mesa: add storage flags parameter to Driver.BufferData
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
239 VARYING_SLOT_FACE, /* FS only */
240 VARYING_SLOT_PNTC, /* FS only */
241 VARYING_SLOT_VAR0, /* First generic varying slot */
242 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
243 } gl_varying_slot;
244
245
246 /**
247 * Bitflags for varying slots.
248 */
249 /*@{*/
250 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
251 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
252 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
253 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
254 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
255 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
256 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
257 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
258 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
259 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
260 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
261 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
262 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
263 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
264 MAX_TEXTURE_COORD_UNITS)
265 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
266 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
267 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
268 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
269 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
270 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
271 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
272 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
273 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
274 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280 /**
281 * Bitflags for system values.
282 */
283 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
284 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
285 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
286
287 /**
288 * Determine if the given gl_varying_slot appears in the fragment shader.
289 */
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot slot)
292 {
293 switch (slot) {
294 case VARYING_SLOT_PSIZ:
295 case VARYING_SLOT_BFC0:
296 case VARYING_SLOT_BFC1:
297 case VARYING_SLOT_EDGE:
298 case VARYING_SLOT_CLIP_VERTEX:
299 case VARYING_SLOT_LAYER:
300 return GL_FALSE;
301 default:
302 return GL_TRUE;
303 }
304 }
305
306
307 /**
308 * Fragment program results
309 */
310 typedef enum
311 {
312 FRAG_RESULT_DEPTH = 0,
313 FRAG_RESULT_STENCIL = 1,
314 /* If a single color should be written to all render targets, this
315 * register is written. No FRAG_RESULT_DATAn will be written.
316 */
317 FRAG_RESULT_COLOR = 2,
318 FRAG_RESULT_SAMPLE_MASK = 3,
319
320 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
321 * or ARB_fragment_program fragment.color[n]) color results. If
322 * any are written, FRAG_RESULT_COLOR will not be written.
323 */
324 FRAG_RESULT_DATA0 = 4,
325 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
326 } gl_frag_result;
327
328
329 /**
330 * Indexes for all renderbuffers
331 */
332 typedef enum
333 {
334 /* the four standard color buffers */
335 BUFFER_FRONT_LEFT,
336 BUFFER_BACK_LEFT,
337 BUFFER_FRONT_RIGHT,
338 BUFFER_BACK_RIGHT,
339 BUFFER_DEPTH,
340 BUFFER_STENCIL,
341 BUFFER_ACCUM,
342 /* optional aux buffer */
343 BUFFER_AUX0,
344 /* generic renderbuffers */
345 BUFFER_COLOR0,
346 BUFFER_COLOR1,
347 BUFFER_COLOR2,
348 BUFFER_COLOR3,
349 BUFFER_COLOR4,
350 BUFFER_COLOR5,
351 BUFFER_COLOR6,
352 BUFFER_COLOR7,
353 BUFFER_COUNT
354 } gl_buffer_index;
355
356 /**
357 * Bit flags for all renderbuffers
358 */
359 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
360 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
361 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
362 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
363 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
364 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
365 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
366 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
367 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
368 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
369 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
370 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
371 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
372 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
373 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
374 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
375 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
376 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
377 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
378
379 /**
380 * Mask of all the color buffer bits (but not accum).
381 */
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
386 BUFFER_BIT_AUX0 | \
387 BUFFER_BIT_COLOR0 | \
388 BUFFER_BIT_COLOR1 | \
389 BUFFER_BIT_COLOR2 | \
390 BUFFER_BIT_COLOR3 | \
391 BUFFER_BIT_COLOR4 | \
392 BUFFER_BIT_COLOR5 | \
393 BUFFER_BIT_COLOR6 | \
394 BUFFER_BIT_COLOR7)
395
396
397 /**
398 * Shader stages. Note that these will become 5 with tessellation.
399 *
400 * The order must match how shaders are ordered in the pipeline.
401 * The GLSL linker assumes that if i<j, then the j-th shader is
402 * executed later than the i-th shader.
403 */
404 typedef enum
405 {
406 MESA_SHADER_VERTEX = 0,
407 MESA_SHADER_GEOMETRY = 1,
408 MESA_SHADER_FRAGMENT = 2,
409 MESA_SHADER_COMPUTE = 3,
410 } gl_shader_stage;
411
412 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
413
414
415 /**
416 * Framebuffer configuration (aka visual / pixelformat)
417 * Note: some of these fields should be boolean, but it appears that
418 * code in drivers/dri/common/util.c requires int-sized fields.
419 */
420 struct gl_config
421 {
422 GLboolean rgbMode;
423 GLboolean floatMode;
424 GLboolean colorIndexMode; /* XXX is this used anywhere? */
425 GLuint doubleBufferMode;
426 GLuint stereoMode;
427
428 GLboolean haveAccumBuffer;
429 GLboolean haveDepthBuffer;
430 GLboolean haveStencilBuffer;
431
432 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
433 GLuint redMask, greenMask, blueMask, alphaMask;
434 GLint rgbBits; /* total bits for rgb */
435 GLint indexBits; /* total bits for colorindex */
436
437 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
438 GLint depthBits;
439 GLint stencilBits;
440
441 GLint numAuxBuffers;
442
443 GLint level;
444
445 /* EXT_visual_rating / GLX 1.2 */
446 GLint visualRating;
447
448 /* EXT_visual_info / GLX 1.2 */
449 GLint transparentPixel;
450 /* colors are floats scaled to ints */
451 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
452 GLint transparentIndex;
453
454 /* ARB_multisample / SGIS_multisample */
455 GLint sampleBuffers;
456 GLint samples;
457
458 /* SGIX_pbuffer / GLX 1.3 */
459 GLint maxPbufferWidth;
460 GLint maxPbufferHeight;
461 GLint maxPbufferPixels;
462 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
463 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
464
465 /* OML_swap_method */
466 GLint swapMethod;
467
468 /* EXT_texture_from_pixmap */
469 GLint bindToTextureRgb;
470 GLint bindToTextureRgba;
471 GLint bindToMipmapTexture;
472 GLint bindToTextureTargets;
473 GLint yInverted;
474
475 /* EXT_framebuffer_sRGB */
476 GLint sRGBCapable;
477 };
478
479
480 /**
481 * \name Bit flags used for updating material values.
482 */
483 /*@{*/
484 #define MAT_ATTRIB_FRONT_AMBIENT 0
485 #define MAT_ATTRIB_BACK_AMBIENT 1
486 #define MAT_ATTRIB_FRONT_DIFFUSE 2
487 #define MAT_ATTRIB_BACK_DIFFUSE 3
488 #define MAT_ATTRIB_FRONT_SPECULAR 4
489 #define MAT_ATTRIB_BACK_SPECULAR 5
490 #define MAT_ATTRIB_FRONT_EMISSION 6
491 #define MAT_ATTRIB_BACK_EMISSION 7
492 #define MAT_ATTRIB_FRONT_SHININESS 8
493 #define MAT_ATTRIB_BACK_SHININESS 9
494 #define MAT_ATTRIB_FRONT_INDEXES 10
495 #define MAT_ATTRIB_BACK_INDEXES 11
496 #define MAT_ATTRIB_MAX 12
497
498 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
499 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
500 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
501 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
502 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
503 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
504
505 #define MAT_INDEX_AMBIENT 0
506 #define MAT_INDEX_DIFFUSE 1
507 #define MAT_INDEX_SPECULAR 2
508
509 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
510 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
511 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
512 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
513 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
514 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
515 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
516 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
517 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
518 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
519 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
520 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
521
522
523 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
524 MAT_BIT_FRONT_AMBIENT | \
525 MAT_BIT_FRONT_DIFFUSE | \
526 MAT_BIT_FRONT_SPECULAR | \
527 MAT_BIT_FRONT_SHININESS | \
528 MAT_BIT_FRONT_INDEXES)
529
530 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
531 MAT_BIT_BACK_AMBIENT | \
532 MAT_BIT_BACK_DIFFUSE | \
533 MAT_BIT_BACK_SPECULAR | \
534 MAT_BIT_BACK_SHININESS | \
535 MAT_BIT_BACK_INDEXES)
536
537 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
538 /*@}*/
539
540
541 /**
542 * Material state.
543 */
544 struct gl_material
545 {
546 GLfloat Attrib[MAT_ATTRIB_MAX][4];
547 };
548
549
550 /**
551 * Light state flags.
552 */
553 /*@{*/
554 #define LIGHT_SPOT 0x1
555 #define LIGHT_LOCAL_VIEWER 0x2
556 #define LIGHT_POSITIONAL 0x4
557 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
558 /*@}*/
559
560
561 /**
562 * Light source state.
563 */
564 struct gl_light
565 {
566 struct gl_light *next; /**< double linked list with sentinel */
567 struct gl_light *prev;
568
569 GLfloat Ambient[4]; /**< ambient color */
570 GLfloat Diffuse[4]; /**< diffuse color */
571 GLfloat Specular[4]; /**< specular color */
572 GLfloat EyePosition[4]; /**< position in eye coordinates */
573 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
574 GLfloat SpotExponent;
575 GLfloat SpotCutoff; /**< in degrees */
576 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
577 GLfloat ConstantAttenuation;
578 GLfloat LinearAttenuation;
579 GLfloat QuadraticAttenuation;
580 GLboolean Enabled; /**< On/off flag */
581
582 /**
583 * \name Derived fields
584 */
585 /*@{*/
586 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
587
588 GLfloat _Position[4]; /**< position in eye/obj coordinates */
589 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
590 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
591 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
592 GLfloat _VP_inf_spot_attenuation;
593
594 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
595 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
596 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
597 /*@}*/
598 };
599
600
601 /**
602 * Light model state.
