2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
39 #include "c11/threads.h"
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 */
55 * \name 64-bit extension of GLbitfield.
58 typedef GLuint64 GLbitfield64
;
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))
71 * \name Some forward type declarations
74 struct _mesa_HashTable
;
75 struct gl_attrib_node
;
76 struct gl_list_extensions
;
78 struct gl_program_cache
;
79 struct gl_texture_object
;
80 struct gl_debug_state
;
83 struct gl_uniform_storage
;
84 struct prog_instruction
;
85 struct gl_program_parameter_list
;
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)
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).
109 VERT_ATTRIB_WEIGHT
= 1,
110 VERT_ATTRIB_NORMAL
= 2,
111 VERT_ATTRIB_COLOR0
= 3,
112 VERT_ATTRIB_COLOR1
= 4,
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,
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
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.
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
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)
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
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)
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)
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
210 * Note that some of these values are not available to all pipeline stages.
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()
220 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
223 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
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
253 * Bitflags for varying slots.
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))
289 * Determine if the given gl_varying_slot appears in the fragment shader.
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot 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
:
311 * Fragment program results
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.
320 FRAG_RESULT_COLOR
= 2,
321 FRAG_RESULT_SAMPLE_MASK
= 3,
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.
327 FRAG_RESULT_DATA0
= 4,
328 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
333 * Indexes for all renderbuffers
337 /* the four standard color buffers */
345 /* optional aux buffer */
347 /* generic renderbuffers */
360 * Bit flags for all renderbuffers
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)
383 * Mask of all the color buffer bits (but not accum).
385 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
386 BUFFER_BIT_BACK_LEFT | \
387 BUFFER_BIT_FRONT_RIGHT | \
388 BUFFER_BIT_BACK_RIGHT | \
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 | \
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.
408 GLuint doubleBufferMode
;
411 GLboolean haveAccumBuffer
;
412 GLboolean haveDepthBuffer
;
413 GLboolean haveStencilBuffer
;
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 */
420 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
428 /* EXT_visual_rating / GLX 1.2 */
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
;
437 /* ARB_multisample / SGIS_multisample */
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. */
448 /* OML_swap_method */
451 /* EXT_texture_from_pixmap */
452 GLint bindToTextureRgb
;
453 GLint bindToTextureRgba
;
454 GLint bindToMipmapTexture
;
455 GLint bindToTextureTargets
;
458 /* EXT_framebuffer_sRGB */
464 * \name Bit flags used for updating material values.
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
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))
488 #define MAT_INDEX_AMBIENT 0
489 #define MAT_INDEX_DIFFUSE 1
490 #define MAT_INDEX_SPECULAR 2
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)
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)
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)
520 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
529 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
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)
545 * Light source state.
549 struct gl_light
*next
; /**< double linked list with sentinel */
550 struct gl_light
*prev
;
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 */
566 * \name Derived fields
569 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
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
;
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 */
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 */
598 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
600 struct gl_accum_attrib
602 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
607 * Used for storing clear color, texture border color, etc.
608 * The float values are typically unclamped.
619 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
621 struct gl_colorbuffer_attrib
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 */
628 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
631 * \name alpha testing
634 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
635 GLenum AlphaFunc
; /**< Alpha test function */
636 GLfloat AlphaRefUnclamped
;
637 GLclampf AlphaRef
; /**< Alpha reference value */
644 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
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.
650 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
651 GLfloat BlendColor
[4]; /**< Blending color */
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. */
662 * Set if any blend factor uses SRC1. Computed at the time blend factors
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
;
677 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
678 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
679 GLenum LogicOp
; /**< Logic operator */
683 GLboolean DitherFlag
; /**< Dither enable flag */
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 */
689 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
694 * Current attribute group (GL_CURRENT_BIT).
696 struct gl_current_attrib
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.
704 /* we need double storage for this for vertex attrib 64bit */
705 GLfloat Attrib
[VERT_ATTRIB_MAX
][4*2]; /**< Position, color, texcoords, etc */
708 * \name Current raster position attributes (always valid).
709 * \note This set of attributes is very similar to the SWvertex struct.
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
;
723 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
725 struct gl_depthbuffer_attrib
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 */
737 * Evaluator attribute group (GL_EVAL_BIT).
739 struct gl_eval_attrib
745 GLboolean Map1Color4
;
747 GLboolean Map1Normal
;
748 GLboolean Map1TextureCoord1
;
749 GLboolean Map1TextureCoord2
;
750 GLboolean Map1TextureCoord3
;
751 GLboolean Map1TextureCoord4
;
752 GLboolean Map1Vertex3
;
753 GLboolean Map1Vertex4
;
754 GLboolean Map2Color4
;
756 GLboolean Map2Normal
;
757 GLboolean Map2TextureCoord1
;
758 GLboolean Map2TextureCoord2
;
759 GLboolean Map2TextureCoord3
;
760 GLboolean Map2TextureCoord4
;
761 GLboolean Map2Vertex3
;
762 GLboolean Map2Vertex4
;
763 GLboolean AutoNormal
;
767 * \name Map Grid endpoints and divisions and calculated du values
771 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
772 GLint MapGrid2un
, MapGrid2vn
;
773 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
774 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
780 * Fog attribute group (GL_FOG_BIT).
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 */
800 * Hint attribute group (GL_HINT_BIT).
802 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
804 struct gl_hint_attrib
806 GLenum PerspectiveCorrection
;
809 GLenum PolygonSmooth
;
811 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
812 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
813 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
818 * Lighting attribute group (GL_LIGHT_BIT).
820 struct gl_light_attrib
822 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
823 struct gl_lightmodel Model
; /**< Lighting model */
826 * Front and back material values.
827 * Note: must call FLUSH_VERTICES() before using.
829 struct gl_material Material
;
831 GLboolean Enabled
; /**< Lighting enabled flag */
832 GLboolean ColorMaterialEnabled
;
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 */
841 GLboolean _ClampVertexColor
;
842 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
845 * Derived state for optimizations:
848 GLboolean _NeedEyeCoords
;
849 GLboolean _NeedVertices
; /**< Use fast shader? */
850 struct gl_light EnabledList
; /**< List sentinel */
852 GLfloat _BaseColor
[2][3];
858 * Line attribute group (GL_LINE_BIT).
860 struct gl_line_attrib
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 */
871 * Display list attribute group (GL_LIST_BIT).
873 struct gl_list_attrib
880 * Multisample attribute group (GL_MULTISAMPLE_BIT).
882 struct gl_multisample_attrib
885 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
886 GLboolean SampleAlphaToCoverage
;
887 GLboolean SampleAlphaToOne
;
888 GLboolean SampleCoverage
;
889 GLboolean SampleCoverageInvert
;
890 GLboolean SampleShading
;
892 /* ARB_texture_multisample / GL3.2 additions */
893 GLboolean SampleMask
;
895 GLfloat SampleCoverageValue
;
896 GLfloat MinSampleShadingValue
;
898 /** The GL spec defines this as an array but >32x MSAA is madness */
899 GLbitfield SampleMaskValue
;
904 * A pixelmap (see glPixelMap)
909 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
914 * Collection of all pixelmaps
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
;
932 * Pixel attribute group (GL_PIXEL_MODE_BIT).
