2695 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2696 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2697
2698
2699 /**
2700 * Context state for GLSL vertex/fragment shaders.
2701 */
2702 struct gl_shader_state
2703 {
2704 /**
2705 * Programs used for rendering
2706 *
2707 * There is a separate program set for each shader stage. If
2708 * GL_EXT_separate_shader_objects is not supported, each of these must point
2709 * to \c NULL or to the same program.
2710 */
2711 struct gl_shader_program *CurrentVertexProgram;
2712 struct gl_shader_program *CurrentGeometryProgram;
2713 struct gl_shader_program *CurrentFragmentProgram;
2714
2715 struct gl_shader_program *_CurrentFragmentProgram;
2716
2717 /**
2718 * Program used by glUniform calls.
2719 *
2720 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2721 */
2722 struct gl_shader_program *ActiveProgram;
2723
2724 GLbitfield Flags; /**< Mask of GLSL_x flags */
2725 };
2726
2727
2728 /**
2729 * Compiler options for a single GLSL shaders type
2730 */
2731 struct gl_shader_compiler_options
2732 {
2733 /** Driver-selectable options: */
2734 GLboolean EmitCondCodes; /**< Use condition codes? */
2735 GLboolean EmitNoLoops;
2736 GLboolean EmitNoFunctions;
2737 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2738 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2739 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2740 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2741 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2742
2743 /**
2744 * \name Forms of indirect addressing the driver cannot do.
2745 */
2746 /*@{*/
2747 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2748 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2749 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2750 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2751 /*@}*/
2752
2753 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2754 GLuint MaxUnrollIterations;
2755
2756 /**
2757 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2758 * operations, such as position transformation.
2759 */
2760 GLboolean PreferDP4;
2761
2762 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2763 };
2764
2765
2766 /**
2767 * Occlusion/timer query object.
2768 */
2769 struct gl_query_object
2770 {
2771 GLenum Target; /**< The query target, when active */
2772 GLuint Id; /**< hash table ID/name */
2773 GLchar *Label; /**< GL_KHR_debug */
2774 GLuint64EXT Result; /**< the counter */
2775 GLboolean Active; /**< inside Begin/EndQuery */
2776 GLboolean Ready; /**< result is ready? */
2777 GLboolean EverBound;/**< has query object ever been bound */
2778 };
2779
2780
2781 /**
2782 * Context state for query objects.
2783 */
2784 struct gl_query_state
2785 {
2786 struct _mesa_HashTable *QueryObjects;
2787 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2788 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2789
2790 /** GL_NV_conditional_render */
2791 struct gl_query_object *CondRenderQuery;
2792
2793 /** GL_EXT_transform_feedback */
2794 struct gl_query_object *PrimitivesGenerated;
2795 struct gl_query_object *PrimitivesWritten;
2796
2797 /** GL_ARB_timer_query */
2798 struct gl_query_object *TimeElapsed;
2799
2800 GLenum CondRenderMode;
2801 };
2802
2803
2804 /** Sync object state */
2805 struct gl_sync_object
2806 {
2807 GLenum Type; /**< GL_SYNC_FENCE */
2808 GLuint Name; /**< Fence name */
2809 GLchar *Label; /**< GL_KHR_debug */
2810 GLint RefCount; /**< Reference count */
2811 GLboolean DeletePending; /**< Object was deleted while there were still
2812 * live references (e.g., sync not yet finished)
2813 */
2814 GLenum SyncCondition;
2815 GLbitfield Flags; /**< Flags passed to glFenceSync */
2816 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2817 };
2818
2819
2820 /**
2821 * State which can be shared by multiple contexts:
2822 */
2823 struct gl_shared_state
2824 {
2825 _glthread_Mutex Mutex; /**< for thread safety */
2826 GLint RefCount; /**< Reference count */
2827 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2828 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2829
2830 /** Default texture objects (shared by all texture units) */
2831 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2832
2833 /** Fallback texture used when a bound texture is incomplete */
2834 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2835
2836 /**
2837 * \name Thread safety and statechange notification for texture
2838 * objects.
2839 *
2840 * \todo Improve the granularity of locking.
2841 */
2842 /*@{*/
2843 _glthread_Mutex TexMutex; /**< texobj thread safety */
2844 GLuint TextureStateStamp; /**< state notification for shared tex */
2845 /*@}*/
2846
2847 /** Default buffer object for vertex arrays that aren't in VBOs */
2848 struct gl_buffer_object *NullBufferObj;
2849
2850 /**
2851 * \name Vertex/geometry/fragment programs
2852 */
2853 /*@{*/
2854 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2855 struct gl_vertex_program *DefaultVertexProgram;
2856 struct gl_fragment_program *DefaultFragmentProgram;
2857 struct gl_geometry_program *DefaultGeometryProgram;
2858 /*@}*/
2859
2860 /* GL_ATI_fragment_shader */
2861 struct _mesa_HashTable *ATIShaders;
2862 struct ati_fragment_shader *DefaultFragmentShader;
2863
2864 struct _mesa_HashTable *BufferObjects;
2865
2866 /** Table of both gl_shader and gl_shader_program objects */
2867 struct _mesa_HashTable *ShaderObjects;
2868
2869 /* GL_EXT_framebuffer_object */
2870 struct _mesa_HashTable *RenderBuffers;
2871 struct _mesa_HashTable *FrameBuffers;
2872
2873 /* GL_ARB_sync */
2874 struct set *SyncObjects;
2875
2876 /** GL_ARB_sampler_objects */
2877 struct _mesa_HashTable *SamplerObjects;
2878
2879 /**
2880 * Some context in this share group was affected by a GPU reset
2881 *
2882 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2883 * been affected by a GPU reset must also return
2884 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2885 *
2886 * Once this field becomes true, it is never reset to false.
2887 */
2888 bool ShareGroupReset;
2889 };
2890
2891
2892
2893 /**
2894 * Renderbuffers represent drawing surfaces such as color, depth and/or
2895 * stencil. A framebuffer object has a set of renderbuffers.
2896 * Drivers will typically derive subclasses of this type.