603 */
604 struct gl_lightmodel
605 {
606 GLfloat Ambient[4]; /**< ambient color */
607 GLboolean LocalViewer; /**< Local (or infinite) view point? */
608 GLboolean TwoSide; /**< Two (or one) sided lighting? */
609 GLenum ColorControl; /**< either GL_SINGLE_COLOR
610 * or GL_SEPARATE_SPECULAR_COLOR */
611 };
612
613
614 /**
615 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
616 */
617 struct gl_accum_attrib
618 {
619 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
620 };
621
622
623 /**
624 * Used for storing clear color, texture border color, etc.
625 * The float values are typically unclamped.
626 */
627 union gl_color_union
628 {
629 GLfloat f[4];
630 GLint i[4];
631 GLuint ui[4];
632 };
633
634
635 /**
636 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
637 */
638 struct gl_colorbuffer_attrib
639 {
640 GLuint ClearIndex; /**< Index for glClear */
641 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
642 GLuint IndexMask; /**< Color index write mask */
643 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
644
645 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
646
647 /**
648 * \name alpha testing
649 */
650 /*@{*/
651 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
652 GLenum AlphaFunc; /**< Alpha test function */
653 GLfloat AlphaRefUnclamped;
654 GLclampf AlphaRef; /**< Alpha reference value */
655 /*@}*/
656
657 /**
658 * \name Blending
659 */
660 /*@{*/
661 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
662
663 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
664 * control, only on the fixed-pointness of the render target.
665 * The query does however depend on fragment color clamping.
666 */
667 GLfloat BlendColorUnclamped[4]; /**< Blending color */
668 GLfloat BlendColor[4]; /**< Blending color */
669
670 struct
671 {
672 GLenum SrcRGB; /**< RGB blend source term */
673 GLenum DstRGB; /**< RGB blend dest term */
674 GLenum SrcA; /**< Alpha blend source term */
675 GLenum DstA; /**< Alpha blend dest term */
676 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
677 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
678 /**
679 * Set if any blend factor uses SRC1. Computed at the time blend factors
680 * get set.
681 */
682 GLboolean _UsesDualSrc;
683 } Blend[MAX_DRAW_BUFFERS];
684 /** Are the blend func terms currently different for each buffer/target? */
685 GLboolean _BlendFuncPerBuffer;
686 /** Are the blend equations currently different for each buffer/target? */
687 GLboolean _BlendEquationPerBuffer;
688 /*@}*/
689
690 /**
691 * \name Logic op
692 */
693 /*@{*/
694 GLenum LogicOp; /**< Logic operator */
695 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
696 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
697 /*@}*/
698
699 GLboolean DitherFlag; /**< Dither enable flag */
700
701 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
702 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
703 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
704
705 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
706 };
707
708
709 /**
710 * Current attribute group (GL_CURRENT_BIT).
711 */
712 struct gl_current_attrib
713 {
714 /**
715 * \name Current vertex attributes.
716 * \note Values are valid only after FLUSH_VERTICES has been called.
717 * \note Index and Edgeflag current values are stored as floats in the
718 * SIX and SEVEN attribute slots.
719 */
720 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
721
722 /**
723 * \name Current raster position attributes (always valid).
724 * \note This set of attributes is very similar to the SWvertex struct.
725 */
726 /*@{*/
727 GLfloat RasterPos[4];
728 GLfloat RasterDistance;
729 GLfloat RasterColor[4];
730 GLfloat RasterSecondaryColor[4];
731 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
732 GLboolean RasterPosValid;
733 /*@}*/
734 };
735
736
737 /**
738 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
739 */
740 struct gl_depthbuffer_attrib
741 {
742 GLenum Func; /**< Function for depth buffer compare */
743 GLclampd Clear; /**< Value to clear depth buffer to */
744 GLboolean Test; /**< Depth buffering enabled flag */
745 GLboolean Mask; /**< Depth buffer writable? */
746 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
747 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
748 };
749
750
751 /**
752 * Evaluator attribute group (GL_EVAL_BIT).
753 */
754 struct gl_eval_attrib
755 {
756 /**
757 * \name Enable bits
758 */
759 /*@{*/
760 GLboolean Map1Color4;
761 GLboolean Map1Index;
762 GLboolean Map1Normal;
763 GLboolean Map1TextureCoord1;
764 GLboolean Map1TextureCoord2;
765 GLboolean Map1TextureCoord3;
766 GLboolean Map1TextureCoord4;
767 GLboolean Map1Vertex3;
768 GLboolean Map1Vertex4;
769 GLboolean Map2Color4;
770 GLboolean Map2Index;
771 GLboolean Map2Normal;
772 GLboolean Map2TextureCoord1;
773 GLboolean Map2TextureCoord2;
774 GLboolean Map2TextureCoord3;
775 GLboolean Map2TextureCoord4;
776 GLboolean Map2Vertex3;
777 GLboolean Map2Vertex4;
778 GLboolean AutoNormal;
779 /*@}*/
780
781 /**
782 * \name Map Grid endpoints and divisions and calculated du values
783 */
784 /*@{*/
785 GLint MapGrid1un;
786 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
787 GLint MapGrid2un, MapGrid2vn;
788 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
789 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
790 /*@}*/
791 };
792
793
794 /**
795 * Fog attribute group (GL_FOG_BIT).
796 */
797 struct gl_fog_attrib
798 {
799 GLboolean Enabled; /**< Fog enabled flag */
800 GLfloat ColorUnclamped[4]; /**< Fog color */
801 GLfloat Color[4]; /**< Fog color */
802 GLfloat Density; /**< Density >= 0.0 */
803 GLfloat Start; /**< Start distance in eye coords */
804 GLfloat End; /**< End distance in eye coords */
805 GLfloat Index; /**< Fog index */
806 GLenum Mode; /**< Fog mode */
807 GLboolean ColorSumEnabled;
808 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
809 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
810 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
811 };
812
813
814 /**
815 * Hint attribute group (GL_HINT_BIT).
816 *
817 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
818 */
819 struct gl_hint_attrib
820 {
821 GLenum PerspectiveCorrection;
822 GLenum PointSmooth;
823 GLenum LineSmooth;
824 GLenum PolygonSmooth;
825 GLenum Fog;
826 GLenum TextureCompression; /**< GL_ARB_texture_compression */
827 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
828 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
829 };
830
831
832 /**
833 * Lighting attribute group (GL_LIGHT_BIT).
834 */
835 struct gl_light_attrib
836 {
837 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
838 struct gl_lightmodel Model; /**< Lighting model */
839
840 /**
841 * Front and back material values.
842 * Note: must call FLUSH_VERTICES() before using.
843 */
844 struct gl_material Material;
845
846 GLboolean Enabled; /**< Lighting enabled flag */
847 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
848 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
849 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
850 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
851 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
852 GLboolean ColorMaterialEnabled;
853 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
854 GLboolean _ClampVertexColor;
855
856 struct gl_light EnabledList; /**< List sentinel */
857
858 /**
859 * Derived state for optimizations:
860 */
861 /*@{*/
862 GLboolean _NeedEyeCoords;
863 GLboolean _NeedVertices; /**< Use fast shader? */
864 GLfloat _BaseColor[2][3];
865 /*@}*/
866 };
867
868
869 /**
870 * Line attribute group (GL_LINE_BIT).
871 */
872 struct gl_line_attrib
873 {
874 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
875 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
876 GLushort StipplePattern; /**< Stipple pattern */
877 GLint StippleFactor; /**< Stipple repeat factor */
878 GLfloat Width; /**< Line width */
879 };
880
881
882 /**
883 * Display list attribute group (GL_LIST_BIT).
884 */
885 struct gl_list_attrib
886 {
887 GLuint ListBase;
888 };
889
890
891 /**
892 * Multisample attribute group (GL_MULTISAMPLE_BIT).
893 */
894 struct gl_multisample_attrib
895 {
896 GLboolean Enabled;
897 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
898 GLboolean SampleAlphaToCoverage;
899 GLboolean SampleAlphaToOne;
900 GLboolean SampleCoverage;
901 GLfloat SampleCoverageValue;
902 GLboolean SampleCoverageInvert;
903 GLboolean SampleShading;
904 GLfloat MinSampleShadingValue;
905
906 /* ARB_texture_multisample / GL3.2 additions */
907 GLboolean SampleMask;
908 /** The GL spec defines this as an array but >32x MSAA is madness */
909 GLbitfield SampleMaskValue;
910 };
911
912
913 /**
914 * A pixelmap (see glPixelMap)
915 */
916 struct gl_pixelmap
917 {
918 GLint Size;
919 GLfloat Map[MAX_PIXEL_MAP_TABLE];
920 };
921
922
923 /**
924 * Collection of all pixelmaps
925 */
926 struct gl_pixelmaps
927 {
928 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
929 struct gl_pixelmap GtoG;
930 struct gl_pixelmap BtoB;
931 struct gl_pixelmap AtoA;
932 struct gl_pixelmap ItoR;
933 struct gl_pixelmap ItoG;
934 struct gl_pixelmap ItoB;
935 struct gl_pixelmap ItoA;
936 struct gl_pixelmap ItoI;
937 struct gl_pixelmap StoS;
938 };
939
940
941 /**
942 * Pixel attribute group (GL_PIXEL_MODE_BIT).
943 */
944 struct gl_pixel_attrib
945 {
946 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
947
948 /*--- Begin Pixel Transfer State ---*/
949 /* Fields are in the order in which they're applied... */
950
951 /** Scale & Bias (index shift, offset) */
952 /*@{*/
953 GLfloat RedBias, RedScale;
954 GLfloat GreenBias, GreenScale;
955 GLfloat BlueBias, BlueScale;
956 GLfloat AlphaBias, AlphaScale;
957 GLfloat DepthBias, DepthScale;
958 GLint IndexShift, IndexOffset;
959 /*@}*/
960
961 /* Pixel Maps */
962 /* Note: actual pixel maps are not part of this attrib group */
963 GLboolean MapColorFlag;
964 GLboolean MapStencilFlag;
965
966 /*--- End Pixel Transfer State ---*/
967
968 /** glPixelZoom */
969 GLfloat ZoomX, ZoomY;
970 };
971
972
973 /**
974 * Point attribute group (GL_POINT_BIT).