934 struct gl_pixel_attrib
936 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
938 /*--- Begin Pixel Transfer State ---*/
939 /* Fields are in the order in which they're applied... */
941 /** Scale & Bias (index shift, offset) */
943 GLfloat RedBias
, RedScale
;
944 GLfloat GreenBias
, GreenScale
;
945 GLfloat BlueBias
, BlueScale
;
946 GLfloat AlphaBias
, AlphaScale
;
947 GLfloat DepthBias
, DepthScale
;
948 GLint IndexShift
, IndexOffset
;
952 /* Note: actual pixel maps are not part of this attrib group */
953 GLboolean MapColorFlag
;
954 GLboolean MapStencilFlag
;
956 /*--- End Pixel Transfer State ---*/
959 GLfloat ZoomX
, ZoomY
;
964 * Point attribute group (GL_POINT_BIT).
966 struct gl_point_attrib
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 */
982 * Polygon attribute group (GL_POLYGON_BIT).
984 struct gl_polygon_attrib
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 */
1004 * Scissor attributes (GL_SCISSOR_BIT).
1006 struct gl_scissor_rect
1008 GLint X
, Y
; /**< Lower left corner of box */
1009 GLsizei Width
, Height
; /**< Size of box */
1011 struct gl_scissor_attrib
1013 GLbitfield EnableFlags
; /**< Scissor test enabled? */
1014 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
1019 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
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.
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.
1031 * The derived value \c _TestTwoSide is set when the front-face and back-face
1032 * stencil state are different.
1034 struct gl_stencil_attrib
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 */
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.
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
,
1078 * Bit flags for each type of texture object
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)
1097 * Texture image state. Drivers will typically create a subclass of this
1098 * with extra fields for memory buffers, etc.
1100 struct gl_texture_image
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.
1109 mesa_format TexFormat
; /**< The actual texture memory format */
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 */
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 */
1129 /** GL_ARB_texture_multisample */
1130 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1131 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1136 * Indexes for cube map faces.
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.
1154 struct gl_sampler_object
1158 GLchar
*Label
; /**< GL_KHR_debug */
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 */
1178 * Texture object state. Contains the array of mipmap images, border color,
1179 * wrap modes, filter modes, and shadow/texcompare state.
1181 struct gl_texture_object
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. */
1191 struct gl_sampler_object Sampler
;
1193 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1194 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
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
1212 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1213 GLboolean _IsFloat
; /**< GL_OES_float_texture */
1214 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
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 */
1221 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1222 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
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 */
1233 /** GL_OES_EGL_image_external */
1234 GLint RequiredTextureImageUnits
;
1236 /** GL_ARB_shader_image_load_store */
1237 GLenum ImageFormatCompatibilityType
;
1241 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1242 #define MAX_COMBINER_TERMS 4
1246 * Texture combine environment state.
1248 struct gl_tex_env_combine_state
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 */
1266 * TexGenEnabled flags.
1273 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1278 * Bit flag versions of the corresponding GL_ constants.
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
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 | \
1298 /** Tex-gen enabled for texture unit? */
1299 #define ENABLE_TEXGEN(unit) (1 << (unit))
1301 /** Non-identity texture matrix for texture unit? */
1302 #define ENABLE_TEXMAT(unit) (1 << (unit))
1306 * Texture coord generation state.
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];
1318 * Texture unit state. Contains enable flags, texture environment/function/
1319 * combiners, texgen state, and pointers to current texture objects.
1321 struct gl_texture_unit
1323 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1325 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1326 GLclampf EnvColor
[4];
1327 GLfloat EnvColorUnclamped
[4];
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 */
1336 GLfloat LodBias
; /**< for biasing mipmap levels */
1338 /** Texture targets that have a non-default texture bound */
1339 GLbitfield _BoundTextures
;
1341 /** Current sampler object (GL_ARB_sampler_objects) */
1342 struct gl_sampler_object
*Sampler
;
1345 * \name GL_EXT_texture_env_combine
1347 struct gl_tex_env_combine_state Combine
;
1350 * Derived state based on \c EnvMode and the \c BaseFormat of the
1351 * currently enabled texture.
1353 struct gl_tex_env_combine_state _EnvMode
;
1356 * Currently enabled combiner state. This will point to either
1357 * \c Combine or \c _EnvMode.
1359 struct gl_tex_env_combine_state
*_CurrentCombine
;
1361 /** Current texture object pointers */
1362 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1364 /** Points to highest priority, complete and enabled texture object */
1365 struct gl_texture_object
*_Current
;
1371 * Texture attribute group (GL_TEXTURE_BIT).
1373 struct gl_texture_attrib
1375 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1377 /** GL_ARB_seamless_cubemap */
1378 GLboolean CubeMapSeamless
;
1380 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1382 /** GL_ARB_texture_buffer_object */
1383 struct gl_buffer_object
*BufferObject
;
1385 /** Texture coord units/sets used for fragment texturing */
1386 GLbitfield _EnabledCoordUnits
;
1388 /** Texture coord units that have texgen enabled */
1389 GLbitfield _TexGenEnabled
;
1391 /** Texture coord units that have non-identity matrices */
1392 GLbitfield _TexMatEnabled
;
1394 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1395 GLbitfield _GenFlags
;
1397 /** Largest index of a texture unit with _Current != NULL. */
1398 GLint _MaxEnabledTexImageUnit
;
1400 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1401 GLint NumCurrentTexUsed
;
1403 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
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).
1411 typedef GLfloat gl_clip_plane
[4];
1415 * Transformation attribute group (GL_TRANSFORM_BIT).
1417 struct gl_transform_attrib
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 */
1434 * Viewport attribute group (GL_VIEWPORT_BIT).
1436 struct gl_viewport_attrib
1438 GLfloat X
, Y
; /**< position */
1439 GLfloat Width
, Height
; /**< size */
1440 GLdouble Near
, Far
; /**< Depth buffer range */
1449 } gl_map_buffer_index
;
1453 * Fields describing a mapped buffer range.
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 */
1464 * Usages we've seen for a buffer object.
1467 USAGE_UNIFORM_BUFFER
= 0x1,
1468 USAGE_TEXTURE_BUFFER
= 0x2,
1469 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1470 USAGE_SHADER_STORAGE_BUFFER
= 0x8,
1475 * GL_ARB_vertex/pixel_buffer_object buffer object
1477 struct gl_buffer_object
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? */
1493 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1498 * Client pixel packing/unpacking attributes
1500 struct gl_pixelstore_attrib
1508 GLboolean SwapBytes
;
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 */
1520 * Client vertex array attributes
1522 struct gl_client_array
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 */
1537 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1542 * Vertex attribute array as seen by the client.
1544 * Contains the size, type, format and normalization flag,
1545 * along with the index of a vertex buffer binding point.
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.
1554 struct gl_vertex_attrib_array
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 */
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.
1576 struct gl_vertex_buffer_binding
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 */
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
1591 struct gl_vertex_array_object
1593 /** Name of the VAO as received from glGenVertexArray. */
1598 GLchar
*Label
; /**< GL_KHR_debug */
1603 * Does the VAO use ARB semantics or Apple semantics?
1605 * There are several ways in which ARB_vertex_array_object and
1606 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1609 * - ARB VAOs require that all array data be sourced from vertex buffer
1610 * objects, but Apple VAOs do not.
1612 * - ARB VAOs require that names come from GenVertexArrays.
1614 * This flag notes which behavior governs this VAO.
1616 GLboolean ARBsemantics
;
1619 * Has this array object been bound?
1621 GLboolean EverBound
;
1624 * Derived vertex attribute arrays
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.
1629 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1631 /** Vertex attribute arrays */
1632 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1634 /** Vertex buffer bindings */
1635 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1637 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1638 GLbitfield64 _Enabled
;
1640 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1641 GLbitfield64 NewArrays
;
1643 /** The index buffer (also known as the element array buffer in OpenGL). */
1644 struct gl_buffer_object
*IndexBufferObj
;
1648 /** Used to signal when transitioning from one kind of drawing method
1652 DRAW_NONE
, /**< Initial value only */
1659 * Enum for the OpenGL APIs we know about and may support.