2897 */
2898 struct gl_renderbuffer
2899 {
2900 _glthread_Mutex Mutex; /**< for thread safety */
2901 GLuint ClassID; /**< Useful for drivers */
2902 GLuint Name;
2903 GLchar *Label; /**< GL_KHR_debug */
2904 GLint RefCount;
2905 GLuint Width, Height;
2906 GLuint Depth;
2907 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2908 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2909 /**
2910 * True for renderbuffers that wrap textures, giving the driver a chance to
2911 * flush render caches through the FinishRenderTexture hook.
2912 *
2913 * Drivers may also set this on renderbuffers other than those generated by
2914 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2915 * called without a rb->TexImage.
2916 */
2917 GLboolean NeedsFinishRenderTexture;
2918 GLubyte NumSamples;
2919 GLenum InternalFormat; /**< The user-specified format */
2920 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2921 GL_STENCIL_INDEX. */
2922 gl_format Format; /**< The actual renderbuffer memory format */
2923 /**
2924 * Pointer to the texture image if this renderbuffer wraps a texture,
2925 * otherwise NULL.
2926 *
2927 * Note that the reference on the gl_texture_object containing this
2928 * TexImage is held by the gl_renderbuffer_attachment.
2929 */
2930 struct gl_texture_image *TexImage;
2931
2932 /** Delete this renderbuffer */
2933 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2934
2935 /** Allocate new storage for this renderbuffer */
2936 GLboolean (*AllocStorage)(struct gl_context *ctx,
2937 struct gl_renderbuffer *rb,
2938 GLenum internalFormat,
2939 GLuint width, GLuint height);
2940 };
2941
2942
2943 /**
2944 * A renderbuffer attachment points to either a texture object (and specifies
2945 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2946 */
2947 struct gl_renderbuffer_attachment
2948 {
2949 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2950 GLboolean Complete;
2951
2952 /**
2953 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2954 * application supplied renderbuffer object.
2955 */
2956 struct gl_renderbuffer *Renderbuffer;
2957
2958 /**
2959 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2960 * supplied texture object.
2961 */
2962 struct gl_texture_object *Texture;
2963 GLuint TextureLevel; /**< Attached mipmap level. */
2964 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2965 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2966 * and 2D array textures */
2967 GLboolean Layered;
2968 };
2969
2970
2971 /**
2972 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2973 * In C++ terms, think of this as a base class from which device drivers
2974 * will make derived classes.
2975 */
2976 struct gl_framebuffer
2977 {
2978 _glthread_Mutex Mutex; /**< for thread safety */
2979 /**
2980 * If zero, this is a window system framebuffer. If non-zero, this
2981 * is a FBO framebuffer; note that for some devices (i.e. those with
2982 * a natural pixel coordinate system for FBOs that differs from the
2983 * OpenGL/Mesa coordinate system), this means that the viewport,
2984 * polygon face orientation, and polygon stipple will have to be inverted.
2985 */
2986 GLuint Name;
2987 GLchar *Label; /**< GL_KHR_debug */
2988
2989 GLint RefCount;
2990 GLboolean DeletePending;
2991
2992 /**
2993 * The framebuffer's visual. Immutable if this is a window system buffer.
2994 * Computed from attachments if user-made FBO.
2995 */
2996 struct gl_config Visual;
2997
2998 GLuint Width, Height; /**< size of frame buffer in pixels */
2999
3000 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3001 /*@{*/
3002 GLint _Xmin, _Xmax; /**< inclusive */
3003 GLint _Ymin, _Ymax; /**< exclusive */
3004 /*@}*/
3005
3006 /** \name Derived Z buffer stuff */
3007 /*@{*/
3008 GLuint _DepthMax; /**< Max depth buffer value */
3009 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3010 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3011 /*@}*/
3012
3013 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3014 GLenum _Status;
3015
3016 /** Integer color values */
3017 GLboolean _IntegerColor;
3018
3019 /* ARB_color_buffer_float */
3020 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3021 GLboolean _HasSNormOrFloatColorBuffer;
3022
3023 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3024 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3025
3026 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3027 * attribute group and GL_PIXEL attribute group, respectively.
3028 */
3029 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3030 GLenum ColorReadBuffer;
3031
3032 /** Computed from ColorDraw/ReadBuffer above */
3033 GLuint _NumColorDrawBuffers;
3034 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3035 GLint _ColorReadBufferIndex; /* -1 = None */
3036 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3037 struct gl_renderbuffer *_ColorReadBuffer;
3038
3039 /**
3040 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3041 * is not layered. For cube maps and cube map arrays, each cube face
3042 * counts as a layer.
3043 */
3044 GLuint MaxNumLayers;
3045
3046 /** Delete this framebuffer */
3047 void (*Delete)(struct gl_framebuffer *fb);
3048 };
3049
3050
3051 /**
3052 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3053 */
3054 struct gl_precision
3055 {
3056 GLushort RangeMin; /**< min value exponent */
3057 GLushort RangeMax; /**< max value exponent */
3058 GLushort Precision; /**< number of mantissa bits */
3059 };
3060
3061
3062 /**
3063 * Limits for vertex, geometry and fragment programs/shaders.
3064 */
3065 struct gl_program_constants
3066 {
3067 /* logical limits */
3068 GLuint MaxInstructions;
3069 GLuint MaxAluInstructions;
3070 GLuint MaxTexInstructions;
3071 GLuint MaxTexIndirections;
3072 GLuint MaxAttribs;
3073 GLuint MaxTemps;
3074 GLuint MaxAddressRegs;
3075 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3076 GLuint MaxParameters;
3077 GLuint MaxLocalParams;
3078 GLuint MaxEnvParams;
3079 /* native/hardware limits */
3080 GLuint MaxNativeInstructions;
3081 GLuint MaxNativeAluInstructions;
3082 GLuint MaxNativeTexInstructions;
3083 GLuint MaxNativeTexIndirections;
3084 GLuint MaxNativeAttribs;
3085 GLuint MaxNativeTemps;
3086 GLuint MaxNativeAddressRegs;
3087 GLuint MaxNativeParameters;
3088 /* For shaders */
3089 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3090
3091 /**
3092 * \name Per-stage input / output limits
3093 *
3094 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3095 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3096 * ES). This is stored as \c gl_constants::MaxVarying.
