mesa: save which transform feedback buffer is associated with which stream
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97
98
99 /**
100 * Indexes for vertex program attributes.
101 * GL_NV_vertex_program aliases generic attributes over the conventional
102 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
103 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
104 * generic attributes are distinct/separate).
105 */
106 typedef enum
107 {
108 VERT_ATTRIB_POS = 0,
109 VERT_ATTRIB_WEIGHT = 1,
110 VERT_ATTRIB_NORMAL = 2,
111 VERT_ATTRIB_COLOR0 = 3,
112 VERT_ATTRIB_COLOR1 = 4,
113 VERT_ATTRIB_FOG = 5,
114 VERT_ATTRIB_COLOR_INDEX = 6,
115 VERT_ATTRIB_EDGEFLAG = 7,
116 VERT_ATTRIB_TEX0 = 8,
117 VERT_ATTRIB_TEX1 = 9,
118 VERT_ATTRIB_TEX2 = 10,
119 VERT_ATTRIB_TEX3 = 11,
120 VERT_ATTRIB_TEX4 = 12,
121 VERT_ATTRIB_TEX5 = 13,
122 VERT_ATTRIB_TEX6 = 14,
123 VERT_ATTRIB_TEX7 = 15,
124 VERT_ATTRIB_POINT_SIZE = 16,
125 VERT_ATTRIB_GENERIC0 = 17,
126 VERT_ATTRIB_GENERIC1 = 18,
127 VERT_ATTRIB_GENERIC2 = 19,
128 VERT_ATTRIB_GENERIC3 = 20,
129 VERT_ATTRIB_GENERIC4 = 21,
130 VERT_ATTRIB_GENERIC5 = 22,
131 VERT_ATTRIB_GENERIC6 = 23,
132 VERT_ATTRIB_GENERIC7 = 24,
133 VERT_ATTRIB_GENERIC8 = 25,
134 VERT_ATTRIB_GENERIC9 = 26,
135 VERT_ATTRIB_GENERIC10 = 27,
136 VERT_ATTRIB_GENERIC11 = 28,
137 VERT_ATTRIB_GENERIC12 = 29,
138 VERT_ATTRIB_GENERIC13 = 30,
139 VERT_ATTRIB_GENERIC14 = 31,
140 VERT_ATTRIB_GENERIC15 = 32,
141 VERT_ATTRIB_MAX = 33
142 } gl_vert_attrib;
143
144 /**
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
147 *
148 * VERT_ATTRIB_FF
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
151 * VERT_ATTRIB_TEX
152 * include the classic texture coordinate attributes.
153 * Is a subset of VERT_ATTRIB_FF.
154 * VERT_ATTRIB_GENERIC
155 * include the OpenGL 2.0+ GLSL generic shader attributes.
156 * These alias the generic GL_ARB_vertex_shader attributes.
157 */
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
166
167 /**
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
170 */
171 /*@{*/
172 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
173 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
174 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
175 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
176 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
177 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
178 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
179 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
180 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
181 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
182 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
183 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
184 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
185 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
186 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
187 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
188 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
189 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193
194 #define VERT_BIT_FF(i) VERT_BIT(i)
195 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
196 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
197 #define VERT_BIT_TEX_ALL \
198 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199
200 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
201 #define VERT_BIT_GENERIC_ALL \
202 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
203 /*@}*/
204
205
206 /**
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
209 *
210 * Note that some of these values are not available to all pipeline stages.
211 *
212 * When this enum is updated, the following code must be updated too:
213 * - vertResults (in prog_print.c's arb_output_attrib_string())
214 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
215 * - _mesa_varying_slot_in_fs()
216 */
217 typedef enum
218 {
219 VARYING_SLOT_POS,
220 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_COL1,
222 VARYING_SLOT_FOGC,
223 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_TEX1,
225 VARYING_SLOT_TEX2,
226 VARYING_SLOT_TEX3,
227 VARYING_SLOT_TEX4,
228 VARYING_SLOT_TEX5,
229 VARYING_SLOT_TEX6,
230 VARYING_SLOT_TEX7,
231 VARYING_SLOT_PSIZ, /* Does not appear in FS */
232 VARYING_SLOT_BFC0, /* Does not appear in FS */
233 VARYING_SLOT_BFC1, /* Does not appear in FS */
234 VARYING_SLOT_EDGE, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_DIST0,
237 VARYING_SLOT_CLIP_DIST1,
238 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
239 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
240 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
241 VARYING_SLOT_FACE, /* FS only */
242 VARYING_SLOT_PNTC, /* FS only */
243 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
244 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
245 VARYING_SLOT_VAR0, /* First generic varying slot */
246 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING,
247 VARYING_SLOT_PATCH0 = VARYING_SLOT_MAX,
248 VARYING_SLOT_TESS_MAX = VARYING_SLOT_PATCH0 + MAX_VARYING
249 } gl_varying_slot;
250
251
252 /**
253 * Bitflags for varying slots.
254 */
255 /*@{*/
256 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
257 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
258 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
259 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
260 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
261 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
262 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
263 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
264 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
265 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
266 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
267 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
268 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
269 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
270 MAX_TEXTURE_COORD_UNITS)
271 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
272 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
273 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
274 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
275 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
276 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
277 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
278 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
279 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
280 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
281 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
282 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
283 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
284 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
285 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
286 /*@}*/
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 case VARYING_SLOT_TESS_LEVEL_OUTER:
302 case VARYING_SLOT_TESS_LEVEL_INNER:
303 return GL_FALSE;
304 default:
305 return GL_TRUE;
306 }
307 }
308
309
310 /**
311 * Fragment program results
312 */
313 typedef enum
314 {
315 FRAG_RESULT_DEPTH = 0,
316 FRAG_RESULT_STENCIL = 1,
317 /* If a single color should be written to all render targets, this
318 * register is written. No FRAG_RESULT_DATAn will be written.
319 */
320 FRAG_RESULT_COLOR = 2,
321 FRAG_RESULT_SAMPLE_MASK = 3,
322
323 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
324 * or ARB_fragment_program fragment.color[n]) color results. If
325 * any are written, FRAG_RESULT_COLOR will not be written.
326 */
327 FRAG_RESULT_DATA0 = 4,
328 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
329 } gl_frag_result;
330
331
332 /**
333 * Indexes for all renderbuffers
334 */
335 typedef enum
336 {
337 /* the four standard color buffers */
338 BUFFER_FRONT_LEFT,
339 BUFFER_BACK_LEFT,
340 BUFFER_FRONT_RIGHT,
341 BUFFER_BACK_RIGHT,
342 BUFFER_DEPTH,
343 BUFFER_STENCIL,
344 BUFFER_ACCUM,
345 /* optional aux buffer */
346 BUFFER_AUX0,
347 /* generic renderbuffers */
348 BUFFER_COLOR0,
349 BUFFER_COLOR1,
350 BUFFER_COLOR2,
351 BUFFER_COLOR3,
352 BUFFER_COLOR4,
353 BUFFER_COLOR5,
354 BUFFER_COLOR6,
355 BUFFER_COLOR7,
356 BUFFER_COUNT
357 } gl_buffer_index;
358
359 /**
360 * Bit flags for all renderbuffers
361 */
362 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
363 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
364 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
365 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
366 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
367 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
368 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
369 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
370 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
371 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
372 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
373 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
374 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
375 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
376 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
377 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
378 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
379 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
380 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
381
382 /**
383 * Mask of all the color buffer bits (but not accum).
384 */
385 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
386 BUFFER_BIT_BACK_LEFT | \
387 BUFFER_BIT_FRONT_RIGHT | \
388 BUFFER_BIT_BACK_RIGHT | \
389 BUFFER_BIT_AUX0 | \
390 BUFFER_BIT_COLOR0 | \
391 BUFFER_BIT_COLOR1 | \
392 BUFFER_BIT_COLOR2 | \
393 BUFFER_BIT_COLOR3 | \
394 BUFFER_BIT_COLOR4 | \
395 BUFFER_BIT_COLOR5 | \
396 BUFFER_BIT_COLOR6 | \
397 BUFFER_BIT_COLOR7)
398
399 /**
400 * Framebuffer configuration (aka visual / pixelformat)
401 * Note: some of these fields should be boolean, but it appears that
402 * code in drivers/dri/common/util.c requires int-sized fields.
403 */
404 struct gl_config
405 {
406 GLboolean rgbMode;
407 GLboolean floatMode;
408 GLuint doubleBufferMode;
409 GLuint stereoMode;
410
411 GLboolean haveAccumBuffer;
412 GLboolean haveDepthBuffer;
413 GLboolean haveStencilBuffer;
414
415 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
416 GLuint redMask, greenMask, blueMask, alphaMask;
417 GLint rgbBits; /* total bits for rgb */
418 GLint indexBits; /* total bits for colorindex */
419
420 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
421 GLint depthBits;
422 GLint stencilBits;
423
424 GLint numAuxBuffers;
425
426 GLint level;
427
428 /* EXT_visual_rating / GLX 1.2 */
429 GLint visualRating;
430
431 /* EXT_visual_info / GLX 1.2 */
432 GLint transparentPixel;
433 /* colors are floats scaled to ints */
434 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
435 GLint transparentIndex;
436
437 /* ARB_multisample / SGIS_multisample */
438 GLint sampleBuffers;
439 GLint samples;
440
441 /* SGIX_pbuffer / GLX 1.3 */
442 GLint maxPbufferWidth;
443 GLint maxPbufferHeight;
444 GLint maxPbufferPixels;
445 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
446 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
447
448 /* OML_swap_method */
449 GLint swapMethod;
450
451 /* EXT_texture_from_pixmap */
452 GLint bindToTextureRgb;
453 GLint bindToTextureRgba;
454 GLint bindToMipmapTexture;
455 GLint bindToTextureTargets;
456 GLint yInverted;
457
458 /* EXT_framebuffer_sRGB */
459 GLint sRGBCapable;
460 };
461
462
463 /**
464 * \name Bit flags used for updating material values.
465 */
466 /*@{*/
467 #define MAT_ATTRIB_FRONT_AMBIENT 0
468 #define MAT_ATTRIB_BACK_AMBIENT 1
469 #define MAT_ATTRIB_FRONT_DIFFUSE 2
470 #define MAT_ATTRIB_BACK_DIFFUSE 3
471 #define MAT_ATTRIB_FRONT_SPECULAR 4
472 #define MAT_ATTRIB_BACK_SPECULAR 5
473 #define MAT_ATTRIB_FRONT_EMISSION 6
474 #define MAT_ATTRIB_BACK_EMISSION 7
475 #define MAT_ATTRIB_FRONT_SHININESS 8
476 #define MAT_ATTRIB_BACK_SHININESS 9
477 #define MAT_ATTRIB_FRONT_INDEXES 10
478 #define MAT_ATTRIB_BACK_INDEXES 11
479 #define MAT_ATTRIB_MAX 12
480
481 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
482 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
483 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
484 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
485 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
486 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
487
488 #define MAT_INDEX_AMBIENT 0
489 #define MAT_INDEX_DIFFUSE 1
490 #define MAT_INDEX_SPECULAR 2
491
492 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
493 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
494 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
495 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
496 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
497 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
498 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
499 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
500 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
501 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
502 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
503 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
504
505
506 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
507 MAT_BIT_FRONT_AMBIENT | \
508 MAT_BIT_FRONT_DIFFUSE | \
509 MAT_BIT_FRONT_SPECULAR | \
510 MAT_BIT_FRONT_SHININESS | \
511 MAT_BIT_FRONT_INDEXES)
512
513 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
514 MAT_BIT_BACK_AMBIENT | \
515 MAT_BIT_BACK_DIFFUSE | \
516 MAT_BIT_BACK_SPECULAR | \
517 MAT_BIT_BACK_SHININESS | \
518 MAT_BIT_BACK_INDEXES)
519
520 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
521 /*@}*/
522
523
524 /**
525 * Material state.
526 */
527 struct gl_material
528 {
529 GLfloat Attrib[MAT_ATTRIB_MAX][4];
530 };
531
532
533 /**
534 * Light state flags.
535 */
536 /*@{*/
537 #define LIGHT_SPOT 0x1
538 #define LIGHT_LOCAL_VIEWER 0x2
539 #define LIGHT_POSITIONAL 0x4
540 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
541 /*@}*/
542
543
544 /**
545 * Light source state.
546 */
547 struct gl_light
548 {
549 struct gl_light *next; /**< double linked list with sentinel */
550 struct gl_light *prev;
551
552 GLfloat Ambient[4]; /**< ambient color */
553 GLfloat Diffuse[4]; /**< diffuse color */
554 GLfloat Specular[4]; /**< specular color */
555 GLfloat EyePosition[4]; /**< position in eye coordinates */
556 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
557 GLfloat SpotExponent;
558 GLfloat SpotCutoff; /**< in degrees */
559 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
560 GLfloat ConstantAttenuation;
561 GLfloat LinearAttenuation;
562 GLfloat QuadraticAttenuation;
563 GLboolean Enabled; /**< On/off flag */
564
565 /**
566 * \name Derived fields
567 */
568 /*@{*/
569 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
570
571 GLfloat _Position[4]; /**< position in eye/obj coordinates */
572 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
573 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
574 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
575 GLfloat _VP_inf_spot_attenuation;
576
577 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
578 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
579 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
580 /*@}*/
581 };
582
583
584 /**
585 * Light model state.
586 */
587 struct gl_lightmodel
588 {
589 GLfloat Ambient[4]; /**< ambient color */
590 GLboolean LocalViewer; /**< Local (or infinite) view point? */
591 GLboolean TwoSide; /**< Two (or one) sided lighting? */
592 GLenum ColorControl; /**< either GL_SINGLE_COLOR
593 * or GL_SEPARATE_SPECULAR_COLOR */
594 };
595
596
597 /**
598 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
599 */
600 struct gl_accum_attrib
601 {
602 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
603 };
604
605
606 /**
607 * Used for storing clear color, texture border color, etc.
608 * The float values are typically unclamped.
609 */
610 union gl_color_union
611 {
612 GLfloat f[4];
613 GLint i[4];
614 GLuint ui[4];
615 };
616
617
618 /**
619 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
620 */
621 struct gl_colorbuffer_attrib
622 {
623 GLuint ClearIndex; /**< Index for glClear */
624 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
625 GLuint IndexMask; /**< Color index write mask */
626 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
627
628 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
629
630 /**
631 * \name alpha testing
632 */
633 /*@{*/
634 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
635 GLenum AlphaFunc; /**< Alpha test function */
636 GLfloat AlphaRefUnclamped;
637 GLclampf AlphaRef; /**< Alpha reference value */
638 /*@}*/
639
640 /**
641 * \name Blending
642 */
643 /*@{*/
644 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
645
646 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
647 * control, only on the fixed-pointness of the render target.
648 * The query does however depend on fragment color clamping.
649 */
650 GLfloat BlendColorUnclamped[4]; /**< Blending color */
651 GLfloat BlendColor[4]; /**< Blending color */
652
653 struct
654 {
655 GLenum SrcRGB; /**< RGB blend source term */
656 GLenum DstRGB; /**< RGB blend dest term */
657 GLenum SrcA; /**< Alpha blend source term */
658 GLenum DstA; /**< Alpha blend dest term */
659 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
660 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
661 /**
662 * Set if any blend factor uses SRC1. Computed at the time blend factors
663 * get set.
664 */
665 GLboolean _UsesDualSrc;
666 } Blend[MAX_DRAW_BUFFERS];
667 /** Are the blend func terms currently different for each buffer/target? */
668 GLboolean _BlendFuncPerBuffer;
669 /** Are the blend equations currently different for each buffer/target? */
670 GLboolean _BlendEquationPerBuffer;
671 /*@}*/
672
673 /**
674 * \name Logic op
675 */
676 /*@{*/
677 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
678 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
679 GLenum LogicOp; /**< Logic operator */
680
681 /*@}*/
682
683 GLboolean DitherFlag; /**< Dither enable flag */
684
685 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
686 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
687 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
688
689 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
690 };
691
692
693 /**
694 * Current attribute group (GL_CURRENT_BIT).
695 */
696 struct gl_current_attrib
697 {
698 /**
699 * \name Current vertex attributes.
700 * \note Values are valid only after FLUSH_VERTICES has been called.
701 * \note Index and Edgeflag current values are stored as floats in the
702 * SIX and SEVEN attribute slots.
703 */
704 /* we need double storage for this for vertex attrib 64bit */
705 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
706
707 /**
708 * \name Current raster position attributes (always valid).
709 * \note This set of attributes is very similar to the SWvertex struct.