1661 * NOTE: This must match the api_enum table in
1662 * src/mesa/main/get_hash_generator.py
1666 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1670 API_OPENGL_LAST
= API_OPENGL_CORE
1674 * Vertex array state
1676 struct gl_array_attrib
1678 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1679 struct gl_vertex_array_object
*VAO
;
1681 /** The default vertex array object */
1682 struct gl_vertex_array_object
*DefaultVAO
;
1684 /** The last VAO accessed by a DSA function */
1685 struct gl_vertex_array_object
*LastLookedUpVAO
;
1687 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1688 struct _mesa_HashTable
*Objects
;
1690 GLint ActiveTexture
; /**< Client Active Texture */
1691 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1692 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1695 * \name Primitive restart controls
1697 * Primitive restart is enabled if either \c PrimitiveRestart or
1698 * \c PrimitiveRestartFixedIndex is set.
1701 GLboolean PrimitiveRestart
;
1702 GLboolean PrimitiveRestartFixedIndex
;
1703 GLboolean _PrimitiveRestart
;
1704 GLuint RestartIndex
;
1707 /** One of the DRAW_xxx flags, not consumed by drivers */
1708 gl_draw_method DrawMethod
;
1710 /* GL_ARB_vertex_buffer_object */
1711 struct gl_buffer_object
*ArrayBufferObj
;
1714 * Vertex arrays as consumed by a driver.
1715 * The array pointer is set up only by the VBO module.
1717 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1719 /** Legal array datatypes and the API for which they have been computed */
1720 GLbitfield LegalTypesMask
;
1721 gl_api LegalTypesMaskAPI
;
1726 * Feedback buffer state
1731 GLbitfield _Mask
; /**< FB_* bits */
1739 * Selection buffer state
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 */
1756 * 1-D Evaluator control points
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 */
1767 * 2-D Evaluator control points
1771 GLuint Uorder
; /**< Number of control points in U dimension */
1772 GLuint Vorder
; /**< Number of control points in V dimension */
1775 GLfloat
*Points
; /**< Points to contiguous control points */
1780 * All evaluator control point state
1782 struct gl_evaluators
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
;
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
;
1816 struct gl_transform_feedback_varying_info
1825 * Per-output info vertex shaders for transform feedback.
1827 struct gl_transform_feedback_output
1829 unsigned OutputRegister
;
1830 unsigned OutputBuffer
;
1831 unsigned NumComponents
;
1834 /** offset (in DWORDs) of this output within the interleaved structure */
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.
1842 unsigned ComponentOffset
;
1846 /** Post-link transform feedback info. */
1847 struct gl_transform_feedback_info
1849 unsigned NumOutputs
;
1852 * Number of transform feedback buffers in use by this program.
1854 unsigned NumBuffers
;
1856 struct gl_transform_feedback_output
*Outputs
;
1858 /** Transform feedback varyings used for the linking of this shader program.
1860 * Use for glGetTransformFeedbackVarying().
1862 struct gl_transform_feedback_varying_info
*Varyings
;
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.
1870 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1873 * Which transform feedback stream this buffer binding is associated with.
1875 unsigned BufferStream
[MAX_FEEDBACK_BUFFERS
];
1880 * Transform feedback object state
1882 struct gl_transform_feedback_object
1884 GLuint Name
; /**< AKA the object ID */
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
1891 GLboolean EverBound
; /**< Has this object been bound? */
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.
1900 * Not tracked for desktop GL since it's unnecessary.
1902 unsigned GlesRemainingPrims
;
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.
1910 struct gl_shader_program
*shader_program
;
1912 /** The feedback buffers */
1913 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1914 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1916 /** Start of feedback data in dest buffer */
1917 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1920 * Max data to put into dest buffer (in bytes). Computed based on
1921 * RequestedSize and the actual size of the buffer.
1923 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1926 * Size that was specified when the buffer was bound. If the buffer was
1927 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1930 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1935 * Context state for transform feedback.
1937 struct gl_transform_feedback_state
1939 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1941 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1942 struct gl_buffer_object
*CurrentBuffer
;
1944 /** The table of all transform feedback objects */
1945 struct _mesa_HashTable
*Objects
;
1947 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1948 struct gl_transform_feedback_object
*CurrentObject
;
1950 /** The default xform-fb object (Name==0) */
1951 struct gl_transform_feedback_object
*DefaultObject
;
1956 * A "performance monitor" as described in AMD_performance_monitor.
1958 struct gl_perf_monitor_object
1962 /** True if the monitor is currently active (Begin called but not End). */
1966 * True if the monitor has ended.
1968 * This is distinct from !Active because it may never have began.
1973 * A list of groups with currently active counters.
1975 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1977 unsigned *ActiveGroups
;
1980 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1982 * Checking whether counter 'c' in group 'g' is active can be done via:
1984 * BITSET_TEST(ActiveCounters[g], c)
1986 GLuint
**ActiveCounters
;
1990 union gl_perf_monitor_counter_value
1998 struct gl_perf_monitor_counter
2000 /** Human readable name for the counter. */
2004 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2005 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2009 /** Minimum counter value. */
2010 union gl_perf_monitor_counter_value Minimum
;
2012 /** Maximum counter value. */
2013 union gl_perf_monitor_counter_value Maximum
;
2017 struct gl_perf_monitor_group
2019 /** Human readable name for the group. */
2023 * Maximum number of counters in this group which can be active at the
2026 GLuint MaxActiveCounters
;
2028 /** Array of counters within this group. */
2029 const struct gl_perf_monitor_counter
*Counters
;
2035 * Context state for AMD_performance_monitor.
2037 struct gl_perf_monitor_state
2039 /** Array of performance monitor groups (indexed by group ID) */
2040 const struct gl_perf_monitor_group
*Groups
;
2043 /** The table of all performance monitors. */
2044 struct _mesa_HashTable
*Monitors
;
2049 * Names of the various vertex/fragment program register files, etc.
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.
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.
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 */
2077 * \brief Layout qualifiers for gl_FragDepth.
2079 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2080 * a layout qualifier.
2082 * \see enum ir_depth_layout
2084 enum gl_frag_depth_layout
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
2095 * Base class for any kind of program object
2101 GLubyte
*String
; /**< Null-terminated program text */
2103 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2104 GLenum Format
; /**< String encoding format */
2106 struct prog_instruction
*Instructions
;
2108 struct nir_shader
*nir
;
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. */
2120 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
2123 * For vertex and geometry shaders, true if the program uses the
2124 * gl_ClipDistance output. Ignored for fragment shaders.
2126 GLboolean UsesClipDistanceOut
;
2129 /** Named parameters, constants, etc. from program text */
2130 struct gl_program_parameter_list
*Parameters
;
2133 * Local parameters used by the program.
2135 * It's dynamically allocated because it is rarely used (just
2136 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2139 GLfloat (*LocalParams
)[4];
2141 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2142 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2144 /** Bitmask of which register files are read/written with indirect
2145 * addressing. Mask of (1 << PROGRAM_x) bits.