3097 *
3098 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3099 * variables. Each stage as a certain number of outputs that it can feed
3100 * to the next stage and a certain number inputs that it can consume from
3101 * the previous stage.
3102 *
3103 * Vertex shader inputs do not participate this in this accounting.
3104 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3105 *
3106 * Fragment shader outputs do not participate this in this accounting.
3107 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3108 */
3109 /*@{*/
3110 GLuint MaxInputComponents;
3111 GLuint MaxOutputComponents;
3112 /*@}*/
3113
3114 /* ES 2.0 and GL_ARB_ES2_compatibility */
3115 struct gl_precision LowFloat, MediumFloat, HighFloat;
3116 struct gl_precision LowInt, MediumInt, HighInt;
3117 /* GL_ARB_uniform_buffer_object */
3118 GLuint MaxUniformBlocks;
3119 GLuint MaxCombinedUniformComponents;
3120 GLuint MaxTextureImageUnits;
3121
3122 /* GL_ARB_shader_atomic_counters */
3123 GLuint MaxAtomicBuffers;
3124 GLuint MaxAtomicCounters;
3125
3126 /* GL_ARB_shader_image_load_store */
3127 GLuint MaxImageUniforms;
3128 };
3129
3130
3131 /**
3132 * Constants which may be overridden by device driver during context creation
3133 * but are never changed after that.
3134 */
3135 struct gl_constants
3136 {
3137 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3138 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3139 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3140 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3141 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3142 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3143 GLuint MaxTextureCoordUnits;
3144 GLuint MaxCombinedTextureImageUnits;
3145 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3146 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3147 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3148 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3149
3150 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3151
3152 GLuint MaxArrayLockSize;
3153
3154 GLint SubPixelBits;
3155
3156 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3157 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3158 GLfloat PointSizeGranularity;
3159 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3160 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3161 GLfloat LineWidthGranularity;
3162
3163 GLuint MaxClipPlanes;
3164 GLuint MaxLights;
3165 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3166 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3167
3168 GLuint MaxViewportWidth, MaxViewportHeight;
3169
3170 struct gl_program_constants Program[MESA_SHADER_STAGES];
3171 GLuint MaxProgramMatrices;
3172 GLuint MaxProgramMatrixStackDepth;
3173
3174 struct {
3175 GLuint SamplesPassed;
3176 GLuint TimeElapsed;
3177 GLuint Timestamp;
3178 GLuint PrimitivesGenerated;
3179 GLuint PrimitivesWritten;
3180 } QueryCounterBits;
3181
3182 /** vertex array / buffer object bounds checking */
3183 GLboolean CheckArrayBounds;
3184
3185 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3186
3187 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3188 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3189 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3190
3191 /** Number of varying vectors between any two shader stages. */
3192 GLuint MaxVarying;
3193
3194 /** @{
3195 * GL_ARB_uniform_buffer_object
3196 */
3197 GLuint MaxCombinedUniformBlocks;
3198 GLuint MaxUniformBufferBindings;
3199 GLuint MaxUniformBlockSize;
3200 GLuint UniformBufferOffsetAlignment;
3201 /** @} */
3202
3203 /** GL_ARB_geometry_shader4 */
3204 GLuint MaxGeometryOutputVertices;
3205 GLuint MaxGeometryTotalOutputComponents;
3206
3207 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3208
3209 /**
3210 * Changes default GLSL extension behavior from "error" to "warn". It's out
3211 * of spec, but it can make some apps work that otherwise wouldn't.
3212 */
3213 GLboolean ForceGLSLExtensionsWarn;
3214
3215 /**
3216 * If non-zero, forces GLSL shaders without the #version directive to behave
3217 * as if they began with "#version ForceGLSLVersion".
3218 */
3219 GLuint ForceGLSLVersion;
3220
3221 /**
3222 * Does the driver support real 32-bit integers? (Otherwise, integers are
3223 * simulated via floats.)
3224 */
3225 GLboolean NativeIntegers;
3226
3227 /**
3228 * If the driver supports real 32-bit integers, what integer value should be
3229 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3230 */
3231 GLuint UniformBooleanTrue;
3232
3233 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3234 GLbitfield SupportedBumpUnits;
3235
3236 /**
3237 * Maximum amount of time, measured in nanseconds, that the server can wait.
3238 */
3239 GLuint64 MaxServerWaitTimeout;
3240
3241 /** GL_EXT_provoking_vertex */
3242 GLboolean QuadsFollowProvokingVertexConvention;
3243
3244 /** OpenGL version 3.0 */
3245 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3246
3247 /** OpenGL version 3.2 */
3248 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3249
3250 /** GL_EXT_transform_feedback */
3251 GLuint MaxTransformFeedbackBuffers;
3252 GLuint MaxTransformFeedbackSeparateComponents;
3253 GLuint MaxTransformFeedbackInterleavedComponents;
3254 GLuint MaxVertexStreams;
3255
3256 /** GL_EXT_gpu_shader4 */
3257 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3258
3259 /** GL_ARB_texture_gather */
3260 GLuint MinProgramTextureGatherOffset;
3261 GLuint MaxProgramTextureGatherOffset;
3262 GLuint MaxProgramTextureGatherComponents;
3263
3264 /* GL_ARB_robustness */
3265 GLenum ResetStrategy;
3266
3267 /* GL_ARB_blend_func_extended */
3268 GLuint MaxDualSourceDrawBuffers;
3269
3270 /**
3271 * Whether the implementation strips out and ignores texture borders.
3272 *
3273 * Many GPU hardware implementations don't support rendering with texture
3274 * borders and mipmapped textures. (Note: not static border color, but the
3275 * old 1-pixel border around each edge). Implementations then have to do
3276 * slow fallbacks to be correct, or just ignore the border and be fast but
3277 * wrong. Setting the flag strips the border off of TexImage calls,
3278 * providing "fast but wrong" at significantly reduced driver complexity.