710 */
711 /*@{*/
712 GLfloat RasterPos[4];
713 GLfloat RasterDistance;
714 GLfloat RasterColor[4];
715 GLfloat RasterSecondaryColor[4];
716 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
717 GLboolean RasterPosValid;
718 /*@}*/
719 };
720
721
722 /**
723 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
724 */
725 struct gl_depthbuffer_attrib
726 {
727 GLenum Func; /**< Function for depth buffer compare */
728 GLclampd Clear; /**< Value to clear depth buffer to */
729 GLboolean Test; /**< Depth buffering enabled flag */
730 GLboolean Mask; /**< Depth buffer writable? */
731 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
732 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
733 };
734
735
736 /**
737 * Evaluator attribute group (GL_EVAL_BIT).
738 */
739 struct gl_eval_attrib
740 {
741 /**
742 * \name Enable bits
743 */
744 /*@{*/
745 GLboolean Map1Color4;
746 GLboolean Map1Index;
747 GLboolean Map1Normal;
748 GLboolean Map1TextureCoord1;
749 GLboolean Map1TextureCoord2;
750 GLboolean Map1TextureCoord3;
751 GLboolean Map1TextureCoord4;
752 GLboolean Map1Vertex3;
753 GLboolean Map1Vertex4;
754 GLboolean Map2Color4;
755 GLboolean Map2Index;
756 GLboolean Map2Normal;
757 GLboolean Map2TextureCoord1;
758 GLboolean Map2TextureCoord2;
759 GLboolean Map2TextureCoord3;
760 GLboolean Map2TextureCoord4;
761 GLboolean Map2Vertex3;
762 GLboolean Map2Vertex4;
763 GLboolean AutoNormal;
764 /*@}*/
765
766 /**
767 * \name Map Grid endpoints and divisions and calculated du values
768 */
769 /*@{*/
770 GLint MapGrid1un;
771 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
772 GLint MapGrid2un, MapGrid2vn;
773 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
774 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
775 /*@}*/
776 };
777
778
779 /**
780 * Fog attribute group (GL_FOG_BIT).
781 */
782 struct gl_fog_attrib
783 {
784 GLboolean Enabled; /**< Fog enabled flag */
785 GLboolean ColorSumEnabled;
786 GLfloat ColorUnclamped[4]; /**< Fog color */
787 GLfloat Color[4]; /**< Fog color */
788 GLfloat Density; /**< Density >= 0.0 */
789 GLfloat Start; /**< Start distance in eye coords */
790 GLfloat End; /**< End distance in eye coords */
791 GLfloat Index; /**< Fog index */
792 GLenum Mode; /**< Fog mode */
793 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
794 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
795 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
796 };
797
798
799 /**
800 * Hint attribute group (GL_HINT_BIT).
801 *
802 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
803 */
804 struct gl_hint_attrib
805 {
806 GLenum PerspectiveCorrection;
807 GLenum PointSmooth;
808 GLenum LineSmooth;
809 GLenum PolygonSmooth;
810 GLenum Fog;
811 GLenum TextureCompression; /**< GL_ARB_texture_compression */
812 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
813 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
814 };
815
816
817 /**
818 * Lighting attribute group (GL_LIGHT_BIT).
819 */
820 struct gl_light_attrib
821 {
822 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
823 struct gl_lightmodel Model; /**< Lighting model */
824
825 /**
826 * Front and back material values.
827 * Note: must call FLUSH_VERTICES() before using.
828 */
829 struct gl_material Material;
830
831 GLboolean Enabled; /**< Lighting enabled flag */
832 GLboolean ColorMaterialEnabled;
833
834 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
835 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
836 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
837 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
838 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
839
840
841 GLboolean _ClampVertexColor;
842 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
843
844 /**
845 * Derived state for optimizations:
846 */
847 /*@{*/
848 GLboolean _NeedEyeCoords;
849 GLboolean _NeedVertices; /**< Use fast shader? */
850 struct gl_light EnabledList; /**< List sentinel */
851
852 GLfloat _BaseColor[2][3];
853 /*@}*/
854 };
855
856
857 /**
858 * Line attribute group (GL_LINE_BIT).
859 */
860 struct gl_line_attrib
861 {
862 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
863 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
864 GLushort StipplePattern; /**< Stipple pattern */
865 GLint StippleFactor; /**< Stipple repeat factor */
866 GLfloat Width; /**< Line width */
867 };
868
869
870 /**
871 * Display list attribute group (GL_LIST_BIT).
872 */
873 struct gl_list_attrib
874 {
875 GLuint ListBase;
876 };
877
878
879 /**
880 * Multisample attribute group (GL_MULTISAMPLE_BIT).
881 */
882 struct gl_multisample_attrib
883 {
884 GLboolean Enabled;
885 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
886 GLboolean SampleAlphaToCoverage;
887 GLboolean SampleAlphaToOne;
888 GLboolean SampleCoverage;
889 GLboolean SampleCoverageInvert;
890 GLboolean SampleShading;
891
892 /* ARB_texture_multisample / GL3.2 additions */
893 GLboolean SampleMask;
894
895 GLfloat SampleCoverageValue;
896 GLfloat MinSampleShadingValue;
897
898 /** The GL spec defines this as an array but >32x MSAA is madness */
899 GLbitfield SampleMaskValue;
900 };
901
902
903 /**
904 * A pixelmap (see glPixelMap)
905 */
906 struct gl_pixelmap
907 {
908 GLint Size;
909 GLfloat Map[MAX_PIXEL_MAP_TABLE];
910 };
911
912
913 /**
914 * Collection of all pixelmaps
915 */
916 struct gl_pixelmaps
917 {
918 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
919 struct gl_pixelmap GtoG;
920 struct gl_pixelmap BtoB;
921 struct gl_pixelmap AtoA;
922 struct gl_pixelmap ItoR;
923 struct gl_pixelmap ItoG;
924 struct gl_pixelmap ItoB;
925 struct gl_pixelmap ItoA;
926 struct gl_pixelmap ItoI;
927 struct gl_pixelmap StoS;
928 };
929
930
931 /**
932 * Pixel attribute group (GL_PIXEL_MODE_BIT).
933 */
934 struct gl_pixel_attrib
935 {
936 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
937
938 /*--- Begin Pixel Transfer State ---*/
939 /* Fields are in the order in which they're applied... */
940
941 /** Scale & Bias (index shift, offset) */
942 /*@{*/
943 GLfloat RedBias, RedScale;
944 GLfloat GreenBias, GreenScale;
945 GLfloat BlueBias, BlueScale;
946 GLfloat AlphaBias, AlphaScale;
947 GLfloat DepthBias, DepthScale;
948 GLint IndexShift, IndexOffset;
949 /*@}*/
950
951 /* Pixel Maps */
952 /* Note: actual pixel maps are not part of this attrib group */
953 GLboolean MapColorFlag;
954 GLboolean MapStencilFlag;
955
956 /*--- End Pixel Transfer State ---*/
957
958 /** glPixelZoom */
959 GLfloat ZoomX, ZoomY;
960 };
961
962
963 /**
964 * Point attribute group (GL_POINT_BIT).
965 */
966 struct gl_point_attrib
967 {
968 GLfloat Size; /**< User-specified point size */
969 GLfloat Params[3]; /**< GL_EXT_point_parameters */
970 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
971 GLfloat Threshold; /**< GL_EXT_point_parameters */
972 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
973 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
974 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
975 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
976 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
977 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
978 };
979
980
981 /**
982 * Polygon attribute group (GL_POLYGON_BIT).
983 */
984 struct gl_polygon_attrib
985 {
986 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
987 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
988 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
989 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
990 GLboolean CullFlag; /**< Culling on/off flag */
991 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
992 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
993 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
994 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
995 GLfloat OffsetUnits; /**< Polygon offset units, from user */
996 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
997 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
998 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
999 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1000 };
1001
1002
1003 /**
1004 * Scissor attributes (GL_SCISSOR_BIT).
1005 */
1006 struct gl_scissor_rect
1007 {
1008 GLint X, Y; /**< Lower left corner of box */
1009 GLsizei Width, Height; /**< Size of box */
1010 };
1011 struct gl_scissor_attrib
1012 {
1013 GLbitfield EnableFlags; /**< Scissor test enabled? */
1014 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1015 };
1016
1017
1018 /**
1019 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1020 *
1021 * Three sets of stencil data are tracked so that OpenGL 2.0,
1022 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1023 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1024 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1025 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1026 * GL_EXT_stencil_two_side GL_BACK state.
1027 *
1028 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1029 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1030 *
1031 * The derived value \c _TestTwoSide is set when the front-face and back-face
1032 * stencil state are different.
1033 */
1034 struct gl_stencil_attrib
1035 {
1036 GLboolean Enabled; /**< Enabled flag */
1037 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1038 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1039 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1040 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1041 GLboolean _TestTwoSide;
1042 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1043 GLenum Function[3]; /**< Stencil function */
1044 GLenum FailFunc[3]; /**< Fail function */
1045 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1046 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1047 GLint Ref[3]; /**< Reference value */
1048 GLuint ValueMask[3]; /**< Value mask */
1049 GLuint WriteMask[3]; /**< Write mask */
1050 GLuint Clear; /**< Clear value */
1051 };
1052
1053
1054 /**
1055 * An index for each type of texture object. These correspond to the GL
1056 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1057 * Note: the order is from highest priority to lowest priority.
1058 */
1059 typedef enum
1060 {
1061 TEXTURE_2D_MULTISAMPLE_INDEX,
1062 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1063 TEXTURE_CUBE_ARRAY_INDEX,
1064 TEXTURE_BUFFER_INDEX,
1065 TEXTURE_2D_ARRAY_INDEX,
1066 TEXTURE_1D_ARRAY_INDEX,
1067 TEXTURE_EXTERNAL_INDEX,
1068 TEXTURE_CUBE_INDEX,
1069 TEXTURE_3D_INDEX,
1070 TEXTURE_RECT_INDEX,
1071 TEXTURE_2D_INDEX,
1072 TEXTURE_1D_INDEX,
1073 NUM_TEXTURE_TARGETS
1074 } gl_texture_index;
1075
1076
1077 /**
1078 * Bit flags for each type of texture object
1079 */
1080 /*@{*/
1081 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1082 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1083 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1084 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1085 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1086 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1087 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1088 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1089 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1090 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1091 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1092 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1093 /*@}*/
1094
1095
1096 /**
1097 * Texture image state. Drivers will typically create a subclass of this
1098 * with extra fields for memory buffers, etc.
1099 */
1100 struct gl_texture_image
1101 {
1102 GLint InternalFormat; /**< Internal format as given by the user */
1103 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1104 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1105 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1106 * GL_DEPTH_STENCIL_EXT only. Used for
1107 * choosing TexEnv arithmetic.
1108 */
1109 mesa_format TexFormat; /**< The actual texture memory format */
1110
1111 GLuint Border; /**< 0 or 1 */
1112 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1113 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1114 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1115 GLuint Width2; /**< = Width - 2*Border */
1116 GLuint Height2; /**< = Height - 2*Border */
1117 GLuint Depth2; /**< = Depth - 2*Border */
1118 GLuint WidthLog2; /**< = log2(Width2) */
1119 GLuint HeightLog2; /**< = log2(Height2) */
1120 GLuint DepthLog2; /**< = log2(Depth2) */
1121 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1122 levels, computed from the dimensions */
1123
1124 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1125 GLuint Level; /**< Which mipmap level am I? */
1126 /** Cube map face: index into gl_texture_object::Image[] array */
1127 GLuint Face;
1128
1129 /** GL_ARB_texture_multisample */
1130 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1131 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1132 };
1133
1134
1135 /**
1136 * Indexes for cube map faces.
1137 */
1138 typedef enum
1139 {
1140 FACE_POS_X = 0,
1141 FACE_NEG_X = 1,
1142 FACE_POS_Y = 2,
1143 FACE_NEG_Y = 3,
1144 FACE_POS_Z = 4,
1145 FACE_NEG_Z = 5,
1146 MAX_FACES = 6
1147 } gl_face_index;
1148
1149
1150 /**
1151 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1152 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1153 */
1154 struct gl_sampler_object
1155 {
1156 GLuint Name;
1157 GLint RefCount;
1158 GLchar *Label; /**< GL_KHR_debug */
1159
1160 GLenum WrapS; /**< S-axis texture image wrap mode */
1161 GLenum WrapT; /**< T-axis texture image wrap mode */
1162 GLenum WrapR; /**< R-axis texture image wrap mode */
1163 GLenum MinFilter; /**< minification filter */
1164 GLenum MagFilter; /**< magnification filter */
1165 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1166 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1167 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1168 GLfloat LodBias; /**< OpenGL 1.4 */
1169 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1170 GLenum CompareMode; /**< GL_ARB_shadow */
1171 GLenum CompareFunc; /**< GL_ARB_shadow */
1172 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1173 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1174 };
1175
1176
1177 /**
1178 * Texture object state. Contains the array of mipmap images, border color,
1179 * wrap modes, filter modes, and shadow/texcompare state.
1180 */
1181 struct gl_texture_object
1182 {
1183 mtx_t Mutex; /**< for thread safety */
1184 GLint RefCount; /**< reference count */
1185 GLuint Name; /**< the user-visible texture object ID */
1186 GLchar *Label; /**< GL_KHR_debug */
1187 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1188 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1189 Only valid when Target is valid. */
1190
1191 struct gl_sampler_object Sampler;
1192
1193 GLenum DepthMode; /**< GL_ARB_depth_texture */
1194 bool StencilSampling; /**< Should we sample stencil instead of depth? */
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 GLboolean _IsFloat; /**< GL_OES_float_texture */
1214 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1215
1216 GLuint MinLevel; /**< GL_ARB_texture_view */
1217 GLuint MinLayer; /**< GL_ARB_texture_view */
1218 GLuint NumLevels; /**< GL_ARB_texture_view */
1219 GLuint NumLayers; /**< GL_ARB_texture_view */
1220
1221 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1222 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1223
1224 /** GL_ARB_texture_buffer_object */
1225 struct gl_buffer_object *BufferObject;
1226 GLenum BufferObjectFormat;
1227 /** Equivalent Mesa format for BufferObjectFormat. */
1228 mesa_format _BufferObjectFormat;
1229 /** GL_ARB_texture_buffer_range */
1230 GLintptr BufferOffset;
1231 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1232
1233 /** GL_OES_EGL_image_external */
1234 GLint RequiredTextureImageUnits;
1235
1236 /** GL_ARB_shader_image_load_store */
1237 GLenum ImageFormatCompatibilityType;
1238 };
1239
1240
1241 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1242 #define MAX_COMBINER_TERMS 4
1243
1244
1245 /**
1246 * Texture combine environment state.
1247 */
1248 struct gl_tex_env_combine_state
1249 {
1250 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1251 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1252 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1253 GLenum SourceRGB[MAX_COMBINER_TERMS];
1254 GLenum SourceA[MAX_COMBINER_TERMS];
1255 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1256 GLenum OperandRGB[MAX_COMBINER_TERMS];
1257 GLenum OperandA[MAX_COMBINER_TERMS];
1258 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1259 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1260 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1261 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1262 };
1263
1264
1265 /**
1266 * TexGenEnabled flags.
1267 */
1268 /*@{*/
1269 #define S_BIT 1
1270 #define T_BIT 2
1271 #define R_BIT 4
1272 #define Q_BIT 8
1273 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1274 /*@}*/
1275
1276
1277 /**
1278 * Bit flag versions of the corresponding GL_ constants.
1279 */
1280 /*@{*/
1281 #define TEXGEN_SPHERE_MAP 0x1
1282 #define TEXGEN_OBJ_LINEAR 0x2
1283 #define TEXGEN_EYE_LINEAR 0x4
1284 #define TEXGEN_REFLECTION_MAP_NV 0x8
1285 #define TEXGEN_NORMAL_MAP_NV 0x10
1286
1287 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1288 TEXGEN_REFLECTION_MAP_NV | \
1289 TEXGEN_NORMAL_MAP_NV)
1290 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1291 TEXGEN_REFLECTION_MAP_NV | \
1292 TEXGEN_NORMAL_MAP_NV | \
1293 TEXGEN_EYE_LINEAR)
1294 /*@}*/
1295
1296
1297
1298 /** Tex-gen enabled for texture unit? */
1299 #define ENABLE_TEXGEN(unit) (1 << (unit))
1300
1301 /** Non-identity texture matrix for texture unit? */
1302 #define ENABLE_TEXMAT(unit) (1 << (unit))
1303
1304
1305 /**
1306 * Texture coord generation state.
1307 */
1308 struct gl_texgen
1309 {
1310 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1311 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1312 GLfloat ObjectPlane[4];
1313 GLfloat EyePlane[4];
1314 };
1315
1316
1317 /**
1318 * Texture unit state. Contains enable flags, texture environment/function/
1319 * combiners, texgen state, and pointers to current texture objects.