2147 GLbitfield IndirectRegisterFiles
;
2149 /** Logical counts */
2151 GLuint NumInstructions
;
2152 GLuint NumTemporaries
;
2153 GLuint NumParameters
;
2154 GLuint NumAttributes
;
2155 GLuint NumAddressRegs
;
2156 GLuint NumAluInstructions
;
2157 GLuint NumTexInstructions
;
2158 GLuint NumTexIndirections
;
2160 /** Native, actual h/w counts */
2162 GLuint NumNativeInstructions
;
2163 GLuint NumNativeTemporaries
;
2164 GLuint NumNativeParameters
;
2165 GLuint NumNativeAttributes
;
2166 GLuint NumNativeAddressRegs
;
2167 GLuint NumNativeAluInstructions
;
2168 GLuint NumNativeTexInstructions
;
2169 GLuint NumNativeTexIndirections
;
2174 /** Vertex program object */
2175 struct gl_vertex_program
2177 struct gl_program Base
; /**< base class */
2178 GLboolean IsPositionInvariant
;
2182 /** Tessellation control program object */
2183 struct gl_tess_ctrl_program
2185 struct gl_program Base
; /**< base class */
2192 /** Tessellation evaluation program object */
2193 struct gl_tess_eval_program
2195 struct gl_program Base
; /**< base class */
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 */
2205 /** Geometry program object */
2206 struct gl_geometry_program
2208 struct gl_program Base
; /**< base class */
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
;
2221 /** Fragment program object */
2222 struct gl_fragment_program
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
;
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.
2236 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2239 * Bitfield indicating, for each fragment shader input, 1 if that input
2240 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2242 GLbitfield64 IsCentroid
;
2245 * Bitfield indicating, for each fragment shader input, 1 if that input
2246 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2248 GLbitfield64 IsSample
;
2252 /** Compute program object */
2253 struct gl_compute_program
2255 struct gl_program Base
; /**< base class */
2258 * Size specified using local_size_{x,y,z}.
2260 unsigned LocalSize
[3];
2265 * State common to vertex and fragment programs.
2267 struct gl_program_state
2269 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2270 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2275 * Context state for vertex programs.
2277 struct gl_vertex_program_state
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 */
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.
2291 struct gl_vertex_program
*_Current
;
2293 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2295 /** Should fixed-function T&L be implemented with a vertex prog? */
2296 GLboolean _MaintainTnlProgram
;
2298 /** Program to emulate fixed-function T&L (see above) */
2299 struct gl_vertex_program
*_TnlProgram
;
2301 /** Cache of fixed-function programs */
2302 struct gl_program_cache
*Cache
;
2304 GLboolean _Overriden
;
2308 * Context state for tessellation control programs.
2310 struct gl_tess_ctrl_program_state
2312 /** Currently bound and valid shader. */
2313 struct gl_tess_ctrl_program
*_Current
;
2315 GLint patch_vertices
;
2316 GLfloat patch_default_outer_level
[4];
2317 GLfloat patch_default_inner_level
[2];
2321 * Context state for tessellation evaluation programs.
2323 struct gl_tess_eval_program_state
2325 /** Currently bound and valid shader. */
2326 struct gl_tess_eval_program
*_Current
;
2330 * Context state for geometry programs.
2332 struct gl_geometry_program_state
2334 /** Currently enabled and valid program (including internal programs
2335 * and compiled shader programs).
2337 struct gl_geometry_program
*_Current
;
2341 * Context state for fragment programs.
2343 struct gl_fragment_program_state
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 */
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.
2353 struct gl_fragment_program
*_Current
;
2355 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2357 /** Should fixed-function texturing be implemented with a fragment prog? */
2358 GLboolean _MaintainTexEnvProgram
;
2360 /** Program to emulate fixed-function texture env/combine (see above) */
2361 struct gl_fragment_program
*_TexEnvProgram
;
2363 /** Cache of fixed-function programs */
2364 struct gl_program_cache
*Cache
;
2369 * Context state for compute programs.
2371 struct gl_compute_program_state
2373 /** Currently enabled and valid program (including internal programs
2374 * and compiled shader programs).
2376 struct gl_compute_program
*_Current
;
2381 * ATI_fragment_shader runtime state
2383 #define ATI_FS_INPUT_PRIMARY 0
2384 #define ATI_FS_INPUT_SECONDARY 1
2386 struct atifs_instruction
;
2387 struct atifs_setupinst
;
2390 * ATI fragment shader
2392 struct ati_fragment_shader
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 */
2404 GLubyte last_optype
;
2405 GLboolean interpinp1
;
2411 * Context state for GL_ATI_fragment_shader
2413 struct gl_ati_fragment_shader_state
2416 GLboolean _Enabled
; /**< enabled and valid shader? */
2417 GLboolean Compiling
;
2418 GLfloat GlobalConstants
[8][4];
2419 struct ati_fragment_shader
*Current
;
2423 * Shader subroutine function definition
2425 struct gl_subroutine_function
2428 int num_compat_types
;
2429 const struct glsl_type
**types
;
2433 * A GLSL vertex or fragment shader object.
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.
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 */
2450 GLuint SourceChecksum
; /**< for debug/logging purposes */
2451 const GLchar
*Source
; /**< Source code string */
2453 struct gl_program
*Program
; /**< Post-compile assembly code */
2456 unsigned Version
; /**< GLSL version used for linking */
2459 * \name Sampler tracking
2461 * \note Each of these fields is only set post-linking.
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. */
2470 * Map from sampler unit to texture unit (set by glUniform1i())
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.
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
];
2481 * Number of default uniform block components used by this shader.
2483 * This field is only set post-linking.
2485 unsigned num_uniform_components
;
2488 * Number of combined uniform components used by this shader.
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.
2493 unsigned num_combined_uniform_components
;
2496 * This shader's uniform block information.
2498 * These fields are only set post-linking.
2500 unsigned NumUniformBlocks
;
2501 struct gl_uniform_block
*UniformBlocks
;
2503 struct exec_list
*ir
;
2504 struct glsl_symbol_table
*symbols
;
2506 bool uses_builtin_functions
;
2507 bool uses_gl_fragcoord
;
2508 bool redeclares_gl_fragcoord
;
2509 bool ARB_fragment_coord_conventions_enable
;
2512 * Fragment shader state from GLSL 1.50 layout qualifiers.
2514 bool origin_upper_left
;
2515 bool pixel_center_integer
;
2518 * Tessellation Control shader state from layout qualifiers.
2522 * 0 - vertices not declared in shader, or
2523 * 1 .. GL_MAX_PATCH_VERTICES
2529 * Tessellation Evaluation shader state from layout qualifiers.
2533 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2536 GLenum PrimitiveMode
;
2538 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2543 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2547 * 1, 0, or -1 if it's not set in this shader.
2553 * Geometry shader state from GLSL 1.50 layout qualifiers.
2558 * 0 - Invocations count not declared in shader, or
2559 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
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
2569 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2570 * it's not set in this shader.
2576 * Map from image uniform index to image unit (set by glUniform1i())
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.
2582 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2585 * Access qualifier specified in the shader for each image uniform
2586 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2589 * It may be different, though only more strict than the value of
2590 * \c gl_image_unit::Access for the corresponding image unit.
2592 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
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.
2602 * Whether early fragment tests are enabled as defined by
2603 * ARB_shader_image_load_store.
2605 bool EarlyFragmentTests
;
2608 * Compute shader state from ARB_compute_shader layout qualifiers.
2612 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2613 * it's not set in this shader.
2615 unsigned LocalSize
[3];
2619 * Number of types for subroutine uniforms.
2621 GLuint NumSubroutineUniformTypes
;
2624 * Subroutine uniform remap table
2625 * based on the program level uniform remap table.
2627 GLuint NumSubroutineUniformRemapTable
;
2628 struct gl_uniform_storage
**SubroutineUniformRemapTable
;
2631 * Num of subroutine functions for this stage
2632 * and storage for them.