975 */
976 struct gl_point_attrib
977 {
978 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
979 GLfloat Size; /**< User-specified point size */
980 GLfloat Params[3]; /**< GL_EXT_point_parameters */
981 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
982 GLfloat Threshold; /**< GL_EXT_point_parameters */
983 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
984 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
985 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
986 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
987 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
988 };
989
990
991 /**
992 * Polygon attribute group (GL_POLYGON_BIT).
993 */
994 struct gl_polygon_attrib
995 {
996 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
997 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
998 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1000 GLboolean CullFlag; /**< Culling on/off flag */
1001 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1002 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1003 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1004 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1005 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1006 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1007 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1008 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1009 };
1010
1011
1012 /**
1013 * Scissor attributes (GL_SCISSOR_BIT).
1014 */
1015 struct gl_scissor_rect
1016 {
1017 GLint X, Y; /**< Lower left corner of box */
1018 GLsizei Width, Height; /**< Size of box */
1019 };
1020 struct gl_scissor_attrib
1021 {
1022 GLbitfield EnableFlags; /**< Scissor test enabled? */
1023 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1024 };
1025
1026
1027 /**
1028 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1029 *
1030 * Three sets of stencil data are tracked so that OpenGL 2.0,
1031 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1032 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1033 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1034 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1035 * GL_EXT_stencil_two_side GL_BACK state.
1036 *
1037 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1038 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1039 *
1040 * The derived value \c _TestTwoSide is set when the front-face and back-face
1041 * stencil state are different.
1042 */
1043 struct gl_stencil_attrib
1044 {
1045 GLboolean Enabled; /**< Enabled flag */
1046 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1047 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1048 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1049 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1050 GLboolean _TestTwoSide;
1051 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1052 GLenum Function[3]; /**< Stencil function */
1053 GLenum FailFunc[3]; /**< Fail function */
1054 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1055 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1056 GLint Ref[3]; /**< Reference value */
1057 GLuint ValueMask[3]; /**< Value mask */
1058 GLuint WriteMask[3]; /**< Write mask */
1059 GLuint Clear; /**< Clear value */
1060 };
1061
1062
1063 /**
1064 * An index for each type of texture object. These correspond to the GL
1065 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1066 * Note: the order is from highest priority to lowest priority.
1067 */
1068 typedef enum
1069 {
1070 TEXTURE_2D_MULTISAMPLE_INDEX,
1071 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1072 TEXTURE_CUBE_ARRAY_INDEX,
1073 TEXTURE_BUFFER_INDEX,
1074 TEXTURE_2D_ARRAY_INDEX,
1075 TEXTURE_1D_ARRAY_INDEX,
1076 TEXTURE_EXTERNAL_INDEX,
1077 TEXTURE_CUBE_INDEX,
1078 TEXTURE_3D_INDEX,
1079 TEXTURE_RECT_INDEX,
1080 TEXTURE_2D_INDEX,
1081 TEXTURE_1D_INDEX,
1082 NUM_TEXTURE_TARGETS
1083 } gl_texture_index;
1084
1085
1086 /**
1087 * Bit flags for each type of texture object
1088 * Used for Texture.Unit[]._ReallyEnabled flags.
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 _glthread_Mutex Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198
1199 struct gl_sampler_object Sampler;
1200
1201 GLenum DepthMode; /**< GL_ARB_depth_texture */
1202
1203 GLfloat Priority; /**< in [0,1] */
1204 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1205 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1206 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1207 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1208 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1209 GLint CropRect[4]; /**< GL_OES_draw_texture */
1210 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1211 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1212 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1213 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1214 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1215 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1216 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1217 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1218 pressure? */
1219 GLboolean Immutable; /**< GL_ARB_texture_storage */
1220
1221 GLuint MinLevel; /**< GL_ARB_texture_view */
1222 GLuint MinLayer; /**< GL_ARB_texture_view */
1223 GLuint NumLevels; /**< GL_ARB_texture_view */
1224 GLuint NumLayers; /**< GL_ARB_texture_view */
1225
1226 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1227 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1228
1229 /** GL_ARB_texture_buffer_object */
1230 struct gl_buffer_object *BufferObject;
1231 GLenum BufferObjectFormat;
1232 /** Equivalent Mesa format for BufferObjectFormat. */
1233 mesa_format _BufferObjectFormat;
1234 /** GL_ARB_texture_buffer_range */
1235 GLintptr BufferOffset;
1236 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1237
1238 /** GL_OES_EGL_image_external */
1239 GLint RequiredTextureImageUnits;
1240
1241 /** GL_ARB_shader_image_load_store */
1242 GLenum ImageFormatCompatibilityType;
1243 };
1244
1245
1246 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1247 #define MAX_COMBINER_TERMS 4
1248
1249
1250 /**
1251 * Texture combine environment state.
1252 */
1253 struct gl_tex_env_combine_state
1254 {
1255 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1256 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1257 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1258 GLenum SourceRGB[MAX_COMBINER_TERMS];
1259 GLenum SourceA[MAX_COMBINER_TERMS];
1260 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1261 GLenum OperandRGB[MAX_COMBINER_TERMS];
1262 GLenum OperandA[MAX_COMBINER_TERMS];
1263 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1264 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1265 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1266 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1267 };
1268
1269
1270 /**
1271 * TexGenEnabled flags.
1272 */
1273 /*@{*/
1274 #define S_BIT 1
1275 #define T_BIT 2
1276 #define R_BIT 4
1277 #define Q_BIT 8
1278 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1279 /*@}*/
1280
1281
1282 /**
1283 * Bit flag versions of the corresponding GL_ constants.
1284 */
1285 /*@{*/
1286 #define TEXGEN_SPHERE_MAP 0x1
1287 #define TEXGEN_OBJ_LINEAR 0x2
1288 #define TEXGEN_EYE_LINEAR 0x4
1289 #define TEXGEN_REFLECTION_MAP_NV 0x8
1290 #define TEXGEN_NORMAL_MAP_NV 0x10
1291
1292 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1293 TEXGEN_REFLECTION_MAP_NV | \
1294 TEXGEN_NORMAL_MAP_NV)
1295 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV | \
1298 TEXGEN_EYE_LINEAR)
1299 /*@}*/
1300
1301
1302
1303 /** Tex-gen enabled for texture unit? */
1304 #define ENABLE_TEXGEN(unit) (1 << (unit))
1305
1306 /** Non-identity texture matrix for texture unit? */
1307 #define ENABLE_TEXMAT(unit) (1 << (unit))
1308
1309
1310 /**
1311 * Texture coord generation state.
1312 */
1313 struct gl_texgen
1314 {
1315 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1316 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1317 GLfloat ObjectPlane[4];
1318 GLfloat EyePlane[4];
1319 };
1320
1321
1322 /**
1323 * Texture unit state. Contains enable flags, texture environment/function/
1324 * combiners, texgen state, and pointers to current texture objects.
1325 */
1326 struct gl_texture_unit
1327 {
1328 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1329 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1330
1331 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1332 GLclampf EnvColor[4];
1333 GLfloat EnvColorUnclamped[4];
1334
1335 struct gl_texgen GenS;
1336 struct gl_texgen GenT;
1337 struct gl_texgen GenR;
1338 struct gl_texgen GenQ;
1339 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1340 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1341
1342 GLfloat LodBias; /**< for biasing mipmap levels */
1343 GLenum BumpTarget;
1344 GLfloat RotMatrix[4]; /* 2x2 matrix */
1345
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1348
1349 /**
1350 * \name GL_EXT_texture_env_combine
1351 */
1352 struct gl_tex_env_combine_state Combine;
1353
1354 /**
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1357 */
1358 struct gl_tex_env_combine_state _EnvMode;
1359
1360 /**
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1363 */
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1365
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1368
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1371 };
1372
1373
1374 /**
1375 * Texture attribute group (GL_TEXTURE_BIT).
1376 */
1377 struct gl_texture_attrib
1378 {
1379 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1380 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1381
1382 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1383
1384 /** GL_ARB_texture_buffer_object */
1385 struct gl_buffer_object *BufferObject;
1386
1387 /** GL_ARB_seamless_cubemap */
1388 GLboolean CubeMapSeamless;
1389
1390 /** Texture units/samplers used by vertex or fragment texturing */
1391 GLbitfield _EnabledUnits;
1392
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1395
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1398
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1401
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1404 };
1405
1406
1407 /**
1408 * Data structure representing a single clip plane (e.g. one of the elements
1409 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1410 */
1411 typedef GLfloat gl_clip_plane[4];
1412
1413
1414 /**
1415 * Transformation attribute group (GL_TRANSFORM_BIT).
1416 */
1417 struct gl_transform_attrib
1418 {
1419 GLenum MatrixMode; /**< Matrix mode */
1420 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1421 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1422 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1423 GLboolean Normalize; /**< Normalize all normals? */
1424 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1425 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1426 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1427 };
1428
1429
1430 /**
1431 * Viewport attribute group (GL_VIEWPORT_BIT).