1320 */
1321 struct gl_texture_unit
1322 {
1323 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1324
1325 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1326 GLclampf EnvColor[4];
1327 GLfloat EnvColorUnclamped[4];
1328
1329 struct gl_texgen GenS;
1330 struct gl_texgen GenT;
1331 struct gl_texgen GenR;
1332 struct gl_texgen GenQ;
1333 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1334 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1335
1336 GLfloat LodBias; /**< for biasing mipmap levels */
1337
1338 /** Texture targets that have a non-default texture bound */
1339 GLbitfield _BoundTextures;
1340
1341 /** Current sampler object (GL_ARB_sampler_objects) */
1342 struct gl_sampler_object *Sampler;
1343
1344 /**
1345 * \name GL_EXT_texture_env_combine
1346 */
1347 struct gl_tex_env_combine_state Combine;
1348
1349 /**
1350 * Derived state based on \c EnvMode and the \c BaseFormat of the
1351 * currently enabled texture.
1352 */
1353 struct gl_tex_env_combine_state _EnvMode;
1354
1355 /**
1356 * Currently enabled combiner state. This will point to either
1357 * \c Combine or \c _EnvMode.
1358 */
1359 struct gl_tex_env_combine_state *_CurrentCombine;
1360
1361 /** Current texture object pointers */
1362 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1363
1364 /** Points to highest priority, complete and enabled texture object */
1365 struct gl_texture_object *_Current;
1366
1367 };
1368
1369
1370 /**
1371 * Texture attribute group (GL_TEXTURE_BIT).
1372 */
1373 struct gl_texture_attrib
1374 {
1375 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1376
1377 /** GL_ARB_seamless_cubemap */
1378 GLboolean CubeMapSeamless;
1379
1380 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1381
1382 /** GL_ARB_texture_buffer_object */
1383 struct gl_buffer_object *BufferObject;
1384
1385 /** Texture coord units/sets used for fragment texturing */
1386 GLbitfield _EnabledCoordUnits;
1387
1388 /** Texture coord units that have texgen enabled */
1389 GLbitfield _TexGenEnabled;
1390
1391 /** Texture coord units that have non-identity matrices */
1392 GLbitfield _TexMatEnabled;
1393
1394 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1395 GLbitfield _GenFlags;
1396
1397 /** Largest index of a texture unit with _Current != NULL. */
1398 GLint _MaxEnabledTexImageUnit;
1399
1400 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1401 GLint NumCurrentTexUsed;
1402
1403 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1404 };
1405
1406
1407 /**
1408 * Data structure representing a single clip plane (e.g. one of the elements
1409 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1410 */
1411 typedef GLfloat gl_clip_plane[4];
1412
1413
1414 /**
1415 * Transformation attribute group (GL_TRANSFORM_BIT).
1416 */
1417 struct gl_transform_attrib
1418 {
1419 GLenum MatrixMode; /**< Matrix mode */
1420 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1421 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1422 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1423 GLboolean Normalize; /**< Normalize all normals? */
1424 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1425 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1426 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1427 /** GL_ARB_clip_control */
1428 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1429 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1430 };
1431
1432
1433 /**
1434 * Viewport attribute group (GL_VIEWPORT_BIT).
1435 */
1436 struct gl_viewport_attrib
1437 {
1438 GLfloat X, Y; /**< position */
1439 GLfloat Width, Height; /**< size */
1440 GLdouble Near, Far; /**< Depth buffer range */
1441 };
1442
1443
1444 typedef enum {
1445 MAP_USER,
1446 MAP_INTERNAL,
1447
1448 MAP_COUNT
1449 } gl_map_buffer_index;
1450
1451
1452 /**
1453 * Fields describing a mapped buffer range.
1454 */
1455 struct gl_buffer_mapping {
1456 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1457 GLvoid *Pointer; /**< User-space address of mapping */
1458 GLintptr Offset; /**< Mapped offset */
1459 GLsizeiptr Length; /**< Mapped length */
1460 };
1461
1462
1463 /**
1464 * Usages we've seen for a buffer object.
1465 */
1466 typedef enum {
1467 USAGE_UNIFORM_BUFFER = 0x1,
1468 USAGE_TEXTURE_BUFFER = 0x2,
1469 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1470 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1471 } gl_buffer_usage;
1472
1473
1474 /**
1475 * GL_ARB_vertex/pixel_buffer_object buffer object
1476 */
1477 struct gl_buffer_object
1478 {
1479 mtx_t Mutex;
1480 GLint RefCount;
1481 GLuint Name;
1482 GLchar *Label; /**< GL_KHR_debug */
1483 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1484 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1485 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1486 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1487 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1488 GLboolean Written; /**< Ever written to? (for debugging) */
1489 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1490 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1491 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1492
1493 struct gl_buffer_mapping Mappings[MAP_COUNT];
1494 };
1495
1496
1497 /**
1498 * Client pixel packing/unpacking attributes
1499 */
1500 struct gl_pixelstore_attrib
1501 {
1502 GLint Alignment;
1503 GLint RowLength;
1504 GLint SkipPixels;
1505 GLint SkipRows;
1506 GLint ImageHeight;
1507 GLint SkipImages;
1508 GLboolean SwapBytes;
1509 GLboolean LsbFirst;
1510 GLboolean Invert; /**< GL_MESA_pack_invert */
1511 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1512 GLint CompressedBlockHeight;
1513 GLint CompressedBlockDepth;
1514 GLint CompressedBlockSize;
1515 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1516 };
1517
1518
1519 /**
1520 * Client vertex array attributes
1521 */
1522 struct gl_client_array
1523 {
1524 GLint Size; /**< components per element (1,2,3,4) */
1525 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1526 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1527 GLsizei Stride; /**< user-specified stride */
1528 GLsizei StrideB; /**< actual stride in bytes */
1529 GLuint _ElementSize; /**< size of each element in bytes */
1530 const GLubyte *Ptr; /**< Points to array data */
1531 GLboolean Enabled; /**< Enabled flag is a boolean */
1532 GLboolean Normalized; /**< GL_ARB_vertex_program */
1533 GLboolean Integer; /**< Integer-valued? */
1534 GLboolean Doubles; /**< double precision values are not converted to floats */
1535 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1536
1537 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1538 };
1539
1540
1541 /**
1542 * Vertex attribute array as seen by the client.
1543 *
1544 * Contains the size, type, format and normalization flag,
1545 * along with the index of a vertex buffer binding point.
1546 *
1547 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1548 * and is only present for backwards compatibility reasons.
1549 * Rendering always uses VERTEX_BINDING_STRIDE.
1550 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1551 * and VERTEX_BINDING_STRIDE to the same value, while
1552 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1553 */
1554 struct gl_vertex_attrib_array
1555 {
1556 GLint Size; /**< Components per element (1,2,3,4) */
1557 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1558 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1559 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1560 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1561 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1562 GLboolean Enabled; /**< Whether the array is enabled */
1563 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1564 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1565 GLboolean Doubles; /**< double precision values are not converted to floats */
1566 GLuint _ElementSize; /**< Size of each element in bytes */
1567 GLuint VertexBinding; /**< Vertex buffer binding */
1568 };
1569
1570
1571 /**
1572 * This describes the buffer object used for a vertex array (or
1573 * multiple vertex arrays). If BufferObj points to the default/null
1574 * buffer object, then the vertex array lives in user memory and not a VBO.
1575 */
1576 struct gl_vertex_buffer_binding
1577 {
1578 GLintptr Offset; /**< User-specified offset */
1579 GLsizei Stride; /**< User-specified stride */
1580 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1581 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1582 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1583 };
1584
1585
1586 /**
1587 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1588 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1589 * extension.
1590 */
1591 struct gl_vertex_array_object
1592 {
1593 /** Name of the VAO as received from glGenVertexArray. */
1594 GLuint Name;
1595
1596 GLint RefCount;
1597
1598 GLchar *Label; /**< GL_KHR_debug */
1599
1600 mtx_t Mutex;
1601
1602 /**
1603 * Does the VAO use ARB semantics or Apple semantics?
1604 *
1605 * There are several ways in which ARB_vertex_array_object and
1606 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1607 * least,
1608 *
1609 * - ARB VAOs require that all array data be sourced from vertex buffer
1610 * objects, but Apple VAOs do not.
1611 *
1612 * - ARB VAOs require that names come from GenVertexArrays.
1613 *
1614 * This flag notes which behavior governs this VAO.
1615 */
1616 GLboolean ARBsemantics;
1617
1618 /**
1619 * Has this array object been bound?
1620 */
1621 GLboolean EverBound;
1622
1623 /**
1624 * Derived vertex attribute arrays
1625 *
1626 * This is a legacy data structure created from gl_vertex_attrib_array and
1627 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1628 */
1629 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1630
1631 /** Vertex attribute arrays */
1632 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1633
1634 /** Vertex buffer bindings */
1635 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1636
1637 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1638 GLbitfield64 _Enabled;
1639
1640 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1641 GLbitfield64 NewArrays;
1642
1643 /** The index buffer (also known as the element array buffer in OpenGL). */
1644 struct gl_buffer_object *IndexBufferObj;
1645 };
1646
1647
1648 /** Used to signal when transitioning from one kind of drawing method
1649 * to another.
1650 */
1651 typedef enum {
1652 DRAW_NONE, /**< Initial value only */
1653 DRAW_BEGIN_END,
1654 DRAW_DISPLAY_LIST,
1655 DRAW_ARRAYS
1656 } gl_draw_method;
1657
1658 /**
1659 * Enum for the OpenGL APIs we know about and may support.
1660 *
1661 * NOTE: This must match the api_enum table in
1662 * src/mesa/main/get_hash_generator.py
1663 */
1664 typedef enum
1665 {
1666 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1667 API_OPENGLES,
1668 API_OPENGLES2,
1669 API_OPENGL_CORE,
1670 API_OPENGL_LAST = API_OPENGL_CORE
1671 } gl_api;
1672
1673 /**
1674 * Vertex array state
1675 */
1676 struct gl_array_attrib
1677 {
1678 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1679 struct gl_vertex_array_object *VAO;
1680
1681 /** The default vertex array object */
1682 struct gl_vertex_array_object *DefaultVAO;
1683
1684 /** The last VAO accessed by a DSA function */
1685 struct gl_vertex_array_object *LastLookedUpVAO;
1686
1687 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1688 struct _mesa_HashTable *Objects;
1689
1690 GLint ActiveTexture; /**< Client Active Texture */
1691 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1692 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1693
1694 /**
1695 * \name Primitive restart controls
1696 *
1697 * Primitive restart is enabled if either \c PrimitiveRestart or
1698 * \c PrimitiveRestartFixedIndex is set.
1699 */
1700 /*@{*/
1701 GLboolean PrimitiveRestart;
1702 GLboolean PrimitiveRestartFixedIndex;
1703 GLboolean _PrimitiveRestart;
1704 GLuint RestartIndex;
1705 /*@}*/
1706
1707 /** One of the DRAW_xxx flags, not consumed by drivers */
1708 gl_draw_method DrawMethod;
1709
1710 /* GL_ARB_vertex_buffer_object */
1711 struct gl_buffer_object *ArrayBufferObj;
1712
1713 /**
1714 * Vertex arrays as consumed by a driver.
1715 * The array pointer is set up only by the VBO module.
1716 */
1717 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1718
1719 /** Legal array datatypes and the API for which they have been computed */
1720 GLbitfield LegalTypesMask;
1721 gl_api LegalTypesMaskAPI;
1722 };
1723
1724
1725 /**
1726 * Feedback buffer state
1727 */
1728 struct gl_feedback
1729 {
1730 GLenum Type;
1731 GLbitfield _Mask; /**< FB_* bits */
1732 GLfloat *Buffer;
1733 GLuint BufferSize;
1734 GLuint Count;
1735 };
1736
1737
1738 /**
1739 * Selection buffer state
1740 */
1741 struct gl_selection
1742 {
1743 GLuint *Buffer; /**< selection buffer */
1744 GLuint BufferSize; /**< size of the selection buffer */
1745 GLuint BufferCount; /**< number of values in the selection buffer */
1746 GLuint Hits; /**< number of records in the selection buffer */
1747 GLuint NameStackDepth; /**< name stack depth */
1748 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1749 GLboolean HitFlag; /**< hit flag */
1750 GLfloat HitMinZ; /**< minimum hit depth */
1751 GLfloat HitMaxZ; /**< maximum hit depth */
1752 };
1753
1754
1755 /**
1756 * 1-D Evaluator control points
1757 */
1758 struct gl_1d_map
1759 {
1760 GLuint Order; /**< Number of control points */
1761 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1762 GLfloat *Points; /**< Points to contiguous control points */
1763 };
1764
1765
1766 /**
1767 * 2-D Evaluator control points
1768 */
1769 struct gl_2d_map
1770 {
1771 GLuint Uorder; /**< Number of control points in U dimension */
1772 GLuint Vorder; /**< Number of control points in V dimension */
1773 GLfloat u1, u2, du;
1774 GLfloat v1, v2, dv;
1775 GLfloat *Points; /**< Points to contiguous control points */
1776 };
1777
1778
1779 /**
1780 * All evaluator control point state
1781 */
1782 struct gl_evaluators
1783 {
1784 /**
1785 * \name 1-D maps
1786 */
1787 /*@{*/
1788 struct gl_1d_map Map1Vertex3;
1789 struct gl_1d_map Map1Vertex4;
1790 struct gl_1d_map Map1Index;
1791 struct gl_1d_map Map1Color4;
1792 struct gl_1d_map Map1Normal;
1793 struct gl_1d_map Map1Texture1;
1794 struct gl_1d_map Map1Texture2;
1795 struct gl_1d_map Map1Texture3;
1796 struct gl_1d_map Map1Texture4;
1797 /*@}*/
1798
1799 /**
1800 * \name 2-D maps
1801 */
1802 /*@{*/
1803 struct gl_2d_map Map2Vertex3;
1804 struct gl_2d_map Map2Vertex4;
1805 struct gl_2d_map Map2Index;
1806 struct gl_2d_map Map2Color4;
1807 struct gl_2d_map Map2Normal;
1808 struct gl_2d_map Map2Texture1;
1809 struct gl_2d_map Map2Texture2;
1810 struct gl_2d_map Map2Texture3;
1811 struct gl_2d_map Map2Texture4;
1812 /*@}*/
1813 };
1814
1815
1816 struct gl_transform_feedback_varying_info
1817 {
1818 char *Name;
1819 GLenum Type;
1820 GLint Size;
1821 };
1822
1823
1824 /**
1825 * Per-output info vertex shaders for transform feedback.
1826 */
1827 struct gl_transform_feedback_output
1828 {
1829 unsigned OutputRegister;
1830 unsigned OutputBuffer;
1831 unsigned NumComponents;
1832 unsigned StreamId;
1833
1834 /** offset (in DWORDs) of this output within the interleaved structure */
1835 unsigned DstOffset;
1836
1837 /**
1838 * Offset into the output register of the data to output. For example,
1839 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1840 * offset is in the y and z components of the output register.
1841 */
1842 unsigned ComponentOffset;
1843 };
1844
1845
1846 /** Post-link transform feedback info. */
1847 struct gl_transform_feedback_info
1848 {
1849 unsigned NumOutputs;
1850
1851 /**
1852 * Number of transform feedback buffers in use by this program.
1853 */
1854 unsigned NumBuffers;
1855
1856 struct gl_transform_feedback_output *Outputs;
1857
1858 /** Transform feedback varyings used for the linking of this shader program.
1859 *
1860 * Use for glGetTransformFeedbackVarying().
1861 */
1862 struct gl_transform_feedback_varying_info *Varyings;
1863 GLint NumVarying;
1864
1865 /**
1866 * Total number of components stored in each buffer. This may be used by
1867 * hardware back-ends to determine the correct stride when interleaving
1868 * multiple transform feedback outputs in the same buffer.
1869 */
1870 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1871
1872 /**
1873 * Which transform feedback stream this buffer binding is associated with.
1874 */
1875 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1876 };
1877
1878
1879 /**
1880 * Transform feedback object state
1881 */
1882 struct gl_transform_feedback_object
1883 {
1884 GLuint Name; /**< AKA the object ID */
1885 GLint RefCount;
1886 GLchar *Label; /**< GL_KHR_debug */
1887 GLboolean Active; /**< Is transform feedback enabled? */
1888 GLboolean Paused; /**< Is transform feedback paused? */
1889 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1890 at least once? */
1891 GLboolean EverBound; /**< Has this object been bound? */
1892
1893 /**
1894 * GLES: if Active is true, remaining number of primitives which can be
1895 * rendered without overflow. This is necessary to track because GLES
1896 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1897 * glDrawArraysInstanced would overflow transform feedback buffers.
1898 * Undefined if Active is false.
1899 *
1900 * Not tracked for desktop GL since it's unnecessary.
1901 */
1902 unsigned GlesRemainingPrims;
1903
1904 /**
1905 * The shader program active when BeginTransformFeedback() was called.
1906 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1907 * where stage is the pipeline stage that is the source of data for
1908 * transform feedback.
1909 */
1910 struct gl_shader_program *shader_program;
1911
1912 /** The feedback buffers */
1913 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1914 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1915
1916 /** Start of feedback data in dest buffer */
1917 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1918
1919 /**
1920 * Max data to put into dest buffer (in bytes). Computed based on
1921 * RequestedSize and the actual size of the buffer.