2634 GLuint NumSubroutineFunctions
;
2635 struct gl_subroutine_function
*SubroutineFunctions
;
2639 struct gl_uniform_buffer_variable
2644 * Name of the uniform as seen by glGetUniformIndices.
2646 * glGetUniformIndices requires that the block instance index \b not be
2647 * present in the name of queried uniforms.
2650 * \c gl_uniform_buffer_variable::IndexName and
2651 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2655 const struct glsl_type
*Type
;
2656 unsigned int Offset
;
2661 enum gl_uniform_block_packing
2669 struct gl_uniform_block
2671 /** Declared name of the uniform block */
2674 /** Array of supplemental information about UBO ir_variables. */
2675 struct gl_uniform_buffer_variable
*Uniforms
;
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.
2686 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2687 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2689 GLuint UniformBufferSize
;
2692 * Is this actually an interface block for a shader storage buffer?
2694 bool IsShaderStorage
;
2697 * Layout specified in the shader
2699 * This isn't accessible through the API, but it is used while
2700 * cross-validating uniform blocks.
2702 enum gl_uniform_block_packing _Packing
;
2706 * Structure that represents a reference to an atomic buffer from some
2709 struct gl_active_atomic_buffer
2711 /** Uniform indices of the atomic counters declared within it. */
2715 /** Binding point index associated with it. */
2718 /** Minimum reasonable size it is expected to have. */
2721 /** Shader stages making use of it. */
2722 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2726 * Active resource in a gl_shader_program
2728 struct gl_program_resource
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. */
2736 * A GLSL program object.
2737 * Basically a linked collection of vertex and fragment shaders.
2739 struct gl_shader_program
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
;
2748 * Is the application intending to glGetProgramBinary this program?
2750 GLboolean BinaryRetreivableHint
;
2753 * Indicates whether program can be bound for individual pipeline stages
2754 * using UseProgramStages after it is next linked.
2756 GLboolean SeparateShader
;
2758 GLuint NumShaders
; /**< number of attached shaders */
2759 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2762 * User-defined attribute bindings
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.
2768 struct string_to_uint_map
*AttributeBindings
;
2771 * User-defined fragment data bindings
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.
2777 struct string_to_uint_map
*FragDataBindings
;
2778 struct string_to_uint_map
*FragDataIndexBindings
;
2781 * Transform feedback varyings last specified by
2782 * glTransformFeedbackVaryings().
2784 * For the current set of transform feedback varyings used for transform
2785 * feedback output, see LinkedTransformFeedback.
2790 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2791 } TransformFeedback
;
2793 /** Post-link transform feedback info. */
2794 struct gl_transform_feedback_info LinkedTransformFeedback
;
2796 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2797 enum gl_frag_depth_layout FragDepthLayout
;
2800 * Tessellation Control shader state from layout qualifiers.
2804 * 0 - vertices not declared in shader, or
2805 * 1 .. GL_MAX_PATCH_VERTICES
2811 * Tessellation Evaluation shader state from layout qualifiers.
2814 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2815 GLenum PrimitiveMode
;
2816 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2818 /** GL_CW or GL_CCW */
2822 * True if gl_ClipDistance is written to. Copied into
2823 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2825 GLboolean UsesClipDistance
;
2826 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2827 0 if not present. */
2831 * Geometry shader state - copied into gl_geometry_program by
2832 * _mesa_copy_linked_program_data().
2838 * 1 .. MAX_GEOMETRY_SHADER_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 */
2845 * True if gl_ClipDistance is written to. Copied into
2846 * gl_geometry_program by _mesa_copy_linked_program_data().
2848 GLboolean UsesClipDistance
;
2849 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2850 0 if not present. */
2851 bool UsesEndPrimitive
;
2855 /** Vertex shader state */
2858 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2859 * by _mesa_copy_linked_program_data().
2861 GLboolean UsesClipDistance
;
2862 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2863 0 if not present. */
2867 * Compute shader state - copied into gl_compute_program by
2868 * _mesa_copy_linked_program_data().
2872 * If this shader contains a compute stage, size specified using
2873 * local_size_{x,y,z}. Otherwise undefined.
2875 unsigned LocalSize
[3];
2878 /* post-link info: */
2879 unsigned NumUniformStorage
;
2880 unsigned NumHiddenUniforms
;
2881 struct gl_uniform_storage
*UniformStorage
;
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.
2888 unsigned NumUniformRemapTable
;
2889 struct gl_uniform_storage
**UniformRemapTable
;
2892 * Size of the gl_ClipDistance array that is output from the last pipeline
2893 * stage before the fragment shader.
2895 unsigned LastClipDistanceArraySize
;
2897 unsigned NumUniformBlocks
;
2898 struct gl_uniform_block
*UniformBlocks
;
2901 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2902 * they're used in, or -1.
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.
2907 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2910 * Map of active uniform names to locations
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.
2917 struct string_to_uint_map
*UniformHash
;
2919 struct gl_active_atomic_buffer
*AtomicBuffers
;
2920 unsigned NumAtomicBuffers
;
2922 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2923 GLboolean Validated
;
2924 GLboolean _Used
; /**< Ever used for drawing? */
2925 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2928 unsigned Version
; /**< GLSL version used for linking */
2929 bool IsES
; /**< True if this program uses GLSL ES */
2932 * Per-stage shaders resulting from the first stage of linking.
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
2938 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2940 /** List of all active resources after linking. */
2941 struct gl_program_resource
*ProgramResourceList
;
2942 unsigned NumProgramResourceList
;
2944 /* True if any of the fragment shaders attached to this program use:
2945 * #extension ARB_fragment_coord_conventions: enable
2947 GLboolean ARB_fragment_coord_conventions_enable
;
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 */
2964 * Context state for GLSL vertex/fragment shaders.
2965 * Extended to support pipeline object
2967 struct gl_pipeline_object
2969 /** Name of the pipeline object as received from glGenProgramPipelines.
2970 * It would be 0 for shaders without separate shader objects.
2978 GLchar
*Label
; /**< GL_KHR_debug */
2981 * Programs used for rendering
2983 * There is a separate program set for each shader stage.
2985 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2987 struct gl_shader_program
*_CurrentFragmentProgram
;
2990 * Program used by glUniform calls.
2992 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2994 struct gl_shader_program
*ActiveProgram
;
2996 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2998 GLboolean EverBound
; /**< Has the pipeline object been created */
3000 GLboolean Validated
; /**< Pipeline Validation status */
3006 * Context state for GLSL pipeline shaders.
3008 struct gl_pipeline_shader_state
3010 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3011 struct gl_pipeline_object
*Current
;
3013 /* Default Object to ensure that _Shader is never NULL */
3014 struct gl_pipeline_object
*Default
;
3016 /** Pipeline objects */
3017 struct _mesa_HashTable
*Objects
;
3021 * Compiler options for a single GLSL shaders type
3023 struct gl_shader_compiler_options
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]? */
3037 * \name Forms of indirect addressing the driver cannot do.
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 */
3047 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
3048 GLuint MaxUnrollIterations
;
3051 * Optimize code for array of structures backends.
3053 * This is a proxy for:
3054 * - preferring DP4 instructions (rather than MUL/MAD) for
3055 * matrix * vector operations, such as position transformation.
3057 GLboolean OptimizeForAOS
;
3059 const struct nir_shader_compiler_options
*NirOptions
;
3064 * Occlusion/timer query object.
3066 struct gl_query_object
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 */
3080 * Context state for query objects.