1432 */
1433 struct gl_viewport_attrib
1434 {
1435 GLfloat X, Y; /**< position */
1436 GLfloat Width, Height; /**< size */
1437 GLdouble Near, Far; /**< Depth buffer range */
1438 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1439 };
1440
1441
1442 /**
1443 * GL_ARB_vertex/pixel_buffer_object buffer object
1444 */
1445 struct gl_buffer_object
1446 {
1447 _glthread_Mutex Mutex;
1448 GLint RefCount;
1449 GLuint Name;
1450 GLchar *Label; /**< GL_KHR_debug */
1451 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1452 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1453 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1454 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1455 /** Fields describing a mapped buffer */
1456 /*@{*/
1457 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1458 GLvoid *Pointer; /**< User-space address of mapping */
1459 GLintptr Offset; /**< Mapped offset */
1460 GLsizeiptr Length; /**< Mapped length */
1461 /*@}*/
1462 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1463 GLboolean Written; /**< Ever written to? (for debugging) */
1464 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1465 };
1466
1467
1468 /**
1469 * Client pixel packing/unpacking attributes
1470 */
1471 struct gl_pixelstore_attrib
1472 {
1473 GLint Alignment;
1474 GLint RowLength;
1475 GLint SkipPixels;
1476 GLint SkipRows;
1477 GLint ImageHeight;
1478 GLint SkipImages;
1479 GLboolean SwapBytes;
1480 GLboolean LsbFirst;
1481 GLboolean Invert; /**< GL_MESA_pack_invert */
1482 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1483 };
1484
1485
1486 /**
1487 * Client vertex array attributes
1488 */
1489 struct gl_client_array
1490 {
1491 GLint Size; /**< components per element (1,2,3,4) */
1492 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1493 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1494 GLsizei Stride; /**< user-specified stride */
1495 GLsizei StrideB; /**< actual stride in bytes */
1496 const GLubyte *Ptr; /**< Points to array data */
1497 GLboolean Enabled; /**< Enabled flag is a boolean */
1498 GLboolean Normalized; /**< GL_ARB_vertex_program */
1499 GLboolean Integer; /**< Integer-valued? */
1500 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1501 GLuint _ElementSize; /**< size of each element in bytes */
1502
1503 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1504 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1505 };
1506
1507
1508 /**
1509 * Vertex attribute array as seen by the client.
1510 *
1511 * Contains the size, type, format and normalization flag,
1512 * along with the index of a vertex buffer binding point.
1513 *
1514 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1515 * and is only present for backwards compatibility reasons.
1516 * Rendering always uses VERTEX_BINDING_STRIDE.
1517 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1518 * and VERTEX_BINDING_STRIDE to the same value, while
1519 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1520 */
1521 struct gl_vertex_attrib_array
1522 {
1523 GLint Size; /**< Components per element (1,2,3,4) */
1524 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1525 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1526 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1527 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1528 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1529 GLboolean Enabled; /**< Whether the array is enabled */
1530 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1531 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1532 GLuint _ElementSize; /**< Size of each element in bytes */
1533 GLuint VertexBinding; /**< Vertex buffer binding */
1534 };
1535
1536
1537 /**
1538 * This describes the buffer object used for a vertex array (or
1539 * multiple vertex arrays). If BufferObj points to the default/null
1540 * buffer object, then the vertex array lives in user memory and not a VBO.
1541 */
1542 struct gl_vertex_buffer_binding
1543 {
1544 GLintptr Offset; /**< User-specified offset */
1545 GLsizei Stride; /**< User-specified stride */
1546 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1547 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1548 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1549 };
1550
1551
1552 /**
1553 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1554 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1555 * extension.
1556 */
1557 struct gl_vertex_array_object
1558 {
1559 /** Name of the VAO as received from glGenVertexArray. */
1560 GLuint Name;
1561 GLchar *Label; /**< GL_KHR_debug */
1562
1563 GLint RefCount;
1564 _glthread_Mutex Mutex;
1565
1566 /**
1567 * Does the VAO use ARB semantics or Apple semantics?
1568 *
1569 * There are several ways in which ARB_vertex_array_object and
1570 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1571 * least,
1572 *
1573 * - ARB VAOs require that all array data be sourced from vertex buffer
1574 * objects, but Apple VAOs do not.
1575 *
1576 * - ARB VAOs require that names come from GenVertexArrays.
1577 *
1578 * This flag notes which behavior governs this VAO.
1579 */
1580 GLboolean ARBsemantics;
1581
1582 /**
1583 * Has this array object been bound?
1584 */
1585 GLboolean EverBound;
1586
1587 /**
1588 * Derived vertex attribute arrays
1589 *
1590 * This is a legacy data structure created from gl_vertex_attrib_array and
1591 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1592 */
1593 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1594
1595 /** Vertex attribute arrays */
1596 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1597
1598 /** Vertex buffer bindings */
1599 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1600
1601 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1602 GLbitfield64 _Enabled;
1603
1604 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1605 GLbitfield64 NewArrays;
1606
1607 /**
1608 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1609 * we can determine the max legal (in bounds) glDrawElements array index.
1610 */
1611 GLuint _MaxElement;
1612
1613 /** The index buffer (also known as the element array buffer in OpenGL). */
1614 struct gl_buffer_object *IndexBufferObj;
1615 };
1616
1617
1618 /**
1619 * Vertex array state
1620 */
1621 struct gl_array_attrib
1622 {
1623 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1624 struct gl_vertex_array_object *VAO;
1625
1626 /** The default vertex array object */
1627 struct gl_vertex_array_object *DefaultVAO;
1628
1629 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1630 struct _mesa_HashTable *Objects;
1631
1632 GLint ActiveTexture; /**< Client Active Texture */
1633 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1634 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1635
1636 /**
1637 * \name Primitive restart controls
1638 *
1639 * Primitive restart is enabled if either \c PrimitiveRestart or
1640 * \c PrimitiveRestartFixedIndex is set.
1641 */
1642 /*@{*/
1643 GLboolean PrimitiveRestart;
1644 GLboolean PrimitiveRestartFixedIndex;
1645 GLboolean _PrimitiveRestart;
1646 GLuint RestartIndex;
1647 /*@}*/
1648
1649 /* GL_ARB_vertex_buffer_object */
1650 struct gl_buffer_object *ArrayBufferObj;
1651
1652 /**
1653 * Vertex arrays as consumed by a driver.
1654 * The array pointer is set up only by the VBO module.
1655 */
1656 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1657 };
1658
1659
1660 /**
1661 * Feedback buffer state
1662 */
1663 struct gl_feedback
1664 {
1665 GLenum Type;
1666 GLbitfield _Mask; /**< FB_* bits */
1667 GLfloat *Buffer;
1668 GLuint BufferSize;
1669 GLuint Count;
1670 };
1671
1672
1673 /**
1674 * Selection buffer state
1675 */
1676 struct gl_selection
1677 {
1678 GLuint *Buffer; /**< selection buffer */
1679 GLuint BufferSize; /**< size of the selection buffer */
1680 GLuint BufferCount; /**< number of values in the selection buffer */
1681 GLuint Hits; /**< number of records in the selection buffer */
1682 GLuint NameStackDepth; /**< name stack depth */
1683 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1684 GLboolean HitFlag; /**< hit flag */
1685 GLfloat HitMinZ; /**< minimum hit depth */
1686 GLfloat HitMaxZ; /**< maximum hit depth */
1687 };
1688
1689
1690 /**
1691 * 1-D Evaluator control points
1692 */
1693 struct gl_1d_map
1694 {
1695 GLuint Order; /**< Number of control points */
1696 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1697 GLfloat *Points; /**< Points to contiguous control points */
1698 };
1699
1700
1701 /**
1702 * 2-D Evaluator control points
1703 */
1704 struct gl_2d_map
1705 {
1706 GLuint Uorder; /**< Number of control points in U dimension */
1707 GLuint Vorder; /**< Number of control points in V dimension */
1708 GLfloat u1, u2, du;
1709 GLfloat v1, v2, dv;
1710 GLfloat *Points; /**< Points to contiguous control points */
1711 };
1712
1713
1714 /**
1715 * All evaluator control point state
1716 */
1717 struct gl_evaluators
1718 {
1719 /**
1720 * \name 1-D maps
1721 */
1722 /*@{*/
1723 struct gl_1d_map Map1Vertex3;
1724 struct gl_1d_map Map1Vertex4;
1725 struct gl_1d_map Map1Index;
1726 struct gl_1d_map Map1Color4;
1727 struct gl_1d_map Map1Normal;
1728 struct gl_1d_map Map1Texture1;
1729 struct gl_1d_map Map1Texture2;
1730 struct gl_1d_map Map1Texture3;
1731 struct gl_1d_map Map1Texture4;
1732 /*@}*/
1733
1734 /**
1735 * \name 2-D maps
1736 */
1737 /*@{*/
1738 struct gl_2d_map Map2Vertex3;
1739 struct gl_2d_map Map2Vertex4;
1740 struct gl_2d_map Map2Index;
1741 struct gl_2d_map Map2Color4;
1742 struct gl_2d_map Map2Normal;
1743 struct gl_2d_map Map2Texture1;
1744 struct gl_2d_map Map2Texture2;
1745 struct gl_2d_map Map2Texture3;
1746 struct gl_2d_map Map2Texture4;
1747 /*@}*/
1748 };
1749
1750
1751 struct gl_transform_feedback_varying_info
1752 {
1753 char *Name;
1754 GLenum Type;
1755 GLint Size;
1756 };
1757
1758
1759 /**
1760 * Per-output info vertex shaders for transform feedback.
1761 */
1762 struct gl_transform_feedback_output
1763 {
1764 unsigned OutputRegister;
1765 unsigned OutputBuffer;
1766 unsigned NumComponents;
1767
1768 /** offset (in DWORDs) of this output within the interleaved structure */
1769 unsigned DstOffset;
1770
1771 /**
1772 * Offset into the output register of the data to output. For example,
1773 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1774 * offset is in the y and z components of the output register.
1775 */
1776 unsigned ComponentOffset;
1777 };
1778
1779
1780 /** Post-link transform feedback info. */
1781 struct gl_transform_feedback_info
1782 {
1783 unsigned NumOutputs;
1784
1785 /**
1786 * Number of transform feedback buffers in use by this program.
1787 */
1788 unsigned NumBuffers;
1789
1790 struct gl_transform_feedback_output *Outputs;
1791
1792 /** Transform feedback varyings used for the linking of this shader program.
1793 *
1794 * Use for glGetTransformFeedbackVarying().