1922 */
1923 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1924
1925 /**
1926 * Size that was specified when the buffer was bound. If the buffer was
1927 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1928 * zero.
1929 */
1930 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1931 };
1932
1933
1934 /**
1935 * Context state for transform feedback.
1936 */
1937 struct gl_transform_feedback_state
1938 {
1939 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1940
1941 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1942 struct gl_buffer_object *CurrentBuffer;
1943
1944 /** The table of all transform feedback objects */
1945 struct _mesa_HashTable *Objects;
1946
1947 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1948 struct gl_transform_feedback_object *CurrentObject;
1949
1950 /** The default xform-fb object (Name==0) */
1951 struct gl_transform_feedback_object *DefaultObject;
1952 };
1953
1954
1955 /**
1956 * A "performance monitor" as described in AMD_performance_monitor.
1957 */
1958 struct gl_perf_monitor_object
1959 {
1960 GLuint Name;
1961
1962 /** True if the monitor is currently active (Begin called but not End). */
1963 GLboolean Active;
1964
1965 /**
1966 * True if the monitor has ended.
1967 *
1968 * This is distinct from !Active because it may never have began.
1969 */
1970 GLboolean Ended;
1971
1972 /**
1973 * A list of groups with currently active counters.
1974 *
1975 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1976 */
1977 unsigned *ActiveGroups;
1978
1979 /**
1980 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1981 *
1982 * Checking whether counter 'c' in group 'g' is active can be done via:
1983 *
1984 * BITSET_TEST(ActiveCounters[g], c)
1985 */
1986 GLuint **ActiveCounters;
1987 };
1988
1989
1990 union gl_perf_monitor_counter_value
1991 {
1992 float f;
1993 uint64_t u64;
1994 uint32_t u32;
1995 };
1996
1997
1998 struct gl_perf_monitor_counter
1999 {
2000 /** Human readable name for the counter. */
2001 const char *Name;
2002
2003 /**
2004 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2005 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2006 */
2007 GLenum Type;
2008
2009 /** Minimum counter value. */
2010 union gl_perf_monitor_counter_value Minimum;
2011
2012 /** Maximum counter value. */
2013 union gl_perf_monitor_counter_value Maximum;
2014 };
2015
2016
2017 struct gl_perf_monitor_group
2018 {
2019 /** Human readable name for the group. */
2020 const char *Name;
2021
2022 /**
2023 * Maximum number of counters in this group which can be active at the
2024 * same time.
2025 */
2026 GLuint MaxActiveCounters;
2027
2028 /** Array of counters within this group. */
2029 const struct gl_perf_monitor_counter *Counters;
2030 GLuint NumCounters;
2031 };
2032
2033
2034 /**
2035 * Context state for AMD_performance_monitor.
2036 */
2037 struct gl_perf_monitor_state
2038 {
2039 /** Array of performance monitor groups (indexed by group ID) */
2040 const struct gl_perf_monitor_group *Groups;
2041 GLuint NumGroups;
2042
2043 /** The table of all performance monitors. */
2044 struct _mesa_HashTable *Monitors;
2045 };
2046
2047
2048 /**
2049 * Names of the various vertex/fragment program register files, etc.
2050 *
2051 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2052 * All values should fit in a 4-bit field.
2053 *
2054 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2055 * considered to be "uniform" variables since they can only be set outside
2056 * glBegin/End. They're also all stored in the same Parameters array.
2057 */
2058 typedef enum
2059 {
2060 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2061 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2062 PROGRAM_INPUT, /**< machine->Inputs[] */
2063 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2064 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2065 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2066 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2067 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2068 PROGRAM_ADDRESS, /**< machine->AddressReg */
2069 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2070 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2071 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2072 PROGRAM_FILE_MAX
2073 } gl_register_file;
2074
2075
2076 /**
2077 * \brief Layout qualifiers for gl_FragDepth.
2078 *
2079 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2080 * a layout qualifier.
2081 *
2082 * \see enum ir_depth_layout
2083 */
2084 enum gl_frag_depth_layout
2085 {
2086 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2087 FRAG_DEPTH_LAYOUT_ANY,
2088 FRAG_DEPTH_LAYOUT_GREATER,
2089 FRAG_DEPTH_LAYOUT_LESS,
2090 FRAG_DEPTH_LAYOUT_UNCHANGED
2091 };
2092
2093
2094 /**
2095 * Base class for any kind of program object
2096 */
2097 struct gl_program
2098 {
2099 GLuint Id;
2100 GLint RefCount;
2101 GLubyte *String; /**< Null-terminated program text */
2102
2103 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2104 GLenum Format; /**< String encoding format */
2105
2106 struct prog_instruction *Instructions;
2107
2108 struct nir_shader *nir;
2109
2110 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2111 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
2112 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2113 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
2114 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
2115 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2116 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2117 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2118 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2119
2120 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2121
2122 /**
2123 * For vertex and geometry shaders, true if the program uses the
2124 * gl_ClipDistance output. Ignored for fragment shaders.
2125 */
2126 GLboolean UsesClipDistanceOut;
2127
2128
2129 /** Named parameters, constants, etc. from program text */
2130 struct gl_program_parameter_list *Parameters;
2131
2132 /**
2133 * Local parameters used by the program.
2134 *
2135 * It's dynamically allocated because it is rarely used (just
2136 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2137 * allocated.
2138 */
2139 GLfloat (*LocalParams)[4];
2140
2141 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2142 GLubyte SamplerUnits[MAX_SAMPLERS];
2143
2144 /** Bitmask of which register files are read/written with indirect
2145 * addressing. Mask of (1 << PROGRAM_x) bits.
2146 */
2147 GLbitfield IndirectRegisterFiles;
2148
2149 /** Logical counts */
2150 /*@{*/
2151 GLuint NumInstructions;
2152 GLuint NumTemporaries;
2153 GLuint NumParameters;
2154 GLuint NumAttributes;
2155 GLuint NumAddressRegs;
2156 GLuint NumAluInstructions;
2157 GLuint NumTexInstructions;
2158 GLuint NumTexIndirections;
2159 /*@}*/
2160 /** Native, actual h/w counts */
2161 /*@{*/
2162 GLuint NumNativeInstructions;
2163 GLuint NumNativeTemporaries;
2164 GLuint NumNativeParameters;
2165 GLuint NumNativeAttributes;
2166 GLuint NumNativeAddressRegs;
2167 GLuint NumNativeAluInstructions;
2168 GLuint NumNativeTexInstructions;
2169 GLuint NumNativeTexIndirections;
2170 /*@}*/
2171 };
2172
2173
2174 /** Vertex program object */
2175 struct gl_vertex_program
2176 {
2177 struct gl_program Base; /**< base class */
2178 GLboolean IsPositionInvariant;
2179 };
2180
2181
2182 /** Tessellation control program object */
2183 struct gl_tess_ctrl_program
2184 {
2185 struct gl_program Base; /**< base class */
2186
2187 /* output layout */
2188 GLint VerticesOut;
2189 };
2190
2191
2192 /** Tessellation evaluation program object */
2193 struct gl_tess_eval_program
2194 {
2195 struct gl_program Base; /**< base class */
2196
2197 /* input layout */
2198 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2199 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2200 GLenum VertexOrder; /* GL_CW or GL_CCW */
2201 bool PointMode;
2202 };
2203
2204
2205 /** Geometry program object */
2206 struct gl_geometry_program
2207 {
2208 struct gl_program Base; /**< base class */
2209
2210 GLint VerticesIn;
2211 GLint VerticesOut;
2212 GLint Invocations;
2213 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2214 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2215 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2216 bool UsesEndPrimitive;
2217 bool UsesStreams;
2218 };
2219
2220
2221 /** Fragment program object */
2222 struct gl_fragment_program
2223 {
2224 struct gl_program Base; /**< base class */
2225 GLboolean UsesKill; /**< shader uses KIL instruction */
2226 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2227 GLboolean OriginUpperLeft;
2228 GLboolean PixelCenterInteger;
2229 enum gl_frag_depth_layout FragDepthLayout;
2230
2231 /**
2232 * GLSL interpolation qualifier associated with each fragment shader input.
2233 * For inputs that do not have an interpolation qualifier specified in
2234 * GLSL, the value is INTERP_QUALIFIER_NONE.
2235 */
2236 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2237
2238 /**
2239 * Bitfield indicating, for each fragment shader input, 1 if that input
2240 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2241 */
2242 GLbitfield64 IsCentroid;
2243
2244 /**
2245 * Bitfield indicating, for each fragment shader input, 1 if that input
2246 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2247 */
2248 GLbitfield64 IsSample;
2249 };
2250
2251
2252 /** Compute program object */
2253 struct gl_compute_program
2254 {
2255 struct gl_program Base; /**< base class */
2256
2257 /**
2258 * Size specified using local_size_{x,y,z}.
2259 */
2260 unsigned LocalSize[3];
2261 };
2262
2263
2264 /**
2265 * State common to vertex and fragment programs.
2266 */
2267 struct gl_program_state
2268 {
2269 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2270 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2271 };
2272
2273
2274 /**
2275 * Context state for vertex programs.
2276 */
2277 struct gl_vertex_program_state
2278 {
2279 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2280 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2281 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2282 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2283 /** Computed two sided lighting for fixed function/programs. */
2284 GLboolean _TwoSideEnabled;
2285 struct gl_vertex_program *Current; /**< User-bound vertex program */
2286
2287 /** Currently enabled and valid vertex program (including internal
2288 * programs, user-defined vertex programs and GLSL vertex shaders).
2289 * This is the program we must use when rendering.
2290 */
2291 struct gl_vertex_program *_Current;
2292
2293 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2294
2295 /** Should fixed-function T&L be implemented with a vertex prog? */
2296 GLboolean _MaintainTnlProgram;
2297
2298 /** Program to emulate fixed-function T&L (see above) */
2299 struct gl_vertex_program *_TnlProgram;
2300
2301 /** Cache of fixed-function programs */
2302 struct gl_program_cache *Cache;
2303
2304 GLboolean _Overriden;
2305 };
2306
2307 /**
2308 * Context state for tessellation control programs.
2309 */
2310 struct gl_tess_ctrl_program_state
2311 {
2312 /** Currently bound and valid shader. */
2313 struct gl_tess_ctrl_program *_Current;
2314
2315 GLint patch_vertices;
2316 GLfloat patch_default_outer_level[4];
2317 GLfloat patch_default_inner_level[2];
2318 };
2319
2320 /**
2321 * Context state for tessellation evaluation programs.
2322 */
2323 struct gl_tess_eval_program_state
2324 {
2325 /** Currently bound and valid shader. */
2326 struct gl_tess_eval_program *_Current;
2327 };
2328
2329 /**
2330 * Context state for geometry programs.
2331 */
2332 struct gl_geometry_program_state
2333 {
2334 /** Currently enabled and valid program (including internal programs
2335 * and compiled shader programs).
2336 */
2337 struct gl_geometry_program *_Current;
2338 };
2339
2340 /**
2341 * Context state for fragment programs.
2342 */
2343 struct gl_fragment_program_state
2344 {
2345 GLboolean Enabled; /**< User-set fragment program enable flag */
2346 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2347 struct gl_fragment_program *Current; /**< User-bound fragment program */
2348
2349 /** Currently enabled and valid fragment program (including internal
2350 * programs, user-defined fragment programs and GLSL fragment shaders).
2351 * This is the program we must use when rendering.
2352 */
2353 struct gl_fragment_program *_Current;
2354
2355 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2356
2357 /** Should fixed-function texturing be implemented with a fragment prog? */
2358 GLboolean _MaintainTexEnvProgram;
2359
2360 /** Program to emulate fixed-function texture env/combine (see above) */
2361 struct gl_fragment_program *_TexEnvProgram;
2362
2363 /** Cache of fixed-function programs */
2364 struct gl_program_cache *Cache;
2365 };
2366
2367
2368 /**
2369 * Context state for compute programs.
2370 */
2371 struct gl_compute_program_state
2372 {
2373 /** Currently enabled and valid program (including internal programs
2374 * and compiled shader programs).
2375 */
2376 struct gl_compute_program *_Current;
2377 };
2378
2379
2380 /**
2381 * ATI_fragment_shader runtime state
2382 */
2383 #define ATI_FS_INPUT_PRIMARY 0
2384 #define ATI_FS_INPUT_SECONDARY 1
2385
2386 struct atifs_instruction;
2387 struct atifs_setupinst;
2388
2389 /**
2390 * ATI fragment shader
2391 */
2392 struct ati_fragment_shader
2393 {
2394 GLuint Id;
2395 GLint RefCount;
2396 struct atifs_instruction *Instructions[2];
2397 struct atifs_setupinst *SetupInst[2];
2398 GLfloat Constants[8][4];
2399 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2400 GLubyte numArithInstr[2];
2401 GLubyte regsAssigned[2];
2402 GLubyte NumPasses; /**< 1 or 2 */
2403 GLubyte cur_pass;
2404 GLubyte last_optype;
2405 GLboolean interpinp1;
2406 GLboolean isValid;
2407 GLuint swizzlerq;
2408 };
2409
2410 /**
2411 * Context state for GL_ATI_fragment_shader
2412 */
2413 struct gl_ati_fragment_shader_state
2414 {
2415 GLboolean Enabled;
2416 GLboolean _Enabled; /**< enabled and valid shader? */
2417 GLboolean Compiling;
2418 GLfloat GlobalConstants[8][4];
2419 struct ati_fragment_shader *Current;
2420 };
2421
2422 /**
2423 * Shader subroutine function definition
2424 */
2425 struct gl_subroutine_function
2426 {
2427 char *name;
2428 int num_compat_types;
2429 const struct glsl_type **types;
2430 };
2431
2432 /**
2433 * A GLSL vertex or fragment shader object.
2434 */
2435 struct gl_shader
2436 {
2437 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2438 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2439 * Must be the first field.
2440 */
2441 GLenum Type;
2442 gl_shader_stage Stage;
2443 GLuint Name; /**< AKA the handle */
2444 GLint RefCount; /**< Reference count */
2445 GLchar *Label; /**< GL_KHR_debug */
2446 GLboolean DeletePending;
2447 GLboolean CompileStatus;
2448 bool IsES; /**< True if this shader uses GLSL ES */
2449
2450 GLuint SourceChecksum; /**< for debug/logging purposes */
2451 const GLchar *Source; /**< Source code string */
2452
2453 struct gl_program *Program; /**< Post-compile assembly code */
2454 GLchar *InfoLog;
2455
2456 unsigned Version; /**< GLSL version used for linking */
2457
2458 /**
2459 * \name Sampler tracking
2460 *
2461 * \note Each of these fields is only set post-linking.
2462 */
2463 /*@{*/
2464 unsigned num_samplers; /**< Number of samplers used by this shader. */
2465 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2466 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2467 /*@}*/
2468
2469 /**
2470 * Map from sampler unit to texture unit (set by glUniform1i())
2471 *
2472 * A sampler unit is associated with each sampler uniform by the linker.
2473 * The sampler unit associated with each uniform is stored in the
2474 * \c gl_uniform_storage::sampler field.
2475 */
2476 GLubyte SamplerUnits[MAX_SAMPLERS];
2477 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2478 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2479
2480 /**
2481 * Number of default uniform block components used by this shader.
2482 *
2483 * This field is only set post-linking.
2484 */
2485 unsigned num_uniform_components;
2486
2487 /**
2488 * Number of combined uniform components used by this shader.
2489 *
2490 * This field is only set post-linking. It is the sum of the uniform block
2491 * sizes divided by sizeof(float), and num_uniform_compoennts.
2492 */
2493 unsigned num_combined_uniform_components;
2494
2495 /**
2496 * This shader's uniform block information.
2497 *
2498 * These fields are only set post-linking.
2499 */
2500 unsigned NumUniformBlocks;
2501 struct gl_uniform_block *UniformBlocks;
2502
2503 struct exec_list *ir;
2504 struct glsl_symbol_table *symbols;
2505
2506 bool uses_builtin_functions;
2507 bool uses_gl_fragcoord;
2508 bool redeclares_gl_fragcoord;
2509 bool ARB_fragment_coord_conventions_enable;
2510
2511 /**
2512 * Fragment shader state from GLSL 1.50 layout qualifiers.
2513 */
2514 bool origin_upper_left;
2515 bool pixel_center_integer;
2516
2517 /**
2518 * Tessellation Control shader state from layout qualifiers.
2519 */
2520 struct {
2521 /**
2522 * 0 - vertices not declared in shader, or
2523 * 1 .. GL_MAX_PATCH_VERTICES
2524 */
2525 GLint VerticesOut;
2526 } TessCtrl;
2527
2528 /**
2529 * Tessellation Evaluation shader state from layout qualifiers.
2530 */
2531 struct {
2532 /**
2533 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2534 * in this shader.
2535 */
2536 GLenum PrimitiveMode;
2537 /**
2538 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2539 * in this shader.