3082 struct gl_query_state
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 */
3088 /** GL_NV_conditional_render */
3089 struct gl_query_object
*CondRenderQuery
;
3091 /** GL_EXT_transform_feedback */
3092 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
3093 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
3095 /** GL_ARB_timer_query */
3096 struct gl_query_object
*TimeElapsed
;
3098 /** GL_ARB_pipeline_statistics_query */
3099 struct gl_query_object
*pipeline_stats
[MAX_PIPELINE_STATISTICS
];
3101 GLenum CondRenderMode
;
3105 /** Sync object state */
3106 struct gl_sync_object
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)
3115 GLenum SyncCondition
;
3116 GLbitfield Flags
; /**< Flags passed to glFenceSync */
3117 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
3122 * State which can be shared by multiple contexts:
3124 struct gl_shared_state
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 */
3131 /** Default texture objects (shared by all texture units) */
3132 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
3134 /** Fallback texture used when a bound texture is incomplete */
3135 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
3138 * \name Thread safety and statechange notification for texture
3141 * \todo Improve the granularity of locking.
3144 mtx_t TexMutex
; /**< texobj thread safety */
3145 GLuint TextureStateStamp
; /**< state notification for shared tex */
3148 /** Default buffer object for vertex arrays that aren't in VBOs */
3149 struct gl_buffer_object
*NullBufferObj
;
3152 * \name Vertex/geometry/fragment programs
3155 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
3156 struct gl_vertex_program
*DefaultVertexProgram
;
3157 struct gl_fragment_program
*DefaultFragmentProgram
;
3160 /* GL_ATI_fragment_shader */
3161 struct _mesa_HashTable
*ATIShaders
;
3162 struct ati_fragment_shader
*DefaultFragmentShader
;
3164 struct _mesa_HashTable
*BufferObjects
;
3166 /** Table of both gl_shader and gl_shader_program objects */
3167 struct _mesa_HashTable
*ShaderObjects
;
3169 /* GL_EXT_framebuffer_object */
3170 struct _mesa_HashTable
*RenderBuffers
;
3171 struct _mesa_HashTable
*FrameBuffers
;
3174 struct set
*SyncObjects
;
3176 /** GL_ARB_sampler_objects */
3177 struct _mesa_HashTable
*SamplerObjects
;
3180 * Some context in this share group was affected by a GPU reset
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.
3186 * Once this field becomes true, it is never reset to false.
3188 bool ShareGroupReset
;
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.
3198 struct gl_renderbuffer
3200 mtx_t Mutex
; /**< for thread safety */
3201 GLuint ClassID
; /**< Useful for drivers */
3203 GLchar
*Label
; /**< GL_KHR_debug */
3205 GLuint Width
, Height
;
3207 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3208 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3210 * True for renderbuffers that wrap textures, giving the driver a chance to
3211 * flush render caches through the FinishRenderTexture hook.
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.
3217 GLboolean NeedsFinishRenderTexture
;
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 */
3224 * Pointer to the texture image if this renderbuffer wraps a texture,
3227 * Note that the reference on the gl_texture_object containing this
3228 * TexImage is held by the gl_renderbuffer_attachment.
3230 struct gl_texture_image
*TexImage
;
3232 /** Delete this renderbuffer */
3233 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
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
);
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.
3247 struct gl_renderbuffer_attachment
3249 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3253 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3254 * application supplied renderbuffer object.
3256 struct gl_renderbuffer
*Renderbuffer
;
3259 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3260 * supplied texture object.
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 */
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.
3276 struct gl_framebuffer
3278 mtx_t Mutex
; /**< for thread safety */
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.
3289 GLchar
*Label
; /**< GL_KHR_debug */
3291 GLboolean DeletePending
;
3294 * The framebuffer's visual. Immutable if this is a window system buffer.
3295 * Computed from attachments if user-made FBO.
3297 struct gl_config Visual
;
3300 * Size of frame buffer in pixels. If there are no attachments, then both
3303 GLuint Width
, Height
;
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.
3311 GLuint Width
, Height
, Layers
, NumSamples
;
3312 GLboolean FixedSampleLocations
;
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)
3324 /** \name Derived Z buffer stuff */
3326 GLuint _DepthMax
; /**< Max depth buffer value */
3327 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3328 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3331 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
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.
3348 bool _HasAttachments
;
3350 /** Integer color values */
3351 GLboolean _IntegerColor
;
3353 /* ARB_color_buffer_float */
3354 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3355 GLboolean _HasSNormOrFloatColorBuffer
;
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
3364 GLuint MaxNumLayers
;
3366 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3367 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3369 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3370 * attribute group and GL_PIXEL attribute group, respectively.
3372 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3373 GLenum ColorReadBuffer
;
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
;
3382 /** Delete this framebuffer */
3383 void (*Delete
)(struct gl_framebuffer
*fb
);
3388 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3392 GLushort RangeMin
; /**< min value exponent */
3393 GLushort RangeMax
; /**< max value exponent */
3394 GLushort Precision
; /**< number of mantissa bits */
3399 * Limits for vertex, geometry and fragment programs/shaders.
3401 struct gl_program_constants
3403 /* logical limits */
3404 GLuint MaxInstructions
;
3405 GLuint MaxAluInstructions
;
3406 GLuint MaxTexInstructions
;
3407 GLuint MaxTexIndirections
;
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
;
3425 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3428 * \name Per-stage input / output limits
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.
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.
3439 * Vertex shader inputs do not participate this in this accounting.
3440 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3442 * Fragment shader outputs do not participate this in this accounting.
3443 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3446 GLuint MaxInputComponents
;
3447 GLuint MaxOutputComponents
;
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
;
3458 /* GL_ARB_shader_atomic_counters */
3459 GLuint MaxAtomicBuffers
;
3460 GLuint MaxAtomicCounters
;
3462 /* GL_ARB_shader_image_load_store */
3463 GLuint MaxImageUniforms
;
3465 /* GL_ARB_shader_storage_buffer_object */
3466 GLuint MaxShaderStorageBlocks
;
3471 * Constants which may be overridden by device driver during context creation
3472 * but are never changed after that.
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 */
3489 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3491 GLuint MaxArrayLockSize
;
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
;
3502 GLuint MaxClipPlanes
;
3504 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3505 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3507 GLuint MaxViewportWidth
, MaxViewportHeight
;
3508 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3509 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3513 } ViewportBounds
; /**< GL_ARB_viewport_array */
3515 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3516 GLuint MaxProgramMatrices
;
3517 GLuint MaxProgramMatrixStackDepth
;
3520 GLuint SamplesPassed
;
3523 GLuint PrimitivesGenerated
;
3524 GLuint PrimitivesWritten
;
3525 GLuint VerticesSubmitted
;
3526 GLuint PrimitivesSubmitted
;
3527 GLuint VsInvocations
;
3529 GLuint TessInvocations
;
3530 GLuint GsInvocations
;
3531 GLuint GsPrimitives
;
3532 GLuint FsInvocations
;
3533 GLuint ComputeInvocations
;
3534 GLuint ClInPrimitives
;
3535 GLuint ClOutPrimitives
;
3538 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3540 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3541 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3542 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3545 * GL_ARB_framebuffer_no_attachments
3547 GLuint MaxFramebufferWidth
;
3548 GLuint MaxFramebufferHeight
;
3549 GLuint MaxFramebufferLayers
;
3550 GLuint MaxFramebufferSamples
;
3552 /** Number of varying vectors between any two shader stages. */
3556 * GL_ARB_uniform_buffer_object
3558 GLuint MaxCombinedUniformBlocks
;
3559 GLuint MaxUniformBufferBindings
;
3560 GLuint MaxUniformBlockSize
;
3561 GLuint UniformBufferOffsetAlignment
;
3565 * GL_ARB_shader_storage_buffer_object
3567 GLuint MaxCombinedShaderStorageBlocks
;
3568 GLuint MaxShaderStorageBufferBindings
;
3569 GLuint MaxShaderStorageBlockSize
;
3570 GLuint ShaderStorageBufferOffsetAlignment
;
3574 * GL_ARB_explicit_uniform_location
3576 GLuint MaxUserAssignableUniformLocations
;
3578 /** GL_ARB_geometry_shader4 */
3579 GLuint MaxGeometryOutputVertices
;
3580 GLuint MaxGeometryTotalOutputComponents
;
3582 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
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.