1795 */
1796 struct gl_transform_feedback_varying_info *Varyings;
1797 GLint NumVarying;
1798
1799 /**
1800 * Total number of components stored in each buffer. This may be used by
1801 * hardware back-ends to determine the correct stride when interleaving
1802 * multiple transform feedback outputs in the same buffer.
1803 */
1804 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1805 };
1806
1807
1808 /**
1809 * Transform feedback object state
1810 */
1811 struct gl_transform_feedback_object
1812 {
1813 GLuint Name; /**< AKA the object ID */
1814 GLchar *Label; /**< GL_KHR_debug */
1815 GLint RefCount;
1816 GLboolean Active; /**< Is transform feedback enabled? */
1817 GLboolean Paused; /**< Is transform feedback paused? */
1818 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1819 at least once? */
1820 GLboolean EverBound; /**< Has this object been bound? */
1821
1822 /**
1823 * The shader program active when BeginTransformFeedback() was called.
1824 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1825 * where stage is the pipeline stage that is the source of data for
1826 * transform feedback.
1827 */
1828 struct gl_shader_program *shader_program;
1829
1830 /**
1831 * GLES: if Active is true, remaining number of primitives which can be
1832 * rendered without overflow. This is necessary to track because GLES
1833 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1834 * glDrawArraysInstanced would overflow transform feedback buffers.
1835 * Undefined if Active is false.
1836 *
1837 * Not tracked for desktop GL since it's unnecessary.
1838 */
1839 unsigned GlesRemainingPrims;
1840
1841 /** The feedback buffers */
1842 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1843 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1844
1845 /** Start of feedback data in dest buffer */
1846 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1847
1848 /**
1849 * Max data to put into dest buffer (in bytes). Computed based on
1850 * RequestedSize and the actual size of the buffer.
1851 */
1852 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1853
1854 /**
1855 * Size that was specified when the buffer was bound. If the buffer was
1856 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1857 * zero.
1858 */
1859 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1860 };
1861
1862
1863 /**
1864 * Context state for transform feedback.
1865 */
1866 struct gl_transform_feedback_state
1867 {
1868 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1869
1870 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1871 struct gl_buffer_object *CurrentBuffer;
1872
1873 /** The table of all transform feedback objects */
1874 struct _mesa_HashTable *Objects;
1875
1876 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1877 struct gl_transform_feedback_object *CurrentObject;
1878
1879 /** The default xform-fb object (Name==0) */
1880 struct gl_transform_feedback_object *DefaultObject;
1881 };
1882
1883
1884 /**
1885 * A "performance monitor" as described in AMD_performance_monitor.
1886 */
1887 struct gl_perf_monitor_object
1888 {
1889 GLuint Name;
1890
1891 /** True if the monitor is currently active (Begin called but not End). */
1892 GLboolean Active;
1893
1894 /**
1895 * True if the monitor has ended.
1896 *
1897 * This is distinct from !Active because it may never have began.
1898 */
1899 GLboolean Ended;
1900
1901 /**
1902 * A list of groups with currently active counters.
1903 *
1904 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1905 */
1906 unsigned *ActiveGroups;
1907
1908 /**
1909 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1910 *
1911 * Checking whether counter 'c' in group 'g' is active can be done via:
1912 *
1913 * BITSET_TEST(ActiveCounters[g], c)
1914 */
1915 GLuint **ActiveCounters;
1916 };
1917
1918
1919 union gl_perf_monitor_counter_value
1920 {
1921 float f;
1922 uint64_t u64;
1923 uint32_t u32;
1924 };
1925
1926
1927 struct gl_perf_monitor_counter
1928 {
1929 /** Human readable name for the counter. */
1930 const char *Name;
1931
1932 /**
1933 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1934 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1935 */
1936 GLenum Type;
1937
1938 /** Minimum counter value. */
1939 union gl_perf_monitor_counter_value Minimum;
1940
1941 /** Maximum counter value. */
1942 union gl_perf_monitor_counter_value Maximum;
1943 };
1944
1945
1946 struct gl_perf_monitor_group
1947 {
1948 /** Human readable name for the group. */
1949 const char *Name;
1950
1951 /**
1952 * Maximum number of counters in this group which can be active at the
1953 * same time.
1954 */
1955 GLuint MaxActiveCounters;
1956
1957 /** Array of counters within this group. */
1958 const struct gl_perf_monitor_counter *Counters;
1959 GLuint NumCounters;
1960 };
1961
1962
1963 /**
1964 * Context state for AMD_performance_monitor.
1965 */
1966 struct gl_perf_monitor_state
1967 {
1968 /** Array of performance monitor groups (indexed by group ID) */
1969 const struct gl_perf_monitor_group *Groups;
1970 GLuint NumGroups;
1971
1972 /** The table of all performance monitors. */
1973 struct _mesa_HashTable *Monitors;
1974 };
1975
1976
1977 /**
1978 * Names of the various vertex/fragment program register files, etc.
1979 *
1980 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1981 * All values should fit in a 4-bit field.
1982 *
1983 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1984 * considered to be "uniform" variables since they can only be set outside
1985 * glBegin/End. They're also all stored in the same Parameters array.
1986 */
1987 typedef enum
1988 {
1989 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1990 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1991 PROGRAM_INPUT, /**< machine->Inputs[] */
1992 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1993 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1994 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1995 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1996 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1997 PROGRAM_ADDRESS, /**< machine->AddressReg */
1998 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1999 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2000 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2001 PROGRAM_FILE_MAX
2002 } gl_register_file;
2003
2004
2005 /**
2006 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2007 * one of these values.
2008 */
2009 typedef enum
2010 {
2011 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2012 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2013 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2014 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2015 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2016 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2017 SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
2018 SYSTEM_VALUE_MAX /**< Number of values */
2019 } gl_system_value;
2020
2021
2022 /**
2023 * The possible interpolation qualifiers that can be applied to a fragment
2024 * shader input in GLSL.
2025 *
2026 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2027 * gl_fragment_program data structure to 0 causes the default behavior.
2028 */
2029 enum glsl_interp_qualifier
2030 {
2031 INTERP_QUALIFIER_NONE = 0,
2032 INTERP_QUALIFIER_SMOOTH,
2033 INTERP_QUALIFIER_FLAT,
2034 INTERP_QUALIFIER_NOPERSPECTIVE,
2035 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2036 };
2037
2038
2039 /**
2040 * \brief Layout qualifiers for gl_FragDepth.
2041 *
2042 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2043 * a layout qualifier.
2044 *
2045 * \see enum ir_depth_layout
2046 */
2047 enum gl_frag_depth_layout
2048 {
2049 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2050 FRAG_DEPTH_LAYOUT_ANY,
2051 FRAG_DEPTH_LAYOUT_GREATER,
2052 FRAG_DEPTH_LAYOUT_LESS,
2053 FRAG_DEPTH_LAYOUT_UNCHANGED
2054 };
2055
2056
2057 /**
2058 * Base class for any kind of program object
2059 */
2060 struct gl_program
2061 {
2062 GLuint Id;
2063 GLubyte *String; /**< Null-terminated program text */
2064 GLint RefCount;
2065 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2066 GLenum Format; /**< String encoding format */
2067
2068 struct prog_instruction *Instructions;
2069
2070 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2071 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2072 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2073 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2074 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2075 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2076 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2077 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2078
2079 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2080
2081 /**
2082 * For vertex and geometry shaders, true if the program uses the
2083 * gl_ClipDistance output. Ignored for fragment shaders.
2084 */
2085 GLboolean UsesClipDistanceOut;
2086
2087
2088 /** Named parameters, constants, etc. from program text */
2089 struct gl_program_parameter_list *Parameters;
2090
2091 /**
2092 * Local parameters used by the program.
2093 *
2094 * It's dynamically allocated because it is rarely used (just
2095 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2096 * allocated.
2097 */
2098 GLfloat (*LocalParams)[4];
2099
2100 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2101 GLubyte SamplerUnits[MAX_SAMPLERS];
2102
2103 /** Bitmask of which register files are read/written with indirect
2104 * addressing. Mask of (1 << PROGRAM_x) bits.
2105 */
2106 GLbitfield IndirectRegisterFiles;
2107
2108 /** Logical counts */
2109 /*@{*/
2110 GLuint NumInstructions;
2111 GLuint NumTemporaries;
2112 GLuint NumParameters;
2113 GLuint NumAttributes;
2114 GLuint NumAddressRegs;
2115 GLuint NumAluInstructions;
2116 GLuint NumTexInstructions;
2117 GLuint NumTexIndirections;
2118 /*@}*/
2119 /** Native, actual h/w counts */
2120 /*@{*/
2121 GLuint NumNativeInstructions;
2122 GLuint NumNativeTemporaries;
2123 GLuint NumNativeParameters;
2124 GLuint NumNativeAttributes;
2125 GLuint NumNativeAddressRegs;
2126 GLuint NumNativeAluInstructions;
2127 GLuint NumNativeTexInstructions;
2128 GLuint NumNativeTexIndirections;
2129 /*@}*/
2130 };
2131
2132
2133 /** Vertex program object */
2134 struct gl_vertex_program
2135 {
2136 struct gl_program Base; /**< base class */
2137 GLboolean IsPositionInvariant;
2138 };
2139
2140
2141 /** Geometry program object */
2142 struct gl_geometry_program
2143 {
2144 struct gl_program Base; /**< base class */
2145
2146 GLint VerticesIn;
2147 GLint VerticesOut;
2148 GLint Invocations;
2149 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2150 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2151 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2152 GLboolean UsesEndPrimitive;
2153 };
2154
2155
2156 /** Fragment program object */
2157 struct gl_fragment_program
2158 {
2159 struct gl_program Base; /**< base class */
2160 GLboolean UsesKill; /**< shader uses KIL instruction */
2161 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2162 GLboolean OriginUpperLeft;
2163 GLboolean PixelCenterInteger;
2164 enum gl_frag_depth_layout FragDepthLayout;
2165
2166 /**
2167 * GLSL interpolation qualifier associated with each fragment shader input.