2540 */
2541 GLenum Spacing;
2542 /**
2543 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2544 */
2545 GLenum VertexOrder;
2546 /**
2547 * 1, 0, or -1 if it's not set in this shader.
2548 */
2549 int PointMode;
2550 } TessEval;
2551
2552 /**
2553 * Geometry shader state from GLSL 1.50 layout qualifiers.
2554 */
2555 struct {
2556 GLint VerticesOut;
2557 /**
2558 * 0 - Invocations count not declared in shader, or
2559 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2560 */
2561 GLint Invocations;
2562 /**
2563 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2564 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2565 * shader.
2566 */
2567 GLenum InputType;
2568 /**
2569 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2570 * it's not set in this shader.
2571 */
2572 GLenum OutputType;
2573 } Geom;
2574
2575 /**
2576 * Map from image uniform index to image unit (set by glUniform1i())
2577 *
2578 * An image uniform index is associated with each image uniform by
2579 * the linker. The image index associated with each uniform is
2580 * stored in the \c gl_uniform_storage::image field.
2581 */
2582 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2583
2584 /**
2585 * Access qualifier specified in the shader for each image uniform
2586 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2587 * GL_READ_WRITE.
2588 *
2589 * It may be different, though only more strict than the value of
2590 * \c gl_image_unit::Access for the corresponding image unit.
2591 */
2592 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2593
2594 /**
2595 * Number of image uniforms defined in the shader. It specifies
2596 * the number of valid elements in the \c ImageUnits and \c
2597 * ImageAccess arrays above.
2598 */
2599 GLuint NumImages;
2600
2601 /**
2602 * Whether early fragment tests are enabled as defined by
2603 * ARB_shader_image_load_store.
2604 */
2605 bool EarlyFragmentTests;
2606
2607 /**
2608 * Compute shader state from ARB_compute_shader layout qualifiers.
2609 */
2610 struct {
2611 /**
2612 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2613 * it's not set in this shader.
2614 */
2615 unsigned LocalSize[3];
2616 } Comp;
2617
2618 /**
2619 * Number of types for subroutine uniforms.
2620 */
2621 GLuint NumSubroutineUniformTypes;
2622
2623 /**
2624 * Subroutine uniform remap table
2625 * based on the program level uniform remap table.
2626 */
2627 GLuint NumSubroutineUniformRemapTable;
2628 struct gl_uniform_storage **SubroutineUniformRemapTable;
2629
2630 /**
2631 * Num of subroutine functions for this stage
2632 * and storage for them.
2633 */
2634 GLuint NumSubroutineFunctions;
2635 struct gl_subroutine_function *SubroutineFunctions;
2636 };
2637
2638
2639 struct gl_uniform_buffer_variable
2640 {
2641 char *Name;
2642
2643 /**
2644 * Name of the uniform as seen by glGetUniformIndices.
2645 *
2646 * glGetUniformIndices requires that the block instance index \b not be
2647 * present in the name of queried uniforms.
2648 *
2649 * \note
2650 * \c gl_uniform_buffer_variable::IndexName and
2651 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2652 */
2653 char *IndexName;
2654
2655 const struct glsl_type *Type;
2656 unsigned int Offset;
2657 GLboolean RowMajor;
2658 };
2659
2660
2661 enum gl_uniform_block_packing
2662 {
2663 ubo_packing_std140,
2664 ubo_packing_shared,
2665 ubo_packing_packed
2666 };
2667
2668
2669 struct gl_uniform_block
2670 {
2671 /** Declared name of the uniform block */
2672 char *Name;
2673
2674 /** Array of supplemental information about UBO ir_variables. */
2675 struct gl_uniform_buffer_variable *Uniforms;
2676 GLuint NumUniforms;
2677
2678 /**
2679 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2680 * with glBindBufferBase to bind a buffer object to this uniform block. When
2681 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2682 */
2683 GLuint Binding;
2684
2685 /**
2686 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2687 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2688 */
2689 GLuint UniformBufferSize;
2690
2691 /**
2692 * Is this actually an interface block for a shader storage buffer?
2693 */
2694 bool IsShaderStorage;
2695
2696 /**
2697 * Layout specified in the shader
2698 *
2699 * This isn't accessible through the API, but it is used while
2700 * cross-validating uniform blocks.
2701 */
2702 enum gl_uniform_block_packing _Packing;
2703 };
2704
2705 /**
2706 * Structure that represents a reference to an atomic buffer from some
2707 * shader program.
2708 */
2709 struct gl_active_atomic_buffer
2710 {
2711 /** Uniform indices of the atomic counters declared within it. */
2712 GLuint *Uniforms;
2713 GLuint NumUniforms;
2714
2715 /** Binding point index associated with it. */
2716 GLuint Binding;
2717
2718 /** Minimum reasonable size it is expected to have. */
2719 GLuint MinimumSize;
2720
2721 /** Shader stages making use of it. */
2722 GLboolean StageReferences[MESA_SHADER_STAGES];
2723 };
2724
2725 /**
2726 * Active resource in a gl_shader_program
2727 */
2728 struct gl_program_resource
2729 {
2730 GLenum Type; /** Program interface type. */
2731 const void *Data; /** Pointer to resource associated data structure. */
2732 uint8_t StageReferences; /** Bitmask of shader stage references. */
2733 };
2734
2735 /**
2736 * A GLSL program object.
2737 * Basically a linked collection of vertex and fragment shaders.
2738 */
2739 struct gl_shader_program
2740 {
2741 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2742 GLuint Name; /**< aka handle or ID */
2743 GLchar *Label; /**< GL_KHR_debug */
2744 GLint RefCount; /**< Reference count */
2745 GLboolean DeletePending;
2746
2747 /**
2748 * Is the application intending to glGetProgramBinary this program?
2749 */
2750 GLboolean BinaryRetreivableHint;
2751
2752 /**
2753 * Indicates whether program can be bound for individual pipeline stages
2754 * using UseProgramStages after it is next linked.
2755 */
2756 GLboolean SeparateShader;
2757
2758 GLuint NumShaders; /**< number of attached shaders */
2759 struct gl_shader **Shaders; /**< List of attached the shaders */
2760
2761 /**
2762 * User-defined attribute bindings
2763 *
2764 * These are set via \c glBindAttribLocation and are used to direct the
2765 * GLSL linker. These are \b not the values used in the compiled shader,
2766 * and they are \b not the values returned by \c glGetAttribLocation.
2767 */
2768 struct string_to_uint_map *AttributeBindings;
2769
2770 /**
2771 * User-defined fragment data bindings
2772 *
2773 * These are set via \c glBindFragDataLocation and are used to direct the
2774 * GLSL linker. These are \b not the values used in the compiled shader,
2775 * and they are \b not the values returned by \c glGetFragDataLocation.
2776 */
2777 struct string_to_uint_map *FragDataBindings;
2778 struct string_to_uint_map *FragDataIndexBindings;
2779
2780 /**
2781 * Transform feedback varyings last specified by
2782 * glTransformFeedbackVaryings().
2783 *
2784 * For the current set of transform feedback varyings used for transform
2785 * feedback output, see LinkedTransformFeedback.
2786 */
2787 struct {
2788 GLenum BufferMode;
2789 GLuint NumVarying;
2790 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2791 } TransformFeedback;
2792
2793 /** Post-link transform feedback info. */
2794 struct gl_transform_feedback_info LinkedTransformFeedback;
2795
2796 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2797 enum gl_frag_depth_layout FragDepthLayout;
2798
2799 /**
2800 * Tessellation Control shader state from layout qualifiers.
2801 */
2802 struct {
2803 /**
2804 * 0 - vertices not declared in shader, or
2805 * 1 .. GL_MAX_PATCH_VERTICES
2806 */
2807 GLint VerticesOut;
2808 } TessCtrl;
2809
2810 /**
2811 * Tessellation Evaluation shader state from layout qualifiers.
2812 */
2813 struct {
2814 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2815 GLenum PrimitiveMode;
2816 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2817 GLenum Spacing;
2818 /** GL_CW or GL_CCW */
2819 GLenum VertexOrder;
2820 bool PointMode;
2821 /**
2822 * True if gl_ClipDistance is written to. Copied into
2823 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2824 */
2825 GLboolean UsesClipDistance;
2826 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2827 0 if not present. */
2828 } TessEval;
2829
2830 /**
2831 * Geometry shader state - copied into gl_geometry_program by
2832 * _mesa_copy_linked_program_data().
2833 */
2834 struct {
2835 GLint VerticesIn;
2836 GLint VerticesOut;
2837 /**
2838 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2839 */
2840 GLint Invocations;
2841 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2842 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2843 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2844 /**
2845 * True if gl_ClipDistance is written to. Copied into
2846 * gl_geometry_program by _mesa_copy_linked_program_data().
2847 */
2848 GLboolean UsesClipDistance;
2849 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2850 0 if not present. */
2851 bool UsesEndPrimitive;
2852 bool UsesStreams;
2853 } Geom;
2854
2855 /** Vertex shader state */
2856 struct {
2857 /**
2858 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2859 * by _mesa_copy_linked_program_data().
2860 */
2861 GLboolean UsesClipDistance;
2862 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2863 0 if not present. */
2864 } Vert;
2865
2866 /**
2867 * Compute shader state - copied into gl_compute_program by
2868 * _mesa_copy_linked_program_data().
2869 */
2870 struct {
2871 /**
2872 * If this shader contains a compute stage, size specified using
2873 * local_size_{x,y,z}. Otherwise undefined.
2874 */
2875 unsigned LocalSize[3];
2876 } Comp;
2877
2878 /* post-link info: */
2879 unsigned NumUniformStorage;
2880 unsigned NumHiddenUniforms;
2881 struct gl_uniform_storage *UniformStorage;
2882
2883 /**
2884 * Mapping from GL uniform locations returned by \c glUniformLocation to
2885 * UniformStorage entries. Arrays will have multiple contiguous slots
2886 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2887 */
2888 unsigned NumUniformRemapTable;
2889 struct gl_uniform_storage **UniformRemapTable;
2890
2891 /**
2892 * Size of the gl_ClipDistance array that is output from the last pipeline
2893 * stage before the fragment shader.
2894 */
2895 unsigned LastClipDistanceArraySize;
2896
2897 unsigned NumUniformBlocks;
2898 struct gl_uniform_block *UniformBlocks;
2899
2900 /**
2901 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2902 * they're used in, or -1.
2903 *
2904 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2905 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2906 */
2907 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2908
2909 /**
2910 * Map of active uniform names to locations
2911 *
2912 * Maps any active uniform that is not an array element to a location.
2913 * Each active uniform, including individual structure members will appear
2914 * in this map. This roughly corresponds to the set of names that would be
2915 * enumerated by \c glGetActiveUniform.
2916 */
2917 struct string_to_uint_map *UniformHash;
2918
2919 struct gl_active_atomic_buffer *AtomicBuffers;
2920 unsigned NumAtomicBuffers;
2921
2922 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2923 GLboolean Validated;
2924 GLboolean _Used; /**< Ever used for drawing? */
2925 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2926 GLchar *InfoLog;
2927
2928 unsigned Version; /**< GLSL version used for linking */
2929 bool IsES; /**< True if this program uses GLSL ES */
2930
2931 /**
2932 * Per-stage shaders resulting from the first stage of linking.
2933 *
2934 * Set of linked shaders for this program. The array is accessed using the
2935 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2936 * \c NULL.
2937 */
2938 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2939
2940 /** List of all active resources after linking. */
2941 struct gl_program_resource *ProgramResourceList;
2942 unsigned NumProgramResourceList;
2943
2944 /* True if any of the fragment shaders attached to this program use:
2945 * #extension ARB_fragment_coord_conventions: enable
2946 */
2947 GLboolean ARB_fragment_coord_conventions_enable;
2948 };
2949
2950
2951 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2952 #define GLSL_LOG 0x2 /**< Write shaders to files */
2953 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2954 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2955 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2956 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2957 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2958 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2959 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2960 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2961
2962
2963 /**
2964 * Context state for GLSL vertex/fragment shaders.
2965 * Extended to support pipeline object
2966 */
2967 struct gl_pipeline_object
2968 {
2969 /** Name of the pipeline object as received from glGenProgramPipelines.
2970 * It would be 0 for shaders without separate shader objects.
2971 */
2972 GLuint Name;
2973
2974 GLint RefCount;
2975
2976 mtx_t Mutex;
2977
2978 GLchar *Label; /**< GL_KHR_debug */
2979
2980 /**
2981 * Programs used for rendering
2982 *
2983 * There is a separate program set for each shader stage.
2984 */
2985 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2986
2987 struct gl_shader_program *_CurrentFragmentProgram;
2988
2989 /**
2990 * Program used by glUniform calls.
2991 *
2992 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2993 */
2994 struct gl_shader_program *ActiveProgram;
2995
2996 GLbitfield Flags; /**< Mask of GLSL_x flags */
2997
2998 GLboolean EverBound; /**< Has the pipeline object been created */
2999
3000 GLboolean Validated; /**< Pipeline Validation status */
3001
3002 GLchar *InfoLog;
3003 };
3004
3005 /**
3006 * Context state for GLSL pipeline shaders.
3007 */
3008 struct gl_pipeline_shader_state
3009 {
3010 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3011 struct gl_pipeline_object *Current;
3012
3013 /* Default Object to ensure that _Shader is never NULL */
3014 struct gl_pipeline_object *Default;
3015
3016 /** Pipeline objects */
3017 struct _mesa_HashTable *Objects;
3018 };
3019
3020 /**
3021 * Compiler options for a single GLSL shaders type
3022 */
3023 struct gl_shader_compiler_options
3024 {
3025 /** Driver-selectable options: */
3026 GLboolean EmitCondCodes; /**< Use condition codes? */
3027 GLboolean EmitNoLoops;
3028 GLboolean EmitNoFunctions;
3029 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3030 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3031 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
3032 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3033 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3034 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
3035
3036 /**
3037 * \name Forms of indirect addressing the driver cannot do.
3038 */
3039 /*@{*/
3040 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3041 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3042 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3043 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3044 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3045 /*@}*/
3046
3047 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3048 GLuint MaxUnrollIterations;
3049
3050 /**
3051 * Optimize code for array of structures backends.
3052 *
3053 * This is a proxy for:
3054 * - preferring DP4 instructions (rather than MUL/MAD) for
3055 * matrix * vector operations, such as position transformation.
3056 */
3057 GLboolean OptimizeForAOS;
3058
3059 const struct nir_shader_compiler_options *NirOptions;
3060 };
3061
3062
3063 /**
3064 * Occlusion/timer query object.
3065 */
3066 struct gl_query_object
3067 {
3068 GLenum Target; /**< The query target, when active */
3069 GLuint Id; /**< hash table ID/name */
3070 GLchar *Label; /**< GL_KHR_debug */
3071 GLuint64EXT Result; /**< the counter */
3072 GLboolean Active; /**< inside Begin/EndQuery */
3073 GLboolean Ready; /**< result is ready? */
3074 GLboolean EverBound;/**< has query object ever been bound */
3075 GLuint Stream; /**< The stream */
3076 };
3077
3078
3079 /**
3080 * Context state for query objects.
3081 */
3082 struct gl_query_state
3083 {
3084 struct _mesa_HashTable *QueryObjects;
3085 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3086 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3087
3088 /** GL_NV_conditional_render */
3089 struct gl_query_object *CondRenderQuery;
3090
3091 /** GL_EXT_transform_feedback */
3092 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3093 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3094
3095 /** GL_ARB_timer_query */
3096 struct gl_query_object *TimeElapsed;
3097
3098 /** GL_ARB_pipeline_statistics_query */
3099 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3100
3101 GLenum CondRenderMode;
3102 };
3103
3104
3105 /** Sync object state */
3106 struct gl_sync_object
3107 {
3108 GLenum Type; /**< GL_SYNC_FENCE */
3109 GLuint Name; /**< Fence name */
3110 GLchar *Label; /**< GL_KHR_debug */
3111 GLint RefCount; /**< Reference count */
3112 GLboolean DeletePending; /**< Object was deleted while there were still
3113 * live references (e.g., sync not yet finished)
3114 */
3115 GLenum SyncCondition;
3116 GLbitfield Flags; /**< Flags passed to glFenceSync */
3117 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3118 };
3119
3120
3121 /**
3122 * State which can be shared by multiple contexts:
3123 */
3124 struct gl_shared_state
3125 {
3126 mtx_t Mutex; /**< for thread safety */
3127 GLint RefCount; /**< Reference count */
3128 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3129 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3130
3131 /** Default texture objects (shared by all texture units) */
3132 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3133
3134 /** Fallback texture used when a bound texture is incomplete */
3135 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3136
3137 /**
3138 * \name Thread safety and statechange notification for texture
3139 * objects.
3140 *
3141 * \todo Improve the granularity of locking.