3588 GLboolean ForceGLSLExtensionsWarn
;
3591 * If non-zero, forces GLSL shaders to behave as if they began
3592 * with "#version ForceGLSLVersion".
3594 GLuint ForceGLSLVersion
;
3597 * Allow GLSL #extension directives in the middle of shaders.
3599 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3602 * Does the driver support real 32-bit integers? (Otherwise, integers are
3603 * simulated via floats.)
3605 GLboolean NativeIntegers
;
3608 * Does VertexID count from zero or from base vertex?
3611 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3612 * ignored and need not be set.
3614 bool VertexID_is_zero_based
;
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.)
3620 GLuint UniformBooleanTrue
;
3623 * Maximum amount of time, measured in nanseconds, that the server can wait.
3625 GLuint64 MaxServerWaitTimeout
;
3627 /** GL_EXT_provoking_vertex */
3628 GLboolean QuadsFollowProvokingVertexConvention
;
3630 /** OpenGL version 3.0 */
3631 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3633 /** OpenGL version 3.2 */
3634 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3636 /** OpenGL version 4.4 */
3637 GLuint MaxVertexAttribStride
;
3639 /** GL_EXT_transform_feedback */
3640 GLuint MaxTransformFeedbackBuffers
;
3641 GLuint MaxTransformFeedbackSeparateComponents
;
3642 GLuint MaxTransformFeedbackInterleavedComponents
;
3643 GLuint MaxVertexStreams
;
3645 /** GL_EXT_gpu_shader4 */
3646 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3648 /** GL_ARB_texture_gather */
3649 GLuint MinProgramTextureGatherOffset
;
3650 GLuint MaxProgramTextureGatherOffset
;
3651 GLuint MaxProgramTextureGatherComponents
;
3653 /* GL_ARB_robustness */
3654 GLenum ResetStrategy
;
3656 /* GL_ARB_blend_func_extended */
3657 GLuint MaxDualSourceDrawBuffers
;
3660 * Whether the implementation strips out and ignores texture borders.
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.
3669 * Texture borders are deprecated in GL 3.0.
3671 GLboolean StripTextureBorder
;
3674 * For drivers which can do a better job at eliminating unused uniforms
3675 * than the GLSL compiler.
3677 * XXX Remove these as soon as a better solution is available.
3679 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3682 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3683 * than passing the transform feedback object to the drawing function.
3685 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3687 /** GL_ARB_map_buffer_alignment */
3688 GLuint MinMapBufferAlignment
;
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.
3697 * Drivers that support transform feedback must set this value to GL_FALSE.
3699 GLboolean DisableVaryingPacking
;
3702 * Should meaningful names be generated for compiler temporary variables?
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.
3712 bool GenerateTemporaryNames
;
3715 * Maximum value supported for an index in DrawElements and friends.
3717 * This must be at least (1ull<<24)-1. The default value is
3720 * \since ES 3.0 or GL_ARB_ES3_compatibility
3721 * \sa _mesa_init_constants
3723 GLuint64 MaxElementIndex
;
3726 * Disable interpretation of line continuations (lines ending with a
3727 * backslash character ('\') in GLSL source.
3729 GLboolean DisableGLSLLineContinuations
;
3731 /** GL_ARB_texture_multisample */
3732 GLint MaxColorTextureSamples
;
3733 GLint MaxDepthTextureSamples
;
3734 GLint MaxIntegerSamples
;
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:
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 * --------- ---------
3756 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3758 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3760 * SampleMap8x = {a, b, c, d, e, f, g, h};
3762 * Follow the logic for other sample counts.
3764 uint8_t SampleMap2x
[2];
3765 uint8_t SampleMap4x
[4];
3766 uint8_t SampleMap8x
[8];
3768 /** GL_ARB_shader_atomic_counters */
3769 GLuint MaxAtomicBufferBindings
;
3770 GLuint MaxAtomicBufferSize
;
3771 GLuint MaxCombinedAtomicBuffers
;
3772 GLuint MaxCombinedAtomicCounters
;
3774 /** GL_ARB_vertex_attrib_binding */
3775 GLint MaxVertexAttribRelativeOffset
;
3776 GLint MaxVertexAttribBindings
;
3778 /* GL_ARB_shader_image_load_store */
3779 GLuint MaxImageUnits
;
3780 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3781 GLuint MaxImageSamples
;
3782 GLuint MaxCombinedImageUniforms
;
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
;
3789 /** GL_ARB_gpu_shader5 */
3790 GLfloat MinFragmentInterpolationOffset
;
3791 GLfloat MaxFragmentInterpolationOffset
;
3793 GLboolean FakeSWMSAA
;
3795 /** GL_KHR_context_flush_control */
3796 GLenum ContextReleaseBehavior
;
3798 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
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? */
3810 * Enable flag for each OpenGL extension. Different device drivers will
3811 * enable different extensions at runtime.
3813 struct gl_extensions
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
;
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 */
3987 * A stack of matrices (projection, modelview, color, texture, etc).
3989 struct gl_matrix_stack
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 */
4000 * \name Bits for image transfer operations
4001 * \sa __struct gl_contextRec::ImageTransferState.
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
4010 /** Pixel Transfer ops */
4011 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4012 IMAGE_SHIFT_OFFSET_BIT | \
4013 IMAGE_MAP_COLOR_BIT)
4016 * \name Bits to indicate what state has changed.
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 */
4056 * Composite state flags
4059 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4065 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4075 /* This has to be included here. */
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
4085 #define DLIST_DANGLING_REFS 0x1
4088 /** Opaque declaration of display list payload data type */
4089 union gl_dlist_node
;
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.
4097 struct gl_display_list
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
;
4108 * State used during display list compilation and execution.
4110 struct gl_dlist_state
4112 GLuint CallDepth
; /**< Current recursion calling depth */
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 */
4118 GLvertexformat ListVtxfmt
;
4120 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
4121 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
4123 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
4124 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
4127 /* State known to have been set by the currently-compiling display
4128 * list. Used to eliminate some redundant state changes.
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.
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
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
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
4174 * Driver-specific state flags.
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.
4180 struct gl_driver_flags
4182 /** gl_context::Array::_DrawArrays (vertex array state) */
4185 /** gl_context::TransformFeedback::CurrentObject */
4186 uint64_t NewTransformFeedback
;
4188 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4189 uint64_t NewTransformFeedbackProg
;
4191 /** gl_context::RasterDiscard */
4192 uint64_t NewRasterizerDiscard
;
4195 * gl_context::UniformBufferBindings
4196 * gl_shader_program::UniformBlocks
4198 uint64_t NewUniformBuffer
;
4201 * gl_context::ShaderStorageBufferBindings
4202 * gl_shader_program::ShaderStorageBlocks
4204 uint64_t NewShaderStorageBuffer
;
4206 uint64_t NewTextureBuffer
;
4209 * gl_context::AtomicBufferBindings
4211 uint64_t NewAtomicBuffer
;
4214 * gl_context::ImageUnits
4216 uint64_t NewImageUnits
;
4219 * gl_context::TessCtrlProgram::patch_default_*
4221 uint64_t NewDefaultTessLevels
;
4224 struct gl_uniform_buffer_binding
4226 struct gl_buffer_object
*BufferObject
;
4227 /** Start of uniform block data in the buffer */
4229 /** Size of data allowed to be referenced from the buffer (in bytes) */
4232 * glBindBufferBase() indicates that the Size should be ignored and only
4233 * limited by the current size of the BufferObject.