2168 * For inputs that do not have an interpolation qualifier specified in
2169 * GLSL, the value is INTERP_QUALIFIER_NONE.
2170 */
2171 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2172
2173 /**
2174 * Bitfield indicating, for each fragment shader input, 1 if that input
2175 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2176 */
2177 GLbitfield64 IsCentroid;
2178
2179 /**
2180 * Bitfield indicating, for each fragment shader input, 1 if that input
2181 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2182 */
2183 GLbitfield64 IsSample;
2184 };
2185
2186
2187 /** Compute program object */
2188 struct gl_compute_program
2189 {
2190 struct gl_program Base; /**< base class */
2191
2192 /**
2193 * Size specified using local_size_{x,y,z}.
2194 */
2195 unsigned LocalSize[3];
2196 };
2197
2198
2199 /**
2200 * State common to vertex and fragment programs.
2201 */
2202 struct gl_program_state
2203 {
2204 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2205 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2206 };
2207
2208
2209 /**
2210 * Context state for vertex programs.
2211 */
2212 struct gl_vertex_program_state
2213 {
2214 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2215 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2216 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2217 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2218 /** Computed two sided lighting for fixed function/programs. */
2219 GLboolean _TwoSideEnabled;
2220 struct gl_vertex_program *Current; /**< User-bound vertex program */
2221
2222 /** Currently enabled and valid vertex program (including internal
2223 * programs, user-defined vertex programs and GLSL vertex shaders).
2224 * This is the program we must use when rendering.
2225 */
2226 struct gl_vertex_program *_Current;
2227
2228 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2229
2230 /** Should fixed-function T&L be implemented with a vertex prog? */
2231 GLboolean _MaintainTnlProgram;
2232
2233 /** Program to emulate fixed-function T&L (see above) */
2234 struct gl_vertex_program *_TnlProgram;
2235
2236 /** Cache of fixed-function programs */
2237 struct gl_program_cache *Cache;
2238
2239 GLboolean _Overriden;
2240 };
2241
2242
2243 /**
2244 * Context state for geometry programs.
2245 */
2246 struct gl_geometry_program_state
2247 {
2248 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2249 GLboolean _Enabled; /**< Enabled and valid program? */
2250 struct gl_geometry_program *Current; /**< user-bound geometry program */
2251
2252 /** Currently enabled and valid program (including internal programs
2253 * and compiled shader programs).
2254 */
2255 struct gl_geometry_program *_Current;
2256
2257 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2258
2259 /** Cache of fixed-function programs */
2260 struct gl_program_cache *Cache;
2261 };
2262
2263 /**
2264 * Context state for fragment programs.
2265 */
2266 struct gl_fragment_program_state
2267 {
2268 GLboolean Enabled; /**< User-set fragment program enable flag */
2269 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2270 struct gl_fragment_program *Current; /**< User-bound fragment program */
2271
2272 /** Currently enabled and valid fragment program (including internal
2273 * programs, user-defined fragment programs and GLSL fragment shaders).
2274 * This is the program we must use when rendering.
2275 */
2276 struct gl_fragment_program *_Current;
2277
2278 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2279
2280 /** Should fixed-function texturing be implemented with a fragment prog? */
2281 GLboolean _MaintainTexEnvProgram;
2282
2283 /** Program to emulate fixed-function texture env/combine (see above) */
2284 struct gl_fragment_program *_TexEnvProgram;
2285
2286 /** Cache of fixed-function programs */
2287 struct gl_program_cache *Cache;
2288 };
2289
2290
2291 /**
2292 * ATI_fragment_shader runtime state
2293 */
2294 #define ATI_FS_INPUT_PRIMARY 0
2295 #define ATI_FS_INPUT_SECONDARY 1
2296
2297 struct atifs_instruction;
2298 struct atifs_setupinst;
2299
2300 /**
2301 * ATI fragment shader
2302 */
2303 struct ati_fragment_shader
2304 {
2305 GLuint Id;
2306 GLint RefCount;
2307 struct atifs_instruction *Instructions[2];
2308 struct atifs_setupinst *SetupInst[2];
2309 GLfloat Constants[8][4];
2310 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2311 GLubyte numArithInstr[2];
2312 GLubyte regsAssigned[2];
2313 GLubyte NumPasses; /**< 1 or 2 */
2314 GLubyte cur_pass;
2315 GLubyte last_optype;
2316 GLboolean interpinp1;
2317 GLboolean isValid;
2318 GLuint swizzlerq;
2319 };
2320
2321 /**
2322 * Context state for GL_ATI_fragment_shader
2323 */
2324 struct gl_ati_fragment_shader_state
2325 {
2326 GLboolean Enabled;
2327 GLboolean _Enabled; /**< enabled and valid shader? */
2328 GLboolean Compiling;
2329 GLfloat GlobalConstants[8][4];
2330 struct ati_fragment_shader *Current;
2331 };
2332
2333
2334 /** Set by #pragma directives */
2335 struct gl_sl_pragmas
2336 {
2337 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2338 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2339 GLboolean Optimize; /**< defaults on */
2340 GLboolean Debug; /**< defaults off */
2341 };
2342
2343
2344 /**
2345 * A GLSL vertex or fragment shader object.
2346 */
2347 struct gl_shader
2348 {
2349 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2350 * Must be the first field.
2351 */
2352 GLenum Type;
2353 gl_shader_stage Stage;
2354 GLuint Name; /**< AKA the handle */
2355 GLchar *Label; /**< GL_KHR_debug */
2356 GLint RefCount; /**< Reference count */
2357 GLboolean DeletePending;
2358 GLboolean CompileStatus;
2359 const GLchar *Source; /**< Source code string */
2360 GLuint SourceChecksum; /**< for debug/logging purposes */
2361 struct gl_program *Program; /**< Post-compile assembly code */
2362 GLchar *InfoLog;
2363 struct gl_sl_pragmas Pragmas;
2364
2365 unsigned Version; /**< GLSL version used for linking */
2366 GLboolean IsES; /**< True if this shader uses GLSL ES */
2367
2368 /**
2369 * \name Sampler tracking
2370 *
2371 * \note Each of these fields is only set post-linking.
2372 */
2373 /*@{*/
2374 unsigned num_samplers; /**< Number of samplers used by this shader. */
2375 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2376 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2377 /*@}*/
2378
2379 /**
2380 * Map from sampler unit to texture unit (set by glUniform1i())
2381 *
2382 * A sampler unit is associated with each sampler uniform by the linker.
2383 * The sampler unit associated with each uniform is stored in the
2384 * \c gl_uniform_storage::sampler field.
2385 */
2386 GLubyte SamplerUnits[MAX_SAMPLERS];
2387 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2388 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2389
2390 /**
2391 * Number of default uniform block components used by this shader.
2392 *
2393 * This field is only set post-linking.
2394 */
2395 unsigned num_uniform_components;
2396
2397 /**
2398 * Number of combined uniform components used by this shader.
2399 *
2400 * This field is only set post-linking. It is the sum of the uniform block
2401 * sizes divided by sizeof(float), and num_uniform_compoennts.
2402 */
2403 unsigned num_combined_uniform_components;
2404
2405 /**
2406 * This shader's uniform block information.
2407 *
2408 * The offsets of the variables are assigned only for shaders in a program's
2409 * _LinkedShaders[].
2410 */
2411 struct gl_uniform_block *UniformBlocks;
2412 unsigned NumUniformBlocks;
2413
2414 struct exec_list *ir;
2415 struct glsl_symbol_table *symbols;
2416
2417 bool uses_builtin_functions;
2418
2419 /**
2420 * Geometry shader state from GLSL 1.50 layout qualifiers.
2421 */
2422 struct {
2423 GLint VerticesOut;
2424 /**
2425 * 0 - Invocations count not declared in shader, or
2426 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2427 */
2428 GLint Invocations;
2429 /**
2430 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2431 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2432 * shader.
2433 */
2434 GLenum InputType;
2435 /**
2436 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2437 * it's not set in this shader.
2438 */
2439 GLenum OutputType;
2440 } Geom;
2441
2442 /**
2443 * Map from image uniform index to image unit (set by glUniform1i())
2444 *
2445 * An image uniform index is associated with each image uniform by
2446 * the linker. The image index associated with each uniform is
2447 * stored in the \c gl_uniform_storage::image field.
2448 */
2449 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2450
2451 /**
2452 * Access qualifier specified in the shader for each image uniform
2453 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2454 * GL_READ_WRITE.
2455 *
2456 * It may be different, though only more strict than the value of
2457 * \c gl_image_unit::Access for the corresponding image unit.
2458 */
2459 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2460
2461 /**
2462 * Number of image uniforms defined in the shader. It specifies
2463 * the number of valid elements in the \c ImageUnits and \c
2464 * ImageAccess arrays above.
2465 */
2466 GLuint NumImages;
2467
2468 /**
2469 * Compute shader state from ARB_compute_shader layout qualifiers.
2470 */
2471 struct {
2472 /**
2473 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2474 * it's not set in this shader.
2475 */
2476 unsigned LocalSize[3];
2477 } Comp;
2478 };
2479
2480
2481 struct gl_uniform_buffer_variable
2482 {
2483 char *Name;
2484
2485 /**
2486 * Name of the uniform as seen by glGetUniformIndices.
2487 *
2488 * glGetUniformIndices requires that the block instance index \b not be
2489 * present in the name of queried uniforms.