3279 *
3280 * Texture borders are deprecated in GL 3.0.
3281 **/
3282 GLboolean StripTextureBorder;
3283
3284 /**
3285 * For drivers which can do a better job at eliminating unused uniforms
3286 * than the GLSL compiler.
3287 *
3288 * XXX Remove these as soon as a better solution is available.
3289 */
3290 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3291
3292 /**
3293 * Force software support for primitive restart in the VBO module.
3294 */
3295 GLboolean PrimitiveRestartInSoftware;
3296
3297 /**
3298 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3299 * than passing the transform feedback object to the drawing function.
3300 */
3301 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3302
3303 /** GL_ARB_map_buffer_alignment */
3304 GLuint MinMapBufferAlignment;
3305
3306 /**
3307 * Disable varying packing. This is out of spec, but potentially useful
3308 * for older platforms that supports a limited number of texture
3309 * indirections--on these platforms, unpacking the varyings in the fragment
3310 * shader increases the number of texture indirections by 1, which might
3311 * make some shaders not executable at all.
3312 *
3313 * Drivers that support transform feedback must set this value to GL_FALSE.
3314 */
3315 GLboolean DisableVaryingPacking;
3316
3317 /*
3318 * Maximum value supported for an index in DrawElements and friends.
3319 *
3320 * This must be at least (1ull<<24)-1. The default value is
3321 * (1ull<<32)-1.
3322 *
3323 * \since ES 3.0 or GL_ARB_ES3_compatibility
3324 * \sa _mesa_init_constants
3325 */
3326 GLuint64 MaxElementIndex;
3327
3328 /**
3329 * Disable interpretation of line continuations (lines ending with a
3330 * backslash character ('\') in GLSL source.
3331 */
3332 GLboolean DisableGLSLLineContinuations;
3333
3334 /** GL_ARB_texture_multisample */
3335 GLint MaxColorTextureSamples;
3336 GLint MaxDepthTextureSamples;
3337 GLint MaxIntegerSamples;
3338
3339 /** GL_ARB_shader_atomic_counters */
3340 GLuint MaxAtomicBufferBindings;
3341 GLuint MaxAtomicBufferSize;
3342 GLuint MaxCombinedAtomicBuffers;
3343 GLuint MaxCombinedAtomicCounters;
3344
3345 /** GL_ARB_vertex_attrib_binding */
3346 GLint MaxVertexAttribRelativeOffset;
3347 GLint MaxVertexAttribBindings;
3348
3349 /* GL_ARB_shader_image_load_store */
3350 GLuint MaxImageUnits;
3351 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3352 GLuint MaxImageSamples;
3353 GLuint MaxCombinedImageUniforms;
3354 };
3355
3356
3357 /**
3358 * Enable flag for each OpenGL extension. Different device drivers will
3359 * enable different extensions at runtime.
3360 */
3361 struct gl_extensions
3362 {
3363 GLboolean dummy; /* don't remove this! */
3364 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3365 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3366 GLboolean ANGLE_texture_compression_dxt;
3367 GLboolean ARB_ES2_compatibility;
3368 GLboolean ARB_ES3_compatibility;
3369 GLboolean ARB_base_instance;
3370 GLboolean ARB_blend_func_extended;
3371 GLboolean ARB_color_buffer_float;
3372 GLboolean ARB_conservative_depth;
3373 GLboolean ARB_depth_buffer_float;
3374 GLboolean ARB_depth_clamp;
3375 GLboolean ARB_depth_texture;
3376 GLboolean ARB_draw_buffers_blend;
3377 GLboolean ARB_draw_elements_base_vertex;
3378 GLboolean ARB_draw_indirect;
3379 GLboolean ARB_draw_instanced;
3380 GLboolean ARB_fragment_coord_conventions;
3381 GLboolean ARB_fragment_program;
3382 GLboolean ARB_fragment_program_shadow;
3383 GLboolean ARB_fragment_shader;
3384 GLboolean ARB_framebuffer_object;
3385 GLboolean ARB_explicit_attrib_location;
3386 GLboolean ARB_geometry_shader4;
3387 GLboolean ARB_gpu_shader5;
3388 GLboolean ARB_half_float_pixel;
3389 GLboolean ARB_half_float_vertex;
3390 GLboolean ARB_instanced_arrays;
3391 GLboolean ARB_internalformat_query;
3392 GLboolean ARB_map_buffer_alignment;
3393 GLboolean ARB_map_buffer_range;
3394 GLboolean ARB_occlusion_query;
3395 GLboolean ARB_occlusion_query2;
3396 GLboolean ARB_point_sprite;
3397 GLboolean ARB_sample_shading;
3398 GLboolean ARB_seamless_cube_map;
3399 GLboolean ARB_shader_atomic_counters;
3400 GLboolean ARB_shader_bit_encoding;
3401 GLboolean ARB_shader_stencil_export;
3402 GLboolean ARB_shader_texture_lod;
3403 GLboolean ARB_shading_language_packing;
3404 GLboolean ARB_shading_language_420pack;
3405 GLboolean ARB_shadow;
3406 GLboolean ARB_sync;
3407 GLboolean ARB_texture_border_clamp;
3408 GLboolean ARB_texture_buffer_object;
3409 GLboolean ARB_texture_buffer_object_rgb32;
3410 GLboolean ARB_texture_buffer_range;
3411 GLboolean ARB_texture_compression_rgtc;
3412 GLboolean ARB_texture_cube_map;
3413 GLboolean ARB_texture_cube_map_array;
3414 GLboolean ARB_texture_env_combine;
3415 GLboolean ARB_texture_env_crossbar;
3416 GLboolean ARB_texture_env_dot3;
3417 GLboolean ARB_texture_float;
3418 GLboolean ARB_texture_gather;
3419 GLboolean ARB_texture_mirror_clamp_to_edge;
3420 GLboolean ARB_texture_multisample;
3421 GLboolean ARB_texture_non_power_of_two;
3422 GLboolean ARB_texture_query_levels;
3423 GLboolean ARB_texture_query_lod;
3424 GLboolean ARB_texture_rg;
3425 GLboolean ARB_texture_rgb10_a2ui;
3426 GLboolean ARB_texture_view;
3427 GLboolean ARB_timer_query;
3428 GLboolean ARB_transform_feedback2;
3429 GLboolean ARB_transform_feedback3;
3430 GLboolean ARB_transform_feedback_instanced;
3431 GLboolean ARB_uniform_buffer_object;
3432 GLboolean ARB_vertex_program;
3433 GLboolean ARB_vertex_shader;
3434 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3435 GLboolean ARB_vertex_type_2_10_10_10_rev;
3436 GLboolean EXT_blend_color;
3437 GLboolean EXT_blend_equation_separate;
3438 GLboolean EXT_blend_func_separate;
3439 GLboolean EXT_blend_minmax;
3440 GLboolean EXT_depth_bounds_test;
3441 GLboolean EXT_draw_buffers2;