4235 GLboolean AutomaticSize
;
4238 struct gl_shader_storage_buffer_binding
4240 struct gl_buffer_object
*BufferObject
;
4241 /** Start of shader storage block data in the buffer */
4243 /** Size of data allowed to be referenced from the buffer (in bytes) */
4246 * glBindBufferBase() indicates that the Size should be ignored and only
4247 * limited by the current size of the BufferObject.
4249 GLboolean AutomaticSize
;
4253 * ARB_shader_image_load_store image unit.
4255 struct gl_image_unit
4258 * Texture object bound to this unit.
4260 struct gl_texture_object
*TexObj
;
4263 * Level of the texture object bound to this unit.
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.
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.
4282 * Layer of the texture object bound to this unit, or zero if the
4283 * whole level is bound.
4288 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4289 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4294 * GL internal format that determines the interpretation of the
4295 * image memory when shader image operations are performed through
4301 * Mesa format corresponding to \c Format.
4303 mesa_format _ActualFormat
;
4308 * Binding point for an atomic counter buffer object.
4310 struct gl_atomic_buffer_binding
4312 struct gl_buffer_object
*BufferObject
;
4318 * Mesa rendering context.
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
4327 /** State possibly shared with other contexts in the address space */
4328 struct gl_shared_state
*Shared
;
4330 /** \name API function pointer tables */
4334 * The current dispatch table for non-displaylist-saving execution, either
4335 * BeginEnd or OutsideBeginEnd
4337 struct _glapi_table
*Exec
;
4339 * The normal dispatch table for non-displaylist-saving, non-begin/end
4341 struct _glapi_table
*OutsideBeginEnd
;
4342 /** The dispatch table used between glNewList() and glEndList() */
4343 struct _glapi_table
*Save
;
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.
4349 struct _glapi_table
*BeginEnd
;
4351 * Tracks the current dispatch table out of the 3 above, so that it can be
4352 * re-set on glXMakeCurrent().
4354 struct _glapi_table
*CurrentDispatch
;
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 */
4364 * Device driver function pointer table
4366 struct dd_function_table Driver
;
4368 /** Core/Driver constants */
4369 struct gl_constants Const
;
4371 /** \name The various 4x4 matrix stacks */
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 */
4380 /** Combined modelview and projection matrix */
4381 GLmatrix _ModelProjectMatrix
;
4383 /** \name Display lists */
4384 struct gl_dlist_state ListState
;
4386 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4387 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4389 /** Extension information */
4390 struct gl_extensions Extensions
;
4392 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4394 char *VersionString
;
4396 /** \name State attribute stack (for glPush/PopAttrib) */
4398 GLuint AttribStackDepth
;
4399 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4402 /** \name Renderer attribute groups
4404 * We define a struct for each attribute group to make pushing and popping
4405 * attributes easy. Also it's a good organization.
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 */
4430 /** \name Client attribute stack */
4432 GLuint ClientAttribStackDepth
;
4433 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4436 /** \name Client attribute groups */
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 */
4444 /** \name Other assorted state (not pushed/popped on attribute stack) */
4446 struct gl_pixelmaps PixelMaps
;
4448 struct gl_evaluators EvalMap
; /**< All evaluators */
4449 struct gl_feedback Feedback
; /**< Feedback */
4450 struct gl_selection Select
; /**< Selection */
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
;
4461 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4462 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4465 * Current active shader pipeline state
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
4471 * If a program is active via \c glUseProgram, this will point to
4474 * If a program pipeline is active via \c glBindProgramPipeline, this will
4475 * point to \c ::Pipeline.Current.
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
4481 struct gl_pipeline_object
*_Shader
;
4483 struct gl_query_state Query
; /**< occlusion, timer queries */
4485 struct gl_transform_feedback_state TransformFeedback
;
4487 struct gl_perf_monitor_state PerfMonitor
;
4489 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4491 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4492 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4495 * Current GL_ARB_uniform_buffer_object binding referenced by
4496 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4498 struct gl_buffer_object
*UniformBuffer
;
4501 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4502 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4504 struct gl_buffer_object
*ShaderStorageBuffer
;
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
4512 struct gl_uniform_buffer_binding
4513 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
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.
4521 struct gl_shader_storage_buffer_binding
4522 ShaderStorageBufferBindings
[MAX_COMBINED_SHADER_STORAGE_BUFFERS
];
4525 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4528 struct gl_buffer_object
*AtomicBuffer
;
4531 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4534 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4537 * Array of atomic counter buffer binding points.
4539 struct gl_atomic_buffer_binding
4540 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4543 * Array of image units for ARB_shader_image_load_store.
4545 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4549 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4551 /* GL_EXT_framebuffer_object */
4552 struct gl_renderbuffer
*CurrentRenderbuffer
;
4554 GLenum ErrorValue
; /**< Last error code */
4557 * Recognize and silence repeated error debug messages in buggy apps.
4559 const char *ErrorDebugFmtString
;
4560 GLuint ErrorDebugCount
;
4562 /* GL_ARB_debug_output/GL_KHR_debug */
4564 struct gl_debug_state
*Debug
;
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 */
4570 struct gl_driver_flags DriverFlags
;
4572 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4574 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
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
;
4583 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4585 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4587 /** \name For debugging/development only */
4589 GLboolean FirstTimeCurrent
;
4593 * False if this context was created without a config. This is needed
4594 * because the initial state of glDrawBuffers depends on this
4596 GLboolean HasConfig
;
4598 /** software compression/decompression supported or not */
4599 GLboolean Mesa_DXTn
;
4601 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4603 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4606 * \name Hooks for module contexts.
4608 * These will eventually live in the driver or elsewhere.
4611 void *swrast_context
;
4612 void *swsetup_context
;
4613 void *swtnl_context
;
4614 struct vbo_context
*vbo_context
;
4615 struct st_context
*st
;
4620 * \name NV_vdpau_interop
4623 const void *vdpDevice
;
4624 const void *vdpGetProcAddress
;
4625 struct set
*vdpSurfaces
;
4629 * Has this context observed a GPU reset in any context in the share group?
4631 * Once this field becomes true, it is never reset to false.
4633 GLboolean ShareGroupReset
;
4638 extern int MESA_VERBOSE
;
4639 extern int MESA_DEBUG_FLAGS
;
4640 # define MESA_FUNCTION __func__
4642 # define MESA_VERBOSE 0
4643 # define MESA_DEBUG_FLAGS 0
4644 # define MESA_FUNCTION "a function"
4648 /** The MESA_VERBOSE var is a bitmask of these flags */
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
4668 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4671 DEBUG_SILENT
= (1 << 0),
4672 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4673 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4674 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4678 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context
*ctx
)
4680 return ctx
->Shader
._CurrentFragmentProgram
!= NULL
&&
4681 ctx
->Shader
._CurrentFragmentProgram
->NumAtomicBuffers
> 0;
4688 #endif /* MTYPES_H */