2490 *
2491 * \note
2492 * \c gl_uniform_buffer_variable::IndexName and
2493 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2494 */
2495 char *IndexName;
2496
2497 const struct glsl_type *Type;
2498 unsigned int Offset;
2499 GLboolean RowMajor;
2500 };
2501
2502
2503 enum gl_uniform_block_packing
2504 {
2505 ubo_packing_std140,
2506 ubo_packing_shared,
2507 ubo_packing_packed
2508 };
2509
2510
2511 struct gl_uniform_block
2512 {
2513 /** Declared name of the uniform block */
2514 char *Name;
2515
2516 /** Array of supplemental information about UBO ir_variables. */
2517 struct gl_uniform_buffer_variable *Uniforms;
2518 GLuint NumUniforms;
2519
2520 /**
2521 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2522 * with glBindBufferBase to bind a buffer object to this uniform block. When
2523 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2524 */
2525 GLuint Binding;
2526
2527 /**
2528 * Minimum size of a buffer object to back this uniform buffer
2529 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2530 */
2531 GLuint UniformBufferSize;
2532
2533 /**
2534 * Layout specified in the shader
2535 *
2536 * This isn't accessible through the API, but it is used while
2537 * cross-validating uniform blocks.
2538 */
2539 enum gl_uniform_block_packing _Packing;
2540 };
2541
2542 /**
2543 * Structure that represents a reference to an atomic buffer from some
2544 * shader program.
2545 */
2546 struct gl_active_atomic_buffer
2547 {
2548 /** Uniform indices of the atomic counters declared within it. */
2549 GLuint *Uniforms;
2550 GLuint NumUniforms;
2551
2552 /** Binding point index associated with it. */
2553 GLuint Binding;
2554
2555 /** Minimum reasonable size it is expected to have. */
2556 GLuint MinimumSize;
2557
2558 /** Shader stages making use of it. */
2559 GLboolean StageReferences[MESA_SHADER_STAGES];
2560 };
2561
2562 /**
2563 * A GLSL program object.
2564 * Basically a linked collection of vertex and fragment shaders.
2565 */
2566 struct gl_shader_program
2567 {
2568 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2569 GLuint Name; /**< aka handle or ID */
2570 GLchar *Label; /**< GL_KHR_debug */
2571 GLint RefCount; /**< Reference count */
2572 GLboolean DeletePending;
2573
2574 /**
2575 * Is the application intending to glGetProgramBinary this program?
2576 */
2577 GLboolean BinaryRetreivableHint;
2578
2579 /**
2580 * Flags that the linker should not reject the program if it lacks
2581 * a vertex or fragment shader. GLES2 doesn't allow separate
2582 * shader objects, and would reject them. However, we internally
2583 * build separate shader objects for fixed function programs, which
2584 * we use for drivers/common/meta.c and for handling
2585 * _mesa_update_state with no program bound (for example in
2586 * glClear()).
2587 */
2588 GLboolean InternalSeparateShader;
2589
2590 /**
2591 * Indicates whether program can be bound for individual pipeline stages
2592 * using UseProgramStages after it is next linked.
2593 */
2594 GLboolean SeparateShader;
2595
2596 GLuint NumShaders; /**< number of attached shaders */
2597 struct gl_shader **Shaders; /**< List of attached the shaders */
2598
2599 /**
2600 * User-defined attribute bindings
2601 *
2602 * These are set via \c glBindAttribLocation and are used to direct the
2603 * GLSL linker. These are \b not the values used in the compiled shader,
2604 * and they are \b not the values returned by \c glGetAttribLocation.
2605 */
2606 struct string_to_uint_map *AttributeBindings;
2607
2608 /**
2609 * User-defined fragment data bindings
2610 *
2611 * These are set via \c glBindFragDataLocation and are used to direct the
2612 * GLSL linker. These are \b not the values used in the compiled shader,
2613 * and they are \b not the values returned by \c glGetFragDataLocation.
2614 */
2615 struct string_to_uint_map *FragDataBindings;
2616 struct string_to_uint_map *FragDataIndexBindings;
2617
2618 /**
2619 * Transform feedback varyings last specified by
2620 * glTransformFeedbackVaryings().
2621 *
2622 * For the current set of transform feeedback varyings used for transform
2623 * feedback output, see LinkedTransformFeedback.
2624 */
2625 struct {
2626 GLenum BufferMode;
2627 GLuint NumVarying;
2628 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2629 } TransformFeedback;
2630
2631 /** Post-link transform feedback info. */
2632 struct gl_transform_feedback_info LinkedTransformFeedback;
2633
2634 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2635 enum gl_frag_depth_layout FragDepthLayout;
2636
2637 /**
2638 * Geometry shader state - copied into gl_geometry_program by
2639 * _mesa_copy_linked_program_data().
2640 */
2641 struct {
2642 GLint VerticesIn;
2643 GLint VerticesOut;
2644 /**
2645 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2646 */
2647 GLint Invocations;
2648 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2649 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2650 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2651 /**
2652 * True if gl_ClipDistance is written to. Copied into
2653 * gl_geometry_program by _mesa_copy_linked_program_data().
2654 */
2655 GLboolean UsesClipDistance;
2656 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2657 0 if not present. */
2658 GLboolean UsesEndPrimitive;
2659 } Geom;
2660
2661 /** Vertex shader state */
2662 struct {
2663 /**
2664 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2665 * by _mesa_copy_linked_program_data().
2666 */
2667 GLboolean UsesClipDistance;
2668 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2669 0 if not present. */
2670 } Vert;
2671
2672 /**
2673 * Compute shader state - copied into gl_compute_program by
2674 * _mesa_copy_linked_program_data().
2675 */
2676 struct {
2677 /**
2678 * If this shader contains a compute stage, size specified using
2679 * local_size_{x,y,z}. Otherwise undefined.
2680 */
2681 unsigned LocalSize[3];
2682 } Comp;
2683
2684 /* post-link info: */
2685 unsigned NumUserUniformStorage;
2686 struct gl_uniform_storage *UniformStorage;
2687
2688 /**
2689 * Size of the gl_ClipDistance array that is output from the last pipeline
2690 * stage before the fragment shader.
2691 */
2692 unsigned LastClipDistanceArraySize;
2693
2694 struct gl_uniform_block *UniformBlocks;
2695 unsigned NumUniformBlocks;
2696
2697 /**
2698 * Scale factor for the uniform base location
2699 *
2700 * This is used to generate locations (returned by \c glGetUniformLocation)
2701 * of uniforms. The base location of the uniform is multiplied by this
2702 * value, and the array index is added.
2703 *
2704 * \note
2705 * Must be >= 1.
2706 *
2707 * \sa
2708 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2709 */
2710 unsigned UniformLocationBaseScale;
2711
2712 /**
2713 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2714 * they're used in, or -1.
2715 *
2716 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2717 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2718 */
2719 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2720
2721 /**
2722 * Map of active uniform names to locations
2723 *
2724 * Maps any active uniform that is not an array element to a location.
2725 * Each active uniform, including individual structure members will appear
2726 * in this map. This roughly corresponds to the set of names that would be
2727 * enumerated by \c glGetActiveUniform.
2728 */
2729 struct string_to_uint_map *UniformHash;
2730
2731 struct gl_active_atomic_buffer *AtomicBuffers;
2732 unsigned NumAtomicBuffers;
2733
2734 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2735 GLboolean Validated;
2736 GLboolean _Used; /**< Ever used for drawing? */
2737 GLchar *InfoLog;
2738
2739 unsigned Version; /**< GLSL version used for linking */
2740 GLboolean IsES; /**< True if this program uses GLSL ES */
2741
2742 /**
2743 * Per-stage shaders resulting from the first stage of linking.
2744 *
2745 * Set of linked shaders for this program. The array is accessed using the
2746 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2747 * \c NULL.
2748 */
2749 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2750 };
2751
2752
2753 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2754 #define GLSL_LOG 0x2 /**< Write shaders to files */
2755 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2756 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2757 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2758 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2759 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2760 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2761 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2762 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2763
2764
2765 /**
2766 * Context state for GLSL vertex/fragment shaders.
2767 * Extended to support pipeline object
2768 */
2769 struct gl_pipeline_object
2770 {
2771 /** Name of the pipeline object as received from glGenProgramPipelines.
2772 * It would be 0 for shaders without separate shader objects.
2773 */
2774 GLuint Name;
2775
2776 GLint RefCount;
2777
2778 _glthread_Mutex Mutex;
2779
2780 /**
2781 * Programs used for rendering
2782 *
2783 * There is a separate program set for each shader stage. If
2784 * GL_EXT_separate_shader_objects is not supported, each of these must point
2785 * to \c NULL or to the same program.
2786 */
2787 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2788
2789 struct gl_shader_program *_CurrentFragmentProgram;
2790
2791 /**
2792 * Program used by glUniform calls.
2793 *
2794 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2795 */
2796 struct gl_shader_program *ActiveProgram;
2797
2798 GLbitfield Flags; /**< Mask of GLSL_x flags */
2799
2800 GLboolean EverBound; /**< Has the pipeline object been created */
2801 };
2802
2803 /**
2804 * Context state for GLSL pipeline shaders.
2805 */
2806 struct gl_pipeline_shader_state
2807 {
2808 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2809 struct gl_pipeline_object *Current;
2810
2811 /** Pipeline objects */
2812 struct _mesa_HashTable *Objects;
2813 };
2814
2815 /**
2816 * Compiler options for a single GLSL shaders type
2817 */
2818 struct gl_shader_compiler_options
2819 {
2820 /** Driver-selectable options: */
2821 GLboolean EmitCondCodes; /**< Use condition codes? */
2822 GLboolean EmitNoLoops;
2823 GLboolean EmitNoFunctions;
2824 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2825 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2826 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2827 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2828 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2829
2830 /**
2831 * \name Forms of indirect addressing the driver cannot do.
2832 */
2833 /*@{*/
2834 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2835 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2836 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2837 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2838 /*@}*/
2839
2840 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2841 GLuint MaxUnrollIterations;
2842
2843 /**
2844 * Optimize code for array of structures backends.
2845 *
2846 * This is a proxy for:
2847 * - preferring DP4 instructions (rather than MUL/MAD) for
2848 * matrix * vector operations, such as position transformation.
2849 */
2850 GLboolean OptimizeForAOS;
2851
2852 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2853 };
2854
2855
2856 /**
2857 * Occlusion/timer query object.