3442 GLboolean EXT_framebuffer_blit;
3443 GLboolean EXT_framebuffer_multisample;
3444 GLboolean EXT_framebuffer_multisample_blit_scaled;
3445 GLboolean EXT_framebuffer_sRGB;
3446 GLboolean EXT_gpu_program_parameters;
3447 GLboolean EXT_gpu_shader4;
3448 GLboolean EXT_packed_float;
3449 GLboolean EXT_pixel_buffer_object;
3450 GLboolean EXT_point_parameters;
3451 GLboolean EXT_provoking_vertex;
3452 GLboolean EXT_separate_shader_objects;
3453 GLboolean EXT_shader_integer_mix;
3454 GLboolean EXT_stencil_two_side;
3455 GLboolean EXT_texture3D;
3456 GLboolean EXT_texture_array;
3457 GLboolean EXT_texture_compression_latc;
3458 GLboolean EXT_texture_compression_s3tc;
3459 GLboolean EXT_texture_env_dot3;
3460 GLboolean EXT_texture_filter_anisotropic;
3461 GLboolean EXT_texture_integer;
3462 GLboolean EXT_texture_mirror_clamp;
3463 GLboolean EXT_texture_shared_exponent;
3464 GLboolean EXT_texture_snorm;
3465 GLboolean EXT_texture_sRGB;
3466 GLboolean EXT_texture_sRGB_decode;
3467 GLboolean EXT_texture_swizzle;
3468 GLboolean EXT_transform_feedback;
3469 GLboolean EXT_timer_query;
3470 GLboolean EXT_vertex_array_bgra;
3471 GLboolean OES_standard_derivatives;
3472 /* vendor extensions */
3473 GLboolean AMD_performance_monitor;
3474 GLboolean AMD_seamless_cubemap_per_texture;
3475 GLboolean AMD_shader_trinary_minmax;
3476 GLboolean AMD_vertex_shader_layer;
3477 GLboolean APPLE_object_purgeable;
3478 GLboolean ATI_envmap_bumpmap;
3479 GLboolean ATI_texture_compression_3dc;
3480 GLboolean ATI_texture_mirror_once;
3481 GLboolean ATI_texture_env_combine3;
3482 GLboolean ATI_fragment_shader;
3483 GLboolean ATI_separate_stencil;
3484 GLboolean MESA_pack_invert;
3485 GLboolean MESA_ycbcr_texture;
3486 GLboolean NV_conditional_render;
3487 GLboolean NV_fog_distance;
3488 GLboolean NV_fragment_program_option;
3489 GLboolean NV_point_sprite;
3490 GLboolean NV_primitive_restart;
3491 GLboolean NV_texture_barrier;
3492 GLboolean NV_texture_env_combine4;
3493 GLboolean NV_texture_rectangle;
3494 GLboolean NV_vdpau_interop;
3495 GLboolean TDFX_texture_compression_FXT1;
3496 GLboolean OES_EGL_image;
3497 GLboolean OES_draw_texture;
3498 GLboolean OES_depth_texture_cube_map;
3499 GLboolean OES_EGL_image_external;
3500 GLboolean OES_compressed_ETC1_RGB8_texture;
3501 GLboolean extension_sentinel;
3502 /** The extension string */
3503 const GLubyte *String;
3504 /** Number of supported extensions */
3505 GLuint Count;
3506 };
3507
3508
3509 /**
3510 * A stack of matrices (projection, modelview, color, texture, etc).
3511 */
3512 struct gl_matrix_stack
3513 {
3514 GLmatrix *Top; /**< points into Stack */
3515 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3516 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3517 GLuint MaxDepth; /**< size of Stack[] array */
3518 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3519 };
3520
3521
3522 /**
3523 * \name Bits for image transfer operations
3524 * \sa __struct gl_contextRec::ImageTransferState.
3525 */
3526 /*@{*/
3527 #define IMAGE_SCALE_BIAS_BIT 0x1
3528 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3529 #define IMAGE_MAP_COLOR_BIT 0x4
3530 #define IMAGE_CLAMP_BIT 0x800
3531
3532
3533 /** Pixel Transfer ops */
3534 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3535 IMAGE_SHIFT_OFFSET_BIT | \
3536 IMAGE_MAP_COLOR_BIT)
3537
3538 /**
3539 * \name Bits to indicate what state has changed.
3540 */
3541 /*@{*/
3542 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3543 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3544 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3545 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3546 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3547 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3548 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3549 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3550 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3551 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3552 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3553 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3554 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3555 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3556 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3557 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3558 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3559 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3560 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3561 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3562 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3563 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3564 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3565 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3566 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3567 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3568 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3569 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3570 #define _NEW_BUFFER_OBJECT (1 << 28)
3571 #define _NEW_FRAG_CLAMP (1 << 29)
3572 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3573 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3574 #define _NEW_ALL ~0
3575 /*@}*/
3576
3577
3578 /**
3579 * Composite state flags
3580 */
3581 /*@{*/
3582 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3583 _NEW_TEXTURE | \
3584 _NEW_POINT | \
3585 _NEW_PROGRAM | \
3586 _NEW_MODELVIEW)
3587
3588 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3589 _NEW_FOG | \
3590 _NEW_PROGRAM)
3591
3592
3593 /*@}*/
3594
3595
3596
3597
3598 /* This has to be included here. */
3599 #include "dd.h"
3600
3601
3602 /**
3603 * Display list flags.