3142 */
3143 /*@{*/
3144 mtx_t TexMutex; /**< texobj thread safety */
3145 GLuint TextureStateStamp; /**< state notification for shared tex */
3146 /*@}*/
3147
3148 /** Default buffer object for vertex arrays that aren't in VBOs */
3149 struct gl_buffer_object *NullBufferObj;
3150
3151 /**
3152 * \name Vertex/geometry/fragment programs
3153 */
3154 /*@{*/
3155 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3156 struct gl_vertex_program *DefaultVertexProgram;
3157 struct gl_fragment_program *DefaultFragmentProgram;
3158 /*@}*/
3159
3160 /* GL_ATI_fragment_shader */
3161 struct _mesa_HashTable *ATIShaders;
3162 struct ati_fragment_shader *DefaultFragmentShader;
3163
3164 struct _mesa_HashTable *BufferObjects;
3165
3166 /** Table of both gl_shader and gl_shader_program objects */
3167 struct _mesa_HashTable *ShaderObjects;
3168
3169 /* GL_EXT_framebuffer_object */
3170 struct _mesa_HashTable *RenderBuffers;
3171 struct _mesa_HashTable *FrameBuffers;
3172
3173 /* GL_ARB_sync */
3174 struct set *SyncObjects;
3175
3176 /** GL_ARB_sampler_objects */
3177 struct _mesa_HashTable *SamplerObjects;
3178
3179 /**
3180 * Some context in this share group was affected by a GPU reset
3181 *
3182 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3183 * been affected by a GPU reset must also return
3184 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3185 *
3186 * Once this field becomes true, it is never reset to false.
3187 */
3188 bool ShareGroupReset;
3189 };
3190
3191
3192
3193 /**
3194 * Renderbuffers represent drawing surfaces such as color, depth and/or
3195 * stencil. A framebuffer object has a set of renderbuffers.
3196 * Drivers will typically derive subclasses of this type.
3197 */
3198 struct gl_renderbuffer
3199 {
3200 mtx_t Mutex; /**< for thread safety */
3201 GLuint ClassID; /**< Useful for drivers */
3202 GLuint Name;
3203 GLchar *Label; /**< GL_KHR_debug */
3204 GLint RefCount;
3205 GLuint Width, Height;
3206 GLuint Depth;
3207 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3208 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3209 /**
3210 * True for renderbuffers that wrap textures, giving the driver a chance to
3211 * flush render caches through the FinishRenderTexture hook.
3212 *
3213 * Drivers may also set this on renderbuffers other than those generated by
3214 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3215 * called without a rb->TexImage.
3216 */
3217 GLboolean NeedsFinishRenderTexture;
3218 GLubyte NumSamples;
3219 GLenum InternalFormat; /**< The user-specified format */
3220 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3221 GL_STENCIL_INDEX. */
3222 mesa_format Format; /**< The actual renderbuffer memory format */
3223 /**
3224 * Pointer to the texture image if this renderbuffer wraps a texture,
3225 * otherwise NULL.
3226 *
3227 * Note that the reference on the gl_texture_object containing this
3228 * TexImage is held by the gl_renderbuffer_attachment.
3229 */
3230 struct gl_texture_image *TexImage;
3231
3232 /** Delete this renderbuffer */
3233 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3234
3235 /** Allocate new storage for this renderbuffer */
3236 GLboolean (*AllocStorage)(struct gl_context *ctx,
3237 struct gl_renderbuffer *rb,
3238 GLenum internalFormat,
3239 GLuint width, GLuint height);
3240 };
3241
3242
3243 /**
3244 * A renderbuffer attachment points to either a texture object (and specifies
3245 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3246 */
3247 struct gl_renderbuffer_attachment
3248 {
3249 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3250 GLboolean Complete;
3251
3252 /**
3253 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3254 * application supplied renderbuffer object.
3255 */
3256 struct gl_renderbuffer *Renderbuffer;
3257
3258 /**
3259 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3260 * supplied texture object.
3261 */
3262 struct gl_texture_object *Texture;
3263 GLuint TextureLevel; /**< Attached mipmap level. */
3264 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3265 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3266 * and 2D array textures */
3267 GLboolean Layered;
3268 };
3269
3270
3271 /**
3272 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3273 * In C++ terms, think of this as a base class from which device drivers
3274 * will make derived classes.
3275 */
3276 struct gl_framebuffer
3277 {
3278 mtx_t Mutex; /**< for thread safety */
3279 /**
3280 * If zero, this is a window system framebuffer. If non-zero, this
3281 * is a FBO framebuffer; note that for some devices (i.e. those with
3282 * a natural pixel coordinate system for FBOs that differs from the
3283 * OpenGL/Mesa coordinate system), this means that the viewport,
3284 * polygon face orientation, and polygon stipple will have to be inverted.
3285 */
3286 GLuint Name;
3287 GLint RefCount;
3288
3289 GLchar *Label; /**< GL_KHR_debug */
3290
3291 GLboolean DeletePending;
3292
3293 /**
3294 * The framebuffer's visual. Immutable if this is a window system buffer.
3295 * Computed from attachments if user-made FBO.
3296 */
3297 struct gl_config Visual;
3298
3299 /**
3300 * Size of frame buffer in pixels. If there are no attachments, then both
3301 * of these are 0.
3302 */
3303 GLuint Width, Height;
3304
3305 /**
3306 * In the case that the framebuffer has no attachment (i.e.
3307 * GL_ARB_framebuffer_no_attachments) then the geometry of
3308 * the framebuffer is specified by the default values.
3309 */
3310 struct {
3311 GLuint Width, Height, Layers, NumSamples;
3312 GLboolean FixedSampleLocations;
3313 } DefaultGeometry;
3314
3315 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3316 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3317 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3318 */
3319 /*@{*/
3320 GLint _Xmin, _Xmax;
3321 GLint _Ymin, _Ymax;
3322 /*@}*/
3323
3324 /** \name Derived Z buffer stuff */
3325 /*@{*/
3326 GLuint _DepthMax; /**< Max depth buffer value */
3327 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3328 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3329 /*@}*/
3330
3331 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3332 GLenum _Status;
3333
3334 /** Whether one of Attachment has Type != GL_NONE
3335 * NOTE: the values for Width and Height are set to 0 in case of having
3336 * no attachments, a backend driver supporting the extension
3337 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3338 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3339 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3340 * _Ymax do NOT take into account _HasAttachments being false). To get the
3341 * geometry of the framebuffer, the helper functions
3342 * _mesa_geometric_width(),
3343 * _mesa_geometric_height(),
3344 * _mesa_geometric_samples() and
3345 * _mesa_geometric_layers()
3346 * are available that check _HasAttachments.
3347 */
3348 bool _HasAttachments;
3349
3350 /** Integer color values */
3351 GLboolean _IntegerColor;
3352
3353 /* ARB_color_buffer_float */
3354 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3355 GLboolean _HasSNormOrFloatColorBuffer;
3356
3357 /**
3358 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3359 * is not layered. For cube maps and cube map arrays, each cube face
3360 * counts as a layer. As the case for Width, Height a backend driver
3361 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3362 * in the case that _HasAttachments is false
3363 */
3364 GLuint MaxNumLayers;
3365
3366 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3367 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3368
3369 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3370 * attribute group and GL_PIXEL attribute group, respectively.
3371 */
3372 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3373 GLenum ColorReadBuffer;
3374
3375 /** Computed from ColorDraw/ReadBuffer above */
3376 GLuint _NumColorDrawBuffers;
3377 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3378 GLint _ColorReadBufferIndex; /* -1 = None */
3379 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3380 struct gl_renderbuffer *_ColorReadBuffer;
3381
3382 /** Delete this framebuffer */
3383 void (*Delete)(struct gl_framebuffer *fb);
3384 };
3385
3386
3387 /**
3388 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3389 */
3390 struct gl_precision
3391 {
3392 GLushort RangeMin; /**< min value exponent */
3393 GLushort RangeMax; /**< max value exponent */
3394 GLushort Precision; /**< number of mantissa bits */
3395 };
3396
3397
3398 /**
3399 * Limits for vertex, geometry and fragment programs/shaders.
3400 */
3401 struct gl_program_constants
3402 {
3403 /* logical limits */
3404 GLuint MaxInstructions;
3405 GLuint MaxAluInstructions;
3406 GLuint MaxTexInstructions;
3407 GLuint MaxTexIndirections;
3408 GLuint MaxAttribs;
3409 GLuint MaxTemps;
3410 GLuint MaxAddressRegs;
3411 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3412 GLuint MaxParameters;
3413 GLuint MaxLocalParams;
3414 GLuint MaxEnvParams;
3415 /* native/hardware limits */
3416 GLuint MaxNativeInstructions;
3417 GLuint MaxNativeAluInstructions;
3418 GLuint MaxNativeTexInstructions;
3419 GLuint MaxNativeTexIndirections;
3420 GLuint MaxNativeAttribs;
3421 GLuint MaxNativeTemps;
3422 GLuint MaxNativeAddressRegs;
3423 GLuint MaxNativeParameters;
3424 /* For shaders */
3425 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3426
3427 /**
3428 * \name Per-stage input / output limits
3429 *
3430 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3431 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3432 * ES). This is stored as \c gl_constants::MaxVarying.
3433 *
3434 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3435 * variables. Each stage as a certain number of outputs that it can feed
3436 * to the next stage and a certain number inputs that it can consume from
3437 * the previous stage.
3438 *
3439 * Vertex shader inputs do not participate this in this accounting.
3440 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3441 *
3442 * Fragment shader outputs do not participate this in this accounting.
3443 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3444 */
3445 /*@{*/
3446 GLuint MaxInputComponents;
3447 GLuint MaxOutputComponents;
3448 /*@}*/
3449
3450 /* ES 2.0 and GL_ARB_ES2_compatibility */
3451 struct gl_precision LowFloat, MediumFloat, HighFloat;
3452 struct gl_precision LowInt, MediumInt, HighInt;
3453 /* GL_ARB_uniform_buffer_object */
3454 GLuint MaxUniformBlocks;
3455 GLuint MaxCombinedUniformComponents;
3456 GLuint MaxTextureImageUnits;
3457
3458 /* GL_ARB_shader_atomic_counters */
3459 GLuint MaxAtomicBuffers;
3460 GLuint MaxAtomicCounters;
3461
3462 /* GL_ARB_shader_image_load_store */
3463 GLuint MaxImageUniforms;
3464
3465 /* GL_ARB_shader_storage_buffer_object */
3466 GLuint MaxShaderStorageBlocks;
3467 };
3468
3469
3470 /**
3471 * Constants which may be overridden by device driver during context creation
3472 * but are never changed after that.
3473 */
3474 struct gl_constants
3475 {
3476 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3477 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3478 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3479 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3480 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3481 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3482 GLuint MaxTextureCoordUnits;
3483 GLuint MaxCombinedTextureImageUnits;
3484 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3485 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3486 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3487 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3488
3489 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3490
3491 GLuint MaxArrayLockSize;
3492
3493 GLint SubPixelBits;
3494
3495 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3496 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3497 GLfloat PointSizeGranularity;
3498 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3499 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3500 GLfloat LineWidthGranularity;
3501
3502 GLuint MaxClipPlanes;
3503 GLuint MaxLights;
3504 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3505 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3506
3507 GLuint MaxViewportWidth, MaxViewportHeight;
3508 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3509 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3510 struct {
3511 GLfloat Min;
3512 GLfloat Max;
3513 } ViewportBounds; /**< GL_ARB_viewport_array */
3514
3515 struct gl_program_constants Program[MESA_SHADER_STAGES];
3516 GLuint MaxProgramMatrices;
3517 GLuint MaxProgramMatrixStackDepth;
3518
3519 struct {
3520 GLuint SamplesPassed;
3521 GLuint TimeElapsed;
3522 GLuint Timestamp;
3523 GLuint PrimitivesGenerated;
3524 GLuint PrimitivesWritten;
3525 GLuint VerticesSubmitted;
3526 GLuint PrimitivesSubmitted;
3527 GLuint VsInvocations;
3528 GLuint TessPatches;
3529 GLuint TessInvocations;
3530 GLuint GsInvocations;
3531 GLuint GsPrimitives;
3532 GLuint FsInvocations;
3533 GLuint ComputeInvocations;
3534 GLuint ClInPrimitives;
3535 GLuint ClOutPrimitives;
3536 } QueryCounterBits;
3537
3538 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3539
3540 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3541 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3542 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3543
3544 /**
3545 * GL_ARB_framebuffer_no_attachments
3546 */
3547 GLuint MaxFramebufferWidth;
3548 GLuint MaxFramebufferHeight;
3549 GLuint MaxFramebufferLayers;
3550 GLuint MaxFramebufferSamples;
3551
3552 /** Number of varying vectors between any two shader stages. */
3553 GLuint MaxVarying;
3554
3555 /** @{
3556 * GL_ARB_uniform_buffer_object
3557 */
3558 GLuint MaxCombinedUniformBlocks;
3559 GLuint MaxUniformBufferBindings;
3560 GLuint MaxUniformBlockSize;
3561 GLuint UniformBufferOffsetAlignment;
3562 /** @} */
3563
3564 /** @{
3565 * GL_ARB_shader_storage_buffer_object
3566 */
3567 GLuint MaxCombinedShaderStorageBlocks;
3568 GLuint MaxShaderStorageBufferBindings;
3569 GLuint MaxShaderStorageBlockSize;
3570 GLuint ShaderStorageBufferOffsetAlignment;
3571 /** @} */
3572
3573 /**
3574 * GL_ARB_explicit_uniform_location
3575 */
3576 GLuint MaxUserAssignableUniformLocations;
3577
3578 /** GL_ARB_geometry_shader4 */
3579 GLuint MaxGeometryOutputVertices;
3580 GLuint MaxGeometryTotalOutputComponents;
3581
3582 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3583
3584 /**
3585 * Changes default GLSL extension behavior from "error" to "warn". It's out
3586 * of spec, but it can make some apps work that otherwise wouldn't.
3587 */
3588 GLboolean ForceGLSLExtensionsWarn;
3589
3590 /**
3591 * If non-zero, forces GLSL shaders to behave as if they began
3592 * with "#version ForceGLSLVersion".
3593 */
3594 GLuint ForceGLSLVersion;
3595
3596 /**
3597 * Allow GLSL #extension directives in the middle of shaders.
3598 */
3599 GLboolean AllowGLSLExtensionDirectiveMidShader;
3600
3601 /**
3602 * Does the driver support real 32-bit integers? (Otherwise, integers are
3603 * simulated via floats.)
3604 */
3605 GLboolean NativeIntegers;
3606
3607 /**
3608 * Does VertexID count from zero or from base vertex?
3609 *
3610 * \note
3611 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3612 * ignored and need not be set.
3613 */
3614 bool VertexID_is_zero_based;
3615
3616 /**
3617 * If the driver supports real 32-bit integers, what integer value should be
3618 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3619 */
3620 GLuint UniformBooleanTrue;
3621
3622 /**
3623 * Maximum amount of time, measured in nanseconds, that the server can wait.
3624 */
3625 GLuint64 MaxServerWaitTimeout;
3626
3627 /** GL_EXT_provoking_vertex */
3628 GLboolean QuadsFollowProvokingVertexConvention;
3629
3630 /** OpenGL version 3.0 */
3631 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3632
3633 /** OpenGL version 3.2 */
3634 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3635
3636 /** OpenGL version 4.4 */
3637 GLuint MaxVertexAttribStride;
3638
3639 /** GL_EXT_transform_feedback */
3640 GLuint MaxTransformFeedbackBuffers;
3641 GLuint MaxTransformFeedbackSeparateComponents;
3642 GLuint MaxTransformFeedbackInterleavedComponents;
3643 GLuint MaxVertexStreams;
3644
3645 /** GL_EXT_gpu_shader4 */
3646 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3647
3648 /** GL_ARB_texture_gather */
3649 GLuint MinProgramTextureGatherOffset;
3650 GLuint MaxProgramTextureGatherOffset;
3651 GLuint MaxProgramTextureGatherComponents;
3652
3653 /* GL_ARB_robustness */
3654 GLenum ResetStrategy;
3655
3656 /* GL_ARB_blend_func_extended */
3657 GLuint MaxDualSourceDrawBuffers;
3658
3659 /**
3660 * Whether the implementation strips out and ignores texture borders.
3661 *
3662 * Many GPU hardware implementations don't support rendering with texture
3663 * borders and mipmapped textures. (Note: not static border color, but the
3664 * old 1-pixel border around each edge). Implementations then have to do
3665 * slow fallbacks to be correct, or just ignore the border and be fast but
3666 * wrong. Setting the flag strips the border off of TexImage calls,
3667 * providing "fast but wrong" at significantly reduced driver complexity.
3668 *
3669 * Texture borders are deprecated in GL 3.0.
3670 **/
3671 GLboolean StripTextureBorder;
3672
3673 /**
3674 * For drivers which can do a better job at eliminating unused uniforms
3675 * than the GLSL compiler.