2858 */
2859 struct gl_query_object
2860 {
2861 GLenum Target; /**< The query target, when active */
2862 GLuint Id; /**< hash table ID/name */
2863 GLchar *Label; /**< GL_KHR_debug */
2864 GLuint64EXT Result; /**< the counter */
2865 GLboolean Active; /**< inside Begin/EndQuery */
2866 GLboolean Ready; /**< result is ready? */
2867 GLboolean EverBound;/**< has query object ever been bound */
2868 };
2869
2870
2871 /**
2872 * Context state for query objects.
2873 */
2874 struct gl_query_state
2875 {
2876 struct _mesa_HashTable *QueryObjects;
2877 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2878 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2879
2880 /** GL_NV_conditional_render */
2881 struct gl_query_object *CondRenderQuery;
2882
2883 /** GL_EXT_transform_feedback */
2884 struct gl_query_object *PrimitivesGenerated;
2885 struct gl_query_object *PrimitivesWritten;
2886
2887 /** GL_ARB_timer_query */
2888 struct gl_query_object *TimeElapsed;
2889
2890 GLenum CondRenderMode;
2891 };
2892
2893
2894 /** Sync object state */
2895 struct gl_sync_object
2896 {
2897 GLenum Type; /**< GL_SYNC_FENCE */
2898 GLuint Name; /**< Fence name */
2899 GLchar *Label; /**< GL_KHR_debug */
2900 GLint RefCount; /**< Reference count */
2901 GLboolean DeletePending; /**< Object was deleted while there were still
2902 * live references (e.g., sync not yet finished)
2903 */
2904 GLenum SyncCondition;
2905 GLbitfield Flags; /**< Flags passed to glFenceSync */
2906 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2907 };
2908
2909
2910 /**
2911 * State which can be shared by multiple contexts:
2912 */
2913 struct gl_shared_state
2914 {
2915 _glthread_Mutex Mutex; /**< for thread safety */
2916 GLint RefCount; /**< Reference count */
2917 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2918 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2919
2920 /** Default texture objects (shared by all texture units) */
2921 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2922
2923 /** Fallback texture used when a bound texture is incomplete */
2924 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2925
2926 /**
2927 * \name Thread safety and statechange notification for texture
2928 * objects.
2929 *
2930 * \todo Improve the granularity of locking.
2931 */
2932 /*@{*/
2933 _glthread_Mutex TexMutex; /**< texobj thread safety */
2934 GLuint TextureStateStamp; /**< state notification for shared tex */
2935 /*@}*/
2936
2937 /** Default buffer object for vertex arrays that aren't in VBOs */
2938 struct gl_buffer_object *NullBufferObj;
2939
2940 /**
2941 * \name Vertex/geometry/fragment programs
2942 */
2943 /*@{*/
2944 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2945 struct gl_vertex_program *DefaultVertexProgram;
2946 struct gl_fragment_program *DefaultFragmentProgram;
2947 struct gl_geometry_program *DefaultGeometryProgram;
2948 /*@}*/
2949
2950 /* GL_ATI_fragment_shader */
2951 struct _mesa_HashTable *ATIShaders;
2952 struct ati_fragment_shader *DefaultFragmentShader;
2953
2954 struct _mesa_HashTable *BufferObjects;
2955
2956 /** Table of both gl_shader and gl_shader_program objects */
2957 struct _mesa_HashTable *ShaderObjects;
2958
2959 /* GL_EXT_framebuffer_object */
2960 struct _mesa_HashTable *RenderBuffers;
2961 struct _mesa_HashTable *FrameBuffers;
2962
2963 /* GL_ARB_sync */
2964 struct set *SyncObjects;
2965
2966 /** GL_ARB_sampler_objects */
2967 struct _mesa_HashTable *SamplerObjects;
2968
2969 /**
2970 * Some context in this share group was affected by a GPU reset
2971 *
2972 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2973 * been affected by a GPU reset must also return
2974 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2975 *
2976 * Once this field becomes true, it is never reset to false.
2977 */
2978 bool ShareGroupReset;
2979 };
2980
2981
2982
2983 /**
2984 * Renderbuffers represent drawing surfaces such as color, depth and/or
2985 * stencil. A framebuffer object has a set of renderbuffers.
2986 * Drivers will typically derive subclasses of this type.
2987 */
2988 struct gl_renderbuffer
2989 {
2990 _glthread_Mutex Mutex; /**< for thread safety */
2991 GLuint ClassID; /**< Useful for drivers */
2992 GLuint Name;
2993 GLchar *Label; /**< GL_KHR_debug */
2994 GLint RefCount;
2995 GLuint Width, Height;
2996 GLuint Depth;
2997 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2998 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2999 /**
3000 * True for renderbuffers that wrap textures, giving the driver a chance to
3001 * flush render caches through the FinishRenderTexture hook.
3002 *
3003 * Drivers may also set this on renderbuffers other than those generated by
3004 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3005 * called without a rb->TexImage.
3006 */
3007 GLboolean NeedsFinishRenderTexture;
3008 GLubyte NumSamples;
3009 GLenum InternalFormat; /**< The user-specified format */
3010 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3011 GL_STENCIL_INDEX. */
3012 mesa_format Format; /**< The actual renderbuffer memory format */
3013 /**
3014 * Pointer to the texture image if this renderbuffer wraps a texture,
3015 * otherwise NULL.
3016 *
3017 * Note that the reference on the gl_texture_object containing this
3018 * TexImage is held by the gl_renderbuffer_attachment.
3019 */
3020 struct gl_texture_image *TexImage;
3021
3022 /** Delete this renderbuffer */
3023 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3024
3025 /** Allocate new storage for this renderbuffer */
3026 GLboolean (*AllocStorage)(struct gl_context *ctx,
3027 struct gl_renderbuffer *rb,
3028 GLenum internalFormat,
3029 GLuint width, GLuint height);
3030 };
3031
3032
3033 /**
3034 * A renderbuffer attachment points to either a texture object (and specifies
3035 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3036 */
3037 struct gl_renderbuffer_attachment
3038 {
3039 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3040 GLboolean Complete;
3041
3042 /**
3043 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3044 * application supplied renderbuffer object.
3045 */
3046 struct gl_renderbuffer *Renderbuffer;
3047
3048 /**
3049 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3050 * supplied texture object.
3051 */
3052 struct gl_texture_object *Texture;
3053 GLuint TextureLevel; /**< Attached mipmap level. */
3054 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3055 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3056 * and 2D array textures */
3057 GLboolean Layered;
3058 };
3059
3060
3061 /**
3062 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3063 * In C++ terms, think of this as a base class from which device drivers
3064 * will make derived classes.
3065 */
3066 struct gl_framebuffer
3067 {
3068 _glthread_Mutex Mutex; /**< for thread safety */
3069 /**
3070 * If zero, this is a window system framebuffer. If non-zero, this
3071 * is a FBO framebuffer; note that for some devices (i.e. those with
3072 * a natural pixel coordinate system for FBOs that differs from the
3073 * OpenGL/Mesa coordinate system), this means that the viewport,
3074 * polygon face orientation, and polygon stipple will have to be inverted.
3075 */
3076 GLuint Name;
3077 GLchar *Label; /**< GL_KHR_debug */
3078
3079 GLint RefCount;
3080 GLboolean DeletePending;
3081
3082 /**
3083 * The framebuffer's visual. Immutable if this is a window system buffer.
3084 * Computed from attachments if user-made FBO.
3085 */
3086 struct gl_config Visual;
3087
3088 GLuint Width, Height; /**< size of frame buffer in pixels */
3089
3090 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3091 /*@{*/
3092 GLint _Xmin, _Xmax; /**< inclusive */
3093 GLint _Ymin, _Ymax; /**< exclusive */
3094 /*@}*/
3095
3096 /** \name Derived Z buffer stuff */
3097 /*@{*/
3098 GLuint _DepthMax; /**< Max depth buffer value */
3099 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3100 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3101 /*@}*/
3102
3103 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3104 GLenum _Status;
3105
3106 /** Integer color values */
3107 GLboolean _IntegerColor;
3108
3109 /* ARB_color_buffer_float */
3110 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3111 GLboolean _HasSNormOrFloatColorBuffer;
3112
3113 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3114 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3115
3116 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3117 * attribute group and GL_PIXEL attribute group, respectively.
3118 */
3119 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3120 GLenum ColorReadBuffer;
3121
3122 /** Computed from ColorDraw/ReadBuffer above */
3123 GLuint _NumColorDrawBuffers;
3124 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3125 GLint _ColorReadBufferIndex; /* -1 = None */
3126 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3127 struct gl_renderbuffer *_ColorReadBuffer;
3128
3129 /**
3130 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3131 * is not layered. For cube maps and cube map arrays, each cube face
3132 * counts as a layer.
3133 */
3134 GLuint MaxNumLayers;
3135
3136 /** Delete this framebuffer */
3137 void (*Delete)(struct gl_framebuffer *fb);
3138 };
3139
3140
3141 /**
3142 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3143 */
3144 struct gl_precision
3145 {
3146 GLushort RangeMin; /**< min value exponent */
3147 GLushort RangeMax; /**< max value exponent */
3148 GLushort Precision; /**< number of mantissa bits */
3149 };
3150
3151
3152 /**
3153 * Limits for vertex, geometry and fragment programs/shaders.
3154 */
3155 struct gl_program_constants
3156 {
3157 /* logical limits */
3158 GLuint MaxInstructions;
3159 GLuint MaxAluInstructions;
3160 GLuint MaxTexInstructions;
3161 GLuint MaxTexIndirections;
3162 GLuint MaxAttribs;
3163 GLuint MaxTemps;
3164 GLuint MaxAddressRegs;
3165 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3166 GLuint MaxParameters;
3167 GLuint MaxLocalParams;
3168 GLuint MaxEnvParams;
3169 /* native/hardware limits */
3170 GLuint MaxNativeInstructions;
3171 GLuint