3604 * Strictly this is a tnl-private concept, but it doesn't seem
3605 * worthwhile adding a tnl private structure just to hold this one bit
3606 * of information:
3607 */
3608 #define DLIST_DANGLING_REFS 0x1
3609
3610
3611 /** Opaque declaration of display list payload data type */
3612 union gl_dlist_node;
3613
3614
3615 /**
3616 * Provide a location where information about a display list can be
3617 * collected. Could be extended with driverPrivate structures,
3618 * etc. in the future.
3619 */
3620 struct gl_display_list
3621 {
3622 GLuint Name;
3623 GLchar *Label; /**< GL_KHR_debug */
3624 GLbitfield Flags; /**< DLIST_x flags */
3625 /** The dlist commands are in a linked list of nodes */
3626 union gl_dlist_node *Head;
3627 };
3628
3629
3630 /**
3631 * State used during display list compilation and execution.
3632 */
3633 struct gl_dlist_state
3634 {
3635 GLuint CallDepth; /**< Current recursion calling depth */
3636
3637 struct gl_display_list *CurrentList; /**< List currently being compiled */
3638 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3639 GLuint CurrentPos; /**< Index into current block of nodes */
3640
3641 GLvertexformat ListVtxfmt;
3642
3643 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3644 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3645
3646 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3647 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3648
3649 struct {
3650 /* State known to have been set by the currently-compiling display
3651 * list. Used to eliminate some redundant state changes.
3652 */
3653 GLenum ShadeModel;
3654 } Current;
3655 };
3656
3657 /** @{
3658 *
3659 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3660 * to small enums suitable for use as an array index.
3661 */
3662
3663 enum mesa_debug_source {
3664 MESA_DEBUG_SOURCE_API,
3665 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3666 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3667 MESA_DEBUG_SOURCE_THIRD_PARTY,
3668 MESA_DEBUG_SOURCE_APPLICATION,
3669 MESA_DEBUG_SOURCE_OTHER,
3670 MESA_DEBUG_SOURCE_COUNT
3671 };
3672
3673 enum mesa_debug_type {
3674 MESA_DEBUG_TYPE_ERROR,
3675 MESA_DEBUG_TYPE_DEPRECATED,
3676 MESA_DEBUG_TYPE_UNDEFINED,
3677 MESA_DEBUG_TYPE_PORTABILITY,
3678 MESA_DEBUG_TYPE_PERFORMANCE,
3679 MESA_DEBUG_TYPE_OTHER,
3680 MESA_DEBUG_TYPE_MARKER,
3681 MESA_DEBUG_TYPE_PUSH_GROUP,
3682 MESA_DEBUG_TYPE_POP_GROUP,
3683 MESA_DEBUG_TYPE_COUNT
3684 };
3685
3686 enum mesa_debug_severity {
3687 MESA_DEBUG_SEVERITY_LOW,
3688 MESA_DEBUG_SEVERITY_MEDIUM,
3689 MESA_DEBUG_SEVERITY_HIGH,
3690 MESA_DEBUG_SEVERITY_NOTIFICATION,
3691 MESA_DEBUG_SEVERITY_COUNT
3692 };
3693
3694 /** @} */
3695
3696 /**
3697 * An error, warning, or other piece of debug information for an application
3698 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3699 */
3700 struct gl_debug_msg
3701 {
3702 enum mesa_debug_source source;
3703 enum mesa_debug_type type;
3704 GLuint id;
3705 enum mesa_debug_severity severity;
3706 GLsizei length;
3707 GLcharARB *message;
3708 };
3709
3710 struct gl_debug_namespace
3711 {
3712 struct _mesa_HashTable *IDs;
3713 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3714 /** lists of IDs in the hash table at each severity */
3715 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3716 };
3717
3718 struct gl_debug_state
3719 {
3720 GLDEBUGPROC Callback;
3721 const void *CallbackData;
3722 GLboolean SyncOutput;
3723 GLboolean DebugOutput;
3724 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3725 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3726 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3727 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3728 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3729 GLint GroupStackDepth;
3730 GLint NumMessages;
3731 GLint NextMsg;
3732 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3733 for the sake of the offsetof() code in get.c */
3734 };
3735
3736 /**
3737 * Enum for the OpenGL APIs we know about and may support.
3738 *
3739 * NOTE: This must match the api_enum table in
3740 * src/mesa/main/get_hash_generator.py
3741 */
3742 typedef enum
3743 {
3744 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3745 API_OPENGLES,
3746 API_OPENGLES2,
3747 API_OPENGL_CORE,
3748 API_OPENGL_LAST = API_OPENGL_CORE
3749 } gl_api;
3750
3751 /**
3752 * Driver-specific state flags.
3753 *
3754 * These are or'd with gl_context::NewDriverState to notify a driver about
3755 * a state change. The driver sets the flags at context creation and
3756 * the meaning of the bits set is opaque to core Mesa.
3757 */
3758 struct gl_driver_flags
3759 {
3760 /** gl_context::Array::_DrawArrays (vertex array state) */
3761 GLbitfield NewArray;
3762
3763 /** gl_context::TransformFeedback::CurrentObject */
3764 GLbitfield NewTransformFeedback;
3765
3766 /** gl_context::RasterDiscard */
3767 GLbitfield NewRasterizerDiscard;
3768
3769 /**
3770 * gl_context::UniformBufferBindings
3771 * gl_shader_program::UniformBlocks
3772 */
3773 GLbitfield NewUniformBuffer;
3774
3775 /**
3776 * gl_context::AtomicBufferBindings
3777 */
3778 GLbitfield NewAtomicBuffer;
3779
3780 /**
3781 * gl_context::ImageUnits
3782 */
3783 GLbitfield NewImageUnits;
3784 };
3785
3786 struct gl_uniform_buffer_binding
3787 {
3788 struct gl_buffer_object *BufferObject;
3789 /** Start of uniform block data in the buffer */
3790 GLintptr Offset;
3791 /** Size of data allowed to be referenced from the buffer (in bytes) */
3792 GLsizeiptr Size;
3793 /**
3794 * glBindBufferBase() indicates that the Size should be ignored and only
3795 * limited by the current size of the BufferObject.