3676 *
3677 * XXX Remove these as soon as a better solution is available.
3678 */
3679 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3680
3681 /**
3682 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3683 * than passing the transform feedback object to the drawing function.
3684 */
3685 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3686
3687 /** GL_ARB_map_buffer_alignment */
3688 GLuint MinMapBufferAlignment;
3689
3690 /**
3691 * Disable varying packing. This is out of spec, but potentially useful
3692 * for older platforms that supports a limited number of texture
3693 * indirections--on these platforms, unpacking the varyings in the fragment
3694 * shader increases the number of texture indirections by 1, which might
3695 * make some shaders not executable at all.
3696 *
3697 * Drivers that support transform feedback must set this value to GL_FALSE.
3698 */
3699 GLboolean DisableVaryingPacking;
3700
3701 /**
3702 * Should meaningful names be generated for compiler temporary variables?
3703 *
3704 * Generally, it is not useful to have the compiler generate "meaningful"
3705 * names for temporary variables that it creates. This can, however, be a
3706 * useful debugging aid. In Mesa debug builds or release builds when
3707 * MESA_GLSL is set at run-time, meaningful names will be generated.
3708 * Drivers can also force names to be generated by setting this field.
3709 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3710 * vertex shader assembly) is set at run-time.
3711 */
3712 bool GenerateTemporaryNames;
3713
3714 /*
3715 * Maximum value supported for an index in DrawElements and friends.
3716 *
3717 * This must be at least (1ull<<24)-1. The default value is
3718 * (1ull<<32)-1.
3719 *
3720 * \since ES 3.0 or GL_ARB_ES3_compatibility
3721 * \sa _mesa_init_constants
3722 */
3723 GLuint64 MaxElementIndex;
3724
3725 /**
3726 * Disable interpretation of line continuations (lines ending with a
3727 * backslash character ('\') in GLSL source.
3728 */
3729 GLboolean DisableGLSLLineContinuations;
3730
3731 /** GL_ARB_texture_multisample */
3732 GLint MaxColorTextureSamples;
3733 GLint MaxDepthTextureSamples;
3734 GLint MaxIntegerSamples;
3735
3736 /**
3737 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3738 * samples are laid out in a rectangular grid roughly corresponding to
3739 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3740 * are used to map indices of rectangular grid to sample numbers within
3741 * a pixel. This mapping of indices to sample numbers must be initialized
3742 * by the driver for the target hardware. For example, if we have the 8X
3743 * MSAA sample number layout (sample positions) for XYZ hardware:
3744 *
3745 * sample indices layout sample number layout
3746 * --------- ---------
3747 * | 0 | 1 | | a | b |
3748 * --------- ---------
3749 * | 2 | 3 | | c | d |
3750 * --------- ---------
3751 * | 4 | 5 | | e | f |
3752 * --------- ---------
3753 * | 6 | 7 | | g | h |
3754 * --------- ---------
3755 *
3756 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3757 *
3758 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3759 * below:
3760 * SampleMap8x = {a, b, c, d, e, f, g, h};
3761 *
3762 * Follow the logic for other sample counts.
3763 */
3764 uint8_t SampleMap2x[2];
3765 uint8_t SampleMap4x[4];
3766 uint8_t SampleMap8x[8];
3767
3768 /** GL_ARB_shader_atomic_counters */
3769 GLuint MaxAtomicBufferBindings;
3770 GLuint MaxAtomicBufferSize;
3771 GLuint MaxCombinedAtomicBuffers;
3772 GLuint MaxCombinedAtomicCounters;
3773
3774 /** GL_ARB_vertex_attrib_binding */
3775 GLint MaxVertexAttribRelativeOffset;
3776 GLint MaxVertexAttribBindings;
3777
3778 /* GL_ARB_shader_image_load_store */
3779 GLuint MaxImageUnits;
3780 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3781 GLuint MaxImageSamples;
3782 GLuint MaxCombinedImageUniforms;
3783
3784 /** GL_ARB_compute_shader */
3785 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3786 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3787 GLuint MaxComputeWorkGroupInvocations;
3788
3789 /** GL_ARB_gpu_shader5 */
3790 GLfloat MinFragmentInterpolationOffset;
3791 GLfloat MaxFragmentInterpolationOffset;
3792
3793 GLboolean FakeSWMSAA;
3794
3795 /** GL_KHR_context_flush_control */
3796 GLenum ContextReleaseBehavior;
3797
3798 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3799
3800 /** GL_ARB_tessellation_shader */
3801 GLuint MaxPatchVertices;
3802 GLuint MaxTessGenLevel;
3803 GLuint MaxTessPatchComponents;
3804 GLuint MaxTessControlTotalOutputComponents;
3805 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3806 };
3807
3808
3809 /**
3810 * Enable flag for each OpenGL extension. Different device drivers will
3811 * enable different extensions at runtime.
3812 */
3813 struct gl_extensions
3814 {
3815 GLboolean dummy; /* don't remove this! */
3816 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3817 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3818 GLboolean ANGLE_texture_compression_dxt;
3819 GLboolean ARB_ES2_compatibility;
3820 GLboolean ARB_ES3_compatibility;
3821 GLboolean ARB_arrays_of_arrays;
3822 GLboolean ARB_base_instance;
3823 GLboolean ARB_blend_func_extended;
3824 GLboolean ARB_buffer_storage;
3825 GLboolean ARB_clear_texture;
3826 GLboolean ARB_clip_control;
3827 GLboolean ARB_color_buffer_float;
3828 GLboolean ARB_compute_shader;
3829 GLboolean ARB_conditional_render_inverted;
3830 GLboolean ARB_conservative_depth;
3831 GLboolean ARB_copy_image;
3832 GLboolean ARB_depth_buffer_float;
3833 GLboolean ARB_depth_clamp;
3834 GLboolean ARB_depth_texture;
3835 GLboolean ARB_derivative_control;
3836 GLboolean ARB_draw_buffers_blend;
3837 GLboolean ARB_draw_elements_base_vertex;
3838 GLboolean ARB_draw_indirect;
3839 GLboolean ARB_draw_instanced;
3840 GLboolean ARB_fragment_coord_conventions;
3841 GLboolean ARB_fragment_layer_viewport;
3842 GLboolean ARB_fragment_program;
3843 GLboolean ARB_fragment_program_shadow;
3844 GLboolean ARB_fragment_shader;
3845 GLboolean ARB_framebuffer_no_attachments;
3846 GLboolean ARB_framebuffer_object;
3847 GLboolean ARB_explicit_attrib_location;
3848 GLboolean ARB_explicit_uniform_location;
3849 GLboolean ARB_geometry_shader4;
3850 GLboolean ARB_gpu_shader5;
3851 GLboolean ARB_gpu_shader_fp64;
3852 GLboolean ARB_half_float_vertex;
3853 GLboolean ARB_instanced_arrays;
3854 GLboolean ARB_internalformat_query;
3855 GLboolean ARB_map_buffer_range;
3856 GLboolean ARB_occlusion_query;
3857 GLboolean ARB_occlusion_query2;
3858 GLboolean ARB_pipeline_statistics_query;
3859 GLboolean ARB_point_sprite;
3860 GLboolean ARB_sample_shading;
3861 GLboolean ARB_seamless_cube_map;
3862 GLboolean ARB_shader_atomic_counters;
3863 GLboolean ARB_shader_bit_encoding;
3864 GLboolean ARB_shader_image_load_store;
3865 GLboolean ARB_shader_precision;
3866 GLboolean ARB_shader_stencil_export;
3867 GLboolean ARB_shader_storage_buffer_object;
3868 GLboolean ARB_shader_subroutine;
3869 GLboolean ARB_shader_texture_lod;
3870 GLboolean ARB_shading_language_packing;
3871 GLboolean ARB_shading_language_420pack;
3872 GLboolean ARB_shadow;
3873 GLboolean ARB_stencil_texturing;
3874 GLboolean ARB_sync;
3875 GLboolean ARB_tessellation_shader;
3876 GLboolean ARB_texture_border_clamp;
3877 GLboolean ARB_texture_buffer_object;
3878 GLboolean ARB_texture_buffer_object_rgb32;
3879 GLboolean ARB_texture_buffer_range;
3880 GLboolean ARB_texture_compression_bptc;
3881 GLboolean ARB_texture_compression_rgtc;
3882 GLboolean ARB_texture_cube_map;
3883 GLboolean ARB_texture_cube_map_array;
3884 GLboolean ARB_texture_env_combine;
3885 GLboolean ARB_texture_env_crossbar;
3886 GLboolean ARB_texture_env_dot3;
3887 GLboolean ARB_texture_float;
3888 GLboolean ARB_texture_gather;
3889 GLboolean ARB_texture_mirror_clamp_to_edge;
3890 GLboolean ARB_texture_multisample;
3891 GLboolean ARB_texture_non_power_of_two;
3892 GLboolean ARB_texture_stencil8;
3893 GLboolean ARB_texture_query_levels;
3894 GLboolean ARB_texture_query_lod;
3895 GLboolean ARB_texture_rg;
3896 GLboolean ARB_texture_rgb10_a2ui;
3897 GLboolean ARB_texture_view;
3898 GLboolean ARB_timer_query;
3899 GLboolean ARB_transform_feedback2;
3900 GLboolean ARB_transform_feedback3;
3901 GLboolean ARB_transform_feedback_instanced;
3902 GLboolean ARB_uniform_buffer_object;
3903 GLboolean ARB_vertex_attrib_64bit;
3904 GLboolean ARB_vertex_program;
3905 GLboolean ARB_vertex_shader;
3906 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3907 GLboolean ARB_vertex_type_2_10_10_10_rev;
3908 GLboolean ARB_viewport_array;
3909 GLboolean EXT_blend_color;
3910 GLboolean EXT_blend_equation_separate;
3911 GLboolean EXT_blend_func_separate;
3912 GLboolean EXT_blend_minmax;
3913 GLboolean EXT_depth_bounds_test;
3914 GLboolean EXT_draw_buffers2;
3915 GLboolean EXT_framebuffer_multisample;
3916 GLboolean EXT_framebuffer_multisample_blit_scaled;
3917 GLboolean EXT_framebuffer_sRGB;
3918 GLboolean EXT_gpu_program_parameters;
3919 GLboolean EXT_gpu_shader4;
3920 GLboolean EXT_packed_float;
3921 GLboolean EXT_pixel_buffer_object;
3922 GLboolean EXT_point_parameters;
3923 GLboolean EXT_polygon_offset_clamp;
3924 GLboolean EXT_provoking_vertex;
3925 GLboolean EXT_shader_integer_mix;
3926 GLboolean EXT_stencil_two_side;
3927 GLboolean EXT_texture3D;
3928 GLboolean EXT_texture_array;
3929 GLboolean EXT_texture_compression_latc;
3930 GLboolean EXT_texture_compression_s3tc;
3931 GLboolean EXT_texture_env_dot3;
3932 GLboolean EXT_texture_filter_anisotropic;
3933 GLboolean EXT_texture_integer;
3934 GLboolean EXT_texture_mirror_clamp;
3935 GLboolean EXT_texture_shared_exponent;
3936 GLboolean EXT_texture_snorm;
3937 GLboolean EXT_texture_sRGB;
3938 GLboolean EXT_texture_sRGB_decode;
3939 GLboolean EXT_texture_swizzle;
3940 GLboolean EXT_transform_feedback;
3941 GLboolean EXT_timer_query;
3942 GLboolean EXT_vertex_array_bgra;
3943 GLboolean OES_standard_derivatives;
3944 /* vendor extensions */
3945 GLboolean AMD_performance_monitor;
3946 GLboolean AMD_pinned_memory;
3947 GLboolean AMD_seamless_cubemap_per_texture;
3948 GLboolean AMD_vertex_shader_layer;
3949 GLboolean AMD_vertex_shader_viewport_index;
3950 GLboolean APPLE_object_purgeable;
3951 GLboolean ATI_texture_compression_3dc;
3952 GLboolean ATI_texture_mirror_once;
3953 GLboolean ATI_texture_env_combine3;
3954 GLboolean ATI_fragment_shader;
3955 GLboolean ATI_separate_stencil;
3956 GLboolean INTEL_performance_query;
3957 GLboolean MESA_pack_invert;
3958 GLboolean MESA_ycbcr_texture;
3959 GLboolean NV_conditional_render;
3960 GLboolean NV_fog_distance;
3961 GLboolean NV_fragment_program_option;
3962 GLboolean NV_point_sprite;
3963 GLboolean NV_primitive_restart;
3964 GLboolean NV_texture_barrier;
3965 GLboolean NV_texture_env_combine4;
3966 GLboolean NV_texture_rectangle;
3967 GLboolean NV_vdpau_interop;
3968 GLboolean TDFX_texture_compression_FXT1;
3969 GLboolean OES_EGL_image;
3970 GLboolean OES_draw_texture;
3971 GLboolean OES_depth_texture_cube_map;
3972 GLboolean OES_EGL_image_external;
3973 GLboolean OES_texture_float;
3974 GLboolean OES_texture_float_linear;
3975 GLboolean OES_texture_half_float;
3976 GLboolean OES_texture_half_float_linear;
3977 GLboolean OES_compressed_ETC1_RGB8_texture;
3978 GLboolean extension_sentinel;
3979 /** The extension string */
3980 const GLubyte *String;
3981 /** Number of supported extensions */
3982 GLuint Count;
3983 };
3984
3985
3986 /**
3987 * A stack of matrices (projection, modelview, color, texture, etc).
3988 */
3989 struct gl_matrix_stack
3990 {
3991 GLmatrix *Top; /**< points into Stack */
3992 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3993 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3994 GLuint MaxDepth; /**< size of Stack[] array */
3995 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3996 };
3997
3998
3999 /**
4000 * \name Bits for image transfer operations
4001 * \sa __struct gl_contextRec::ImageTransferState.
4002 */
4003 /*@{*/
4004 #define IMAGE_SCALE_BIAS_BIT 0x1
4005 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4006 #define IMAGE_MAP_COLOR_BIT 0x4
4007 #define IMAGE_CLAMP_BIT 0x800
4008
4009
4010 /** Pixel Transfer ops */
4011 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4012 IMAGE_SHIFT_OFFSET_BIT | \
4013 IMAGE_MAP_COLOR_BIT)
4014
4015 /**
4016 * \name Bits to indicate what state has changed.
4017 */
4018 /*@{*/
4019 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
4020 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
4021 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
4022 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
4023 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
4024 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
4025 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
4026 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
4027 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
4028 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
4029 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
4030 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
4031 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
4032 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
4033 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
4034 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
4035 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
4036 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
4037 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
4038 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4039 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
4040 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
4041 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
4042 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
4043 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
4044 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4045 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4046 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4047 #define _NEW_BUFFER_OBJECT (1 << 28)
4048 #define _NEW_FRAG_CLAMP (1 << 29)
4049 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4050 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4051 #define _NEW_ALL ~0
4052 /*@}*/
4053
4054
4055 /**
4056 * Composite state flags
4057 */
4058 /*@{*/
4059 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4060 _NEW_TEXTURE | \
4061 _NEW_POINT | \
4062 _NEW_PROGRAM | \
4063 _NEW_MODELVIEW)
4064
4065 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4066 _NEW_FOG | \
4067 _NEW_PROGRAM)
4068
4069
4070 /*@}*/
4071
4072
4073
4074
4075 /* This has to be included here. */
4076 #include "dd.h"
4077
4078
4079 /**
4080 * Display list flags.
4081 * Strictly this is a tnl-private concept, but it doesn't seem
4082 * worthwhile adding a tnl private structure just to hold this one bit
4083 * of information:
4084 */
4085 #define DLIST_DANGLING_REFS 0x1
4086
4087
4088 /** Opaque declaration of display list payload data type */
4089 union gl_dlist_node;
4090
4091
4092 /**
4093 * Provide a location where information about a display list can be
4094 * collected. Could be extended with driverPrivate structures,
4095 * etc. in the future.
4096 */
4097 struct gl_display_list
4098 {
4099 GLuint Name;
4100 GLchar *Label; /**< GL_KHR_debug */
4101 GLbitfield Flags; /**< DLIST_x flags */
4102 /** The dlist commands are in a linked list of nodes */
4103 union gl_dlist_node *Head;
4104 };
4105
4106
4107 /**
4108 * State used during display list compilation and execution.
4109 */
4110 struct gl_dlist_state
4111 {
4112 GLuint CallDepth; /**< Current recursion calling depth */
4113
4114 struct gl_display_list *CurrentList; /**< List currently being compiled */
4115 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4116 GLuint CurrentPos; /**< Index into current block of nodes */
4117
4118 GLvertexformat ListVtxfmt;
4119
4120 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4121 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4122
4123 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4124 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4125
4126 struct {
4127 /* State known to have been set by the currently-compiling display
4128 * list. Used to eliminate some redundant state changes.
4129 */
4130 GLenum ShadeModel;
4131 } Current;
4132 };
4133
4134 /** @{
4135 *
4136 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4137 * to small enums suitable for use as an array index.