3796 */
3797 GLboolean AutomaticSize;
3798 };
3799
3800 /**
3801 * ARB_shader_image_load_store image unit.
3802 */
3803 struct gl_image_unit
3804 {
3805 /**
3806 * Texture object bound to this unit.
3807 */
3808 struct gl_texture_object *TexObj;
3809
3810 /**
3811 * Level of the texture object bound to this unit.
3812 */
3813 GLuint Level;
3814
3815 /**
3816 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3817 * GL_FALSE if only some specific layer of the texture is bound.
3818 * \sa Layer
3819 */
3820 GLboolean Layered;
3821
3822 /**
3823 * Layer of the texture object bound to this unit, or zero if the
3824 * whole level is bound.
3825 */
3826 GLuint Layer;
3827
3828 /**
3829 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3830 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3831 */
3832 GLenum Access;
3833
3834 /**
3835 * GL internal format that determines the interpretation of the
3836 * image memory when shader image operations are performed through
3837 * this unit.
3838 */
3839 GLenum Format;
3840
3841 /**
3842 * Mesa format corresponding to \c Format.
3843 */
3844 gl_format _ActualFormat;
3845
3846 /**
3847 * GL_TRUE if the state of this image unit is valid and access from
3848 * the shader is allowed. Otherwise loads from this unit should
3849 * return zero and stores should have no effect.
3850 */
3851 GLboolean _Valid;
3852 };
3853
3854 /**
3855 * Binding point for an atomic counter buffer object.
3856 */
3857 struct gl_atomic_buffer_binding
3858 {
3859 struct gl_buffer_object *BufferObject;
3860 GLintptr Offset;
3861 GLsizeiptr Size;
3862 };
3863
3864 /**
3865 * Mesa rendering context.
3866 *
3867 * This is the central context data structure for Mesa. Almost all
3868 * OpenGL state is contained in this structure.
3869 * Think of this as a base class from which device drivers will derive
3870 * sub classes.
3871 */
3872 struct gl_context
3873 {
3874 /** State possibly shared with other contexts in the address space */
3875 struct gl_shared_state *Shared;
3876
3877 /** \name API function pointer tables */
3878 /*@{*/
3879 gl_api API;
3880 /**
3881 * The current dispatch table for non-displaylist-saving execution, either
3882 * BeginEnd or OutsideBeginEnd
3883 */
3884 struct _glapi_table *Exec;
3885 /**
3886 * The normal dispatch table for non-displaylist-saving, non-begin/end
3887 */
3888 struct _glapi_table *OutsideBeginEnd;
3889 /** The dispatch table used between glNewList() and glEndList() */
3890 struct _glapi_table *Save;
3891 /**
3892 * The dispatch table used between glBegin() and glEnd() (outside of a
3893 * display list). Only valid functions between those two are set, which is
3894 * mostly just the set in a GLvertexformat struct.
3895 */
3896 struct _glapi_table *BeginEnd;
3897 /**
3898 * Tracks the current dispatch table out of the 3 above, so that it can be
3899 * re-set on glXMakeCurrent().
3900 */
3901 struct _glapi_table *CurrentDispatch;
3902 /*@}*/
3903
3904 struct gl_config Visual;
3905 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3906 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3907 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3908 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3909
3910 /**
3911 * Device driver function pointer table
3912 */
3913 struct dd_function_table Driver;
3914
3915 /** Core/Driver constants */
3916 struct gl_constants Const;
3917
3918 /** \name The various 4x4 matrix stacks */
3919 /*@{*/
3920 struct gl_matrix_stack ModelviewMatrixStack;
3921 struct gl_matrix_stack ProjectionMatrixStack;
3922 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3923 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3924 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3925 /*@}*/
3926
3927 /** Combined modelview and projection matrix */
3928 GLmatrix _ModelProjectMatrix;
3929
3930 /** \name Display lists */
3931 struct gl_dlist_state ListState;
3932
3933 GLboolean ExecuteFlag; /**< Execute GL commands? */
3934 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3935
3936 /** Extension information */
3937 struct gl_extensions Extensions;
3938
3939 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3940 GLuint Version;
3941 char *VersionString;
3942
3943 /** \name State attribute stack (for glPush/PopAttrib) */
3944 /*@{*/
3945 GLuint AttribStackDepth;
3946 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3947 /*@}*/
3948
3949 /** \name Renderer attribute groups
3950 *
3951 * We define a struct for each attribute group to make pushing and popping
3952 * attributes easy. Also it's a good organization.
3953 */
3954 /*@{*/
3955 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3956 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3957 struct gl_current_attrib Current; /**< Current attributes */
3958 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3959 struct gl_eval_attrib Eval; /**< Eval attributes */
3960 struct gl_fog_attrib Fog; /**< Fog attributes */
3961 struct gl_hint_attrib Hint; /**< Hint attributes */
3962 struct gl_light_attrib Light; /**< Light attributes */
3963 struct gl_line_attrib Line; /**< Line attributes */
3964 struct gl_list_attrib List; /**< List attributes */
3965 struct gl_multisample_attrib Multisample;
3966 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3967 struct gl_point_attrib Point; /**< Point attributes */
3968 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3969 GLuint PolygonStipple[32]; /**< Polygon stipple */
3970 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3971 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3972 struct gl_texture_attrib Texture; /**< Texture attributes */
3973 struct gl_transform_attrib Transform; /**< Transformation attributes */
3974 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3975 /*@}*/
3976
3977 /** \name Client attribute stack */
3978 /*@{*/
3979 GLuint ClientAttribStackDepth;
3980 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3981 /*@}*/
3982
3983 /** \name Client attribute groups */
3984 /*@{*/
3985 struct gl_array_attrib Array; /**< Vertex arrays */
3986 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3987 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3988 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3989 /*@}*/
3990
3991 /** \name Other assorted state (not pushed/popped on attribute stack) */
3992 /*@{*/
3993 struct gl_pixelmaps PixelMaps;
3994
3995 struct gl_evaluators EvalMap; /**< All evaluators */
3996 struct gl_feedback Feedback; /**< Feedback */
3997 struct gl_selection Select; /**< Selection */
3998
3999 struct gl_program_state Program; /**< general program state */
4000 struct gl_vertex_program_state VertexProgram;
4001 struct gl_fragment_program_state FragmentProgram;
4002 struct gl_geometry_program_state GeometryProgram;
4003 struct gl_ati_fragment_shader_state ATIFragmentShader;
4004
4005 struct gl_shader_state Shader; /**< GLSL shader object state */
4006 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4007
4008 struct gl_query_state Query; /**< occlusion, timer queries */
4009
4010 struct gl_transform_feedback_state TransformFeedback;
4011
4012 struct gl_perf_monitor_state PerfMonitor;
4013
4014 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4015
4016 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4017 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4018
4019 /**
4020 * Current GL_ARB_uniform_buffer_object binding referenced by
4021 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4022 */
4023 struct gl_buffer_object *UniformBuffer;
4024
4025 /**
4026 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4027 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4028 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4029 * shader program.
4030 */
4031 struct gl_uniform_buffer_binding
4032 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4033
4034 /**
4035 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4036 * target.
4037 */
4038 struct gl_buffer_object *AtomicBuffer;
4039
4040 /**
4041 * Array of atomic counter buffer binding points.
4042 */
4043 struct gl_atomic_buffer_binding
4044 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4045
4046 /**
4047 * Array of image units for ARB_shader_image_load_store.
4048 */
4049 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4050
4051 /*@}*/
4052
4053 struct gl_meta_state *Meta; /**< for "meta" operations */
4054
4055 /* GL_EXT_framebuffer_object */
4056 struct gl_renderbuffer *CurrentRenderbuffer;
4057
4058 GLenum ErrorValue; /**< Last error code */
4059
4060 /**
4061 * Recognize and silence repeated error debug messages in buggy apps.
4062 */
4063 const char *ErrorDebugFmtString;
4064 GLuint ErrorDebugCount;
4065
4066 /* GL_ARB_debug_output/GL_KHR_debug */
4067 struct gl_debug_state Debug;
4068
4069 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4070 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4071 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4072
4073 struct gl_driver_flags DriverFlags;
4074
4075 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4076
4077 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4078
4079 /** \name Derived state */
4080 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4081 GLfloat _EyeZDir[3];
4082 GLfloat _ModelViewInvScale;
4083 GLboolean _NeedEyeCoords;
4084 GLboolean _ForceEyeCoords;
4085
4086 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4087
4088 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4089
4090 /** \name For debugging/development only */
4091 /*@{*/
4092 GLboolean FirstTimeCurrent;
4093 /*@}*/
4094
4095 /** software compression/decompression supported or not */
4096 GLboolean Mesa_DXTn;
4097
4098 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4099
4100 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4101
4102 /**
4103 * \name Hooks for module contexts.
4104 *
4105 * These will eventually live in the driver or elsewhere.
4106 */
4107 /*@{*/
4108 void *swrast_context;
4109 void *swsetup_context;
4110 void *swtnl_context;
4111 struct vbo_context *vbo_context;
4112 struct st_context *st;
4113 void *aelt_context;
4114 /*@}*/
4115
4116 /**
4117 * \name NV_vdpau_interop
4118 */
4119 /*@{*/
4120 const void *vdpDevice;
4121 const void *vdpGetProcAddress;
4122 struct set *vdpSurfaces;
4123 /*@}*/
4124
4125 /**
4126 * Has this context observed a GPU reset in any context in the share group?
4127 *
4128 * Once this field becomes true, it is never reset to false.
4129 */
4130 GLboolean ShareGroupReset;
4131 };
4132
4133
4134 #ifdef DEBUG
4135 extern int MESA_VERBOSE;
4136 extern int MESA_DEBUG_FLAGS;
4137 # define MESA_FUNCTION __FUNCTION__
4138 #else
4139 # define MESA_VERBOSE 0
4140 # define MESA_DEBUG_FLAGS 0
4141 # define MESA_FUNCTION "a function"
4142 # ifndef NDEBUG
4143 # define NDEBUG
4144 # endif
4145 #endif
4146
4147
4148 /** The MESA_VERBOSE var is a bitmask of these flags */
4149 enum _verbose
4150 {
4151 VERBOSE_VARRAY = 0x0001,
4152 VERBOSE_TEXTURE = 0x0002,
4153 VERBOSE_MATERIAL = 0x0004,
4154 VERBOSE_PIPELINE = 0x0008,
4155 VERBOSE_DRIVER = 0x0010,
4156 VERBOSE_STATE = 0x0020,
4157 VERBOSE_API = 0x0040,
4158 VERBOSE_DISPLAY_LIST = 0x0100,
4159 VERBOSE_LIGHTING = 0x0200,
4160 VERBOSE_PRIMS = 0x0400,
4161 VERBOSE_VERTS = 0x0800,
4162 VERBOSE_DISASSEM = 0x1000,
4163 VERBOSE_DRAW = 0x2000,
4164 VERBOSE_SWAPBUFFERS = 0x4000
4165 };
4166
4167
4168 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4169 enum _debug
4170 {
4171 DEBUG_SILENT = (1 << 0),
4172 DEBUG_ALWAYS_FLUSH = (1 << 1),
4173 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4174 DEBUG_INCOMPLETE_FBO = (1 << 3)
4175 };
4176
4177
4178
4179 #ifdef __cplusplus
4180 }
4181 #endif
4182
4183 #endif /* MTYPES_H */