4138 */
4139
4140 enum mesa_debug_source {
4141 MESA_DEBUG_SOURCE_API,
4142 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4143 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4144 MESA_DEBUG_SOURCE_THIRD_PARTY,
4145 MESA_DEBUG_SOURCE_APPLICATION,
4146 MESA_DEBUG_SOURCE_OTHER,
4147 MESA_DEBUG_SOURCE_COUNT
4148 };
4149
4150 enum mesa_debug_type {
4151 MESA_DEBUG_TYPE_ERROR,
4152 MESA_DEBUG_TYPE_DEPRECATED,
4153 MESA_DEBUG_TYPE_UNDEFINED,
4154 MESA_DEBUG_TYPE_PORTABILITY,
4155 MESA_DEBUG_TYPE_PERFORMANCE,
4156 MESA_DEBUG_TYPE_OTHER,
4157 MESA_DEBUG_TYPE_MARKER,
4158 MESA_DEBUG_TYPE_PUSH_GROUP,
4159 MESA_DEBUG_TYPE_POP_GROUP,
4160 MESA_DEBUG_TYPE_COUNT
4161 };
4162
4163 enum mesa_debug_severity {
4164 MESA_DEBUG_SEVERITY_LOW,
4165 MESA_DEBUG_SEVERITY_MEDIUM,
4166 MESA_DEBUG_SEVERITY_HIGH,
4167 MESA_DEBUG_SEVERITY_NOTIFICATION,
4168 MESA_DEBUG_SEVERITY_COUNT
4169 };
4170
4171 /** @} */
4172
4173 /**
4174 * Driver-specific state flags.
4175 *
4176 * These are or'd with gl_context::NewDriverState to notify a driver about
4177 * a state change. The driver sets the flags at context creation and
4178 * the meaning of the bits set is opaque to core Mesa.
4179 */
4180 struct gl_driver_flags
4181 {
4182 /** gl_context::Array::_DrawArrays (vertex array state) */
4183 uint64_t NewArray;
4184
4185 /** gl_context::TransformFeedback::CurrentObject */
4186 uint64_t NewTransformFeedback;
4187
4188 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4189 uint64_t NewTransformFeedbackProg;
4190
4191 /** gl_context::RasterDiscard */
4192 uint64_t NewRasterizerDiscard;
4193
4194 /**
4195 * gl_context::UniformBufferBindings
4196 * gl_shader_program::UniformBlocks
4197 */
4198 uint64_t NewUniformBuffer;
4199
4200 /**
4201 * gl_context::ShaderStorageBufferBindings
4202 * gl_shader_program::ShaderStorageBlocks
4203 */
4204 uint64_t NewShaderStorageBuffer;
4205
4206 uint64_t NewTextureBuffer;
4207
4208 /**
4209 * gl_context::AtomicBufferBindings
4210 */
4211 uint64_t NewAtomicBuffer;
4212
4213 /**
4214 * gl_context::ImageUnits
4215 */
4216 uint64_t NewImageUnits;
4217
4218 /**
4219 * gl_context::TessCtrlProgram::patch_default_*
4220 */
4221 uint64_t NewDefaultTessLevels;
4222 };
4223
4224 struct gl_uniform_buffer_binding
4225 {
4226 struct gl_buffer_object *BufferObject;
4227 /** Start of uniform block data in the buffer */
4228 GLintptr Offset;
4229 /** Size of data allowed to be referenced from the buffer (in bytes) */
4230 GLsizeiptr Size;
4231 /**
4232 * glBindBufferBase() indicates that the Size should be ignored and only
4233 * limited by the current size of the BufferObject.
4234 */
4235 GLboolean AutomaticSize;
4236 };
4237
4238 struct gl_shader_storage_buffer_binding
4239 {
4240 struct gl_buffer_object *BufferObject;
4241 /** Start of shader storage block data in the buffer */
4242 GLintptr Offset;
4243 /** Size of data allowed to be referenced from the buffer (in bytes) */
4244 GLsizeiptr Size;
4245 /**
4246 * glBindBufferBase() indicates that the Size should be ignored and only
4247 * limited by the current size of the BufferObject.
4248 */
4249 GLboolean AutomaticSize;
4250 };
4251
4252 /**
4253 * ARB_shader_image_load_store image unit.
4254 */
4255 struct gl_image_unit
4256 {
4257 /**
4258 * Texture object bound to this unit.
4259 */
4260 struct gl_texture_object *TexObj;
4261
4262 /**
4263 * Level of the texture object bound to this unit.
4264 */
4265 GLuint Level;
4266
4267 /**
4268 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4269 * GL_FALSE if only some specific layer of the texture is bound.
4270 * \sa Layer
4271 */
4272 GLboolean Layered;
4273
4274 /**
4275 * GL_TRUE if the state of this image unit is valid and access from
4276 * the shader is allowed. Otherwise loads from this unit should
4277 * return zero and stores should have no effect.
4278 */
4279 GLboolean _Valid;
4280
4281 /**
4282 * Layer of the texture object bound to this unit, or zero if the
4283 * whole level is bound.
4284 */
4285 GLuint Layer;
4286
4287 /**
4288 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4289 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4290 */
4291 GLenum Access;
4292
4293 /**
4294 * GL internal format that determines the interpretation of the
4295 * image memory when shader image operations are performed through
4296 * this unit.
4297 */
4298 GLenum Format;
4299
4300 /**
4301 * Mesa format corresponding to \c Format.
4302 */
4303 mesa_format _ActualFormat;
4304
4305 };
4306
4307 /**
4308 * Binding point for an atomic counter buffer object.
4309 */
4310 struct gl_atomic_buffer_binding
4311 {
4312 struct gl_buffer_object *BufferObject;
4313 GLintptr Offset;
4314 GLsizeiptr Size;
4315 };
4316
4317 /**
4318 * Mesa rendering context.
4319 *
4320 * This is the central context data structure for Mesa. Almost all
4321 * OpenGL state is contained in this structure.
4322 * Think of this as a base class from which device drivers will derive
4323 * sub classes.
4324 */
4325 struct gl_context
4326 {
4327 /** State possibly shared with other contexts in the address space */
4328 struct gl_shared_state *Shared;
4329
4330 /** \name API function pointer tables */
4331 /*@{*/
4332 gl_api API;
4333 /**
4334 * The current dispatch table for non-displaylist-saving execution, either
4335 * BeginEnd or OutsideBeginEnd
4336 */
4337 struct _glapi_table *Exec;
4338 /**
4339 * The normal dispatch table for non-displaylist-saving, non-begin/end
4340 */
4341 struct _glapi_table *OutsideBeginEnd;
4342 /** The dispatch table used between glNewList() and glEndList() */
4343 struct _glapi_table *Save;
4344 /**
4345 * The dispatch table used between glBegin() and glEnd() (outside of a
4346 * display list). Only valid functions between those two are set, which is
4347 * mostly just the set in a GLvertexformat struct.
4348 */
4349 struct _glapi_table *BeginEnd;
4350 /**
4351 * Tracks the current dispatch table out of the 3 above, so that it can be
4352 * re-set on glXMakeCurrent().
4353 */
4354 struct _glapi_table *CurrentDispatch;
4355 /*@}*/
4356
4357 struct gl_config Visual;
4358 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4359 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4360 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4361 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4362
4363 /**
4364 * Device driver function pointer table
4365 */
4366 struct dd_function_table Driver;
4367
4368 /** Core/Driver constants */
4369 struct gl_constants Const;
4370
4371 /** \name The various 4x4 matrix stacks */
4372 /*@{*/
4373 struct gl_matrix_stack ModelviewMatrixStack;
4374 struct gl_matrix_stack ProjectionMatrixStack;
4375 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4376 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4377 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4378 /*@}*/
4379
4380 /** Combined modelview and projection matrix */
4381 GLmatrix _ModelProjectMatrix;
4382
4383 /** \name Display lists */
4384 struct gl_dlist_state ListState;
4385
4386 GLboolean ExecuteFlag; /**< Execute GL commands? */
4387 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4388
4389 /** Extension information */
4390 struct gl_extensions Extensions;
4391
4392 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4393 GLuint Version;
4394 char *VersionString;
4395
4396 /** \name State attribute stack (for glPush/PopAttrib) */
4397 /*@{*/
4398 GLuint AttribStackDepth;
4399 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4400 /*@}*/
4401
4402 /** \name Renderer attribute groups
4403 *
4404 * We define a struct for each attribute group to make pushing and popping
4405 * attributes easy. Also it's a good organization.
4406 */
4407 /*@{*/
4408 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4409 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4410 struct gl_current_attrib Current; /**< Current attributes */
4411 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4412 struct gl_eval_attrib Eval; /**< Eval attributes */
4413 struct gl_fog_attrib Fog; /**< Fog attributes */
4414 struct gl_hint_attrib Hint; /**< Hint attributes */
4415 struct gl_light_attrib Light; /**< Light attributes */
4416 struct gl_line_attrib Line; /**< Line attributes */
4417 struct gl_list_attrib List; /**< List attributes */
4418 struct gl_multisample_attrib Multisample;
4419 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4420 struct gl_point_attrib Point; /**< Point attributes */
4421 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4422 GLuint PolygonStipple[32]; /**< Polygon stipple */
4423 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4424 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4425 struct gl_texture_attrib Texture; /**< Texture attributes */
4426 struct gl_transform_attrib Transform; /**< Transformation attributes */
4427 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4428 /*@}*/
4429
4430 /** \name Client attribute stack */
4431 /*@{*/
4432 GLuint ClientAttribStackDepth;
4433 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4434 /*@}*/
4435
4436 /** \name Client attribute groups */
4437 /*@{*/
4438 struct gl_array_attrib Array; /**< Vertex arrays */
4439 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4440 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4441 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4442 /*@}*/
4443
4444 /** \name Other assorted state (not pushed/popped on attribute stack) */
4445 /*@{*/
4446 struct gl_pixelmaps PixelMaps;
4447
4448 struct gl_evaluators EvalMap; /**< All evaluators */
4449 struct gl_feedback Feedback; /**< Feedback */
4450 struct gl_selection Select; /**< Selection */
4451
4452 struct gl_program_state Program; /**< general program state */
4453 struct gl_vertex_program_state VertexProgram;
4454 struct gl_fragment_program_state FragmentProgram;
4455 struct gl_geometry_program_state GeometryProgram;
4456 struct gl_compute_program_state ComputeProgram;
4457 struct gl_tess_ctrl_program_state TessCtrlProgram;
4458 struct gl_tess_eval_program_state TessEvalProgram;
4459 struct gl_ati_fragment_shader_state ATIFragmentShader;
4460
4461 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4462 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4463
4464 /**
4465 * Current active shader pipeline state
4466 *
4467 * Almost all internal users want ::_Shader instead of ::Shader. The
4468 * exceptions are bits of legacy GLSL API that do not know about separate
4469 * shader objects.
4470 *
4471 * If a program is active via \c glUseProgram, this will point to
4472 * \c ::Shader.
4473 *
4474 * If a program pipeline is active via \c glBindProgramPipeline, this will
4475 * point to \c ::Pipeline.Current.
4476 *
4477 * If neither a program nor a program pipeline is active, this will point to
4478 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4479 * \c NULL.
4480 */
4481 struct gl_pipeline_object *_Shader;
4482
4483 struct gl_query_state Query; /**< occlusion, timer queries */
4484
4485 struct gl_transform_feedback_state TransformFeedback;
4486
4487 struct gl_perf_monitor_state PerfMonitor;
4488
4489 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4490
4491 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4492 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4493
4494 /**
4495 * Current GL_ARB_uniform_buffer_object binding referenced by
4496 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4497 */
4498 struct gl_buffer_object *UniformBuffer;
4499
4500 /**
4501 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4502 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4503 */
4504 struct gl_buffer_object *ShaderStorageBuffer;
4505
4506 /**
4507 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4508 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4509 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4510 * shader program.
4511 */
4512 struct gl_uniform_buffer_binding
4513 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4514
4515 /**
4516 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4517 * and GL 4.3. This is set up using glBindBufferRange() or
4518 * glBindBufferBase(). They are associated with shader storage blocks by
4519 * glShaderStorageBlockBinding()'s state in the shader program.
4520 */
4521 struct gl_shader_storage_buffer_binding
4522 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4523
4524 /**
4525 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4526 * target.
4527 */
4528 struct gl_buffer_object *AtomicBuffer;
4529
4530 /**
4531 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4532 * target.
4533 */
4534 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4535
4536 /**
4537 * Array of atomic counter buffer binding points.
4538 */
4539 struct gl_atomic_buffer_binding
4540 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4541
4542 /**
4543 * Array of image units for ARB_shader_image_load_store.
4544 */
4545 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4546
4547 /*@}*/
4548
4549 struct gl_meta_state *Meta; /**< for "meta" operations */
4550
4551 /* GL_EXT_framebuffer_object */
4552 struct gl_renderbuffer *CurrentRenderbuffer;
4553
4554 GLenum ErrorValue; /**< Last error code */
4555
4556 /**
4557 * Recognize and silence repeated error debug messages in buggy apps.
4558 */
4559 const char *ErrorDebugFmtString;
4560 GLuint ErrorDebugCount;
4561
4562 /* GL_ARB_debug_output/GL_KHR_debug */
4563 mtx_t DebugMutex;
4564 struct gl_debug_state *Debug;
4565
4566 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4567 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4568 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4569
4570 struct gl_driver_flags DriverFlags;
4571
4572 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4573
4574 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4575
4576 /** \name Derived state */
4577 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4578 GLfloat _EyeZDir[3];
4579 GLfloat _ModelViewInvScale;
4580 GLboolean _NeedEyeCoords;
4581 GLboolean _ForceEyeCoords;
4582
4583 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4584
4585 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4586
4587 /** \name For debugging/development only */
4588 /*@{*/
4589 GLboolean FirstTimeCurrent;
4590 /*@}*/
4591
4592 /**
4593 * False if this context was created without a config. This is needed
4594 * because the initial state of glDrawBuffers depends on this
4595 */
4596 GLboolean HasConfig;
4597
4598 /** software compression/decompression supported or not */
4599 GLboolean Mesa_DXTn;
4600
4601 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4602
4603 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4604
4605 /**
4606 * \name Hooks for module contexts.
4607 *
4608 * These will eventually live in the driver or elsewhere.
4609 */
4610 /*@{*/
4611 void *swrast_context;
4612 void *swsetup_context;
4613 void *swtnl_context;
4614 struct vbo_context *vbo_context;
4615 struct st_context *st;
4616 void *aelt_context;
4617 /*@}*/
4618
4619 /**
4620 * \name NV_vdpau_interop
4621 */
4622 /*@{*/
4623 const void *vdpDevice;
4624 const void *vdpGetProcAddress;
4625 struct set *vdpSurfaces;
4626 /*@}*/
4627
4628 /**
4629 * Has this context observed a GPU reset in any context in the share group?
4630 *
4631 * Once this field becomes true, it is never reset to false.
4632 */
4633 GLboolean ShareGroupReset;
4634 };
4635
4636
4637 #ifdef DEBUG
4638 extern int MESA_VERBOSE;
4639 extern int MESA_DEBUG_FLAGS;
4640 # define MESA_FUNCTION __func__
4641 #else
4642 # define MESA_VERBOSE 0
4643 # define MESA_DEBUG_FLAGS 0
4644 # define MESA_FUNCTION "a function"
4645 #endif
4646
4647
4648 /** The MESA_VERBOSE var is a bitmask of these flags */
4649 enum _verbose
4650 {
4651 VERBOSE_VARRAY = 0x0001,
4652 VERBOSE_TEXTURE = 0x0002,
4653 VERBOSE_MATERIAL = 0x0004,
4654 VERBOSE_PIPELINE = 0x0008,
4655 VERBOSE_DRIVER = 0x0010,
4656 VERBOSE_STATE = 0x0020,
4657 VERBOSE_API = 0x0040,
4658 VERBOSE_DISPLAY_LIST = 0x0100,
4659 VERBOSE_LIGHTING = 0x0200,
4660 VERBOSE_PRIMS = 0x0400,
4661 VERBOSE_VERTS = 0x0800,
4662 VERBOSE_DISASSEM = 0x1000,
4663 VERBOSE_DRAW = 0x2000,
4664 VERBOSE_SWAPBUFFERS = 0x4000
4665 };
4666
4667
4668 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4669 enum _debug
4670 {
4671 DEBUG_SILENT = (1 << 0),
4672 DEBUG_ALWAYS_FLUSH = (1 << 1),
4673 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4674 DEBUG_INCOMPLETE_FBO = (1 << 3)
4675 };
4676
4677 static inline bool
4678 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4679 {
4680 return ctx->Shader._CurrentFragmentProgram != NULL &&
4681 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4682 }
4683
4684 #ifdef __cplusplus
4685 }
4686 #endif
4687
4688 #endif /* MTYPES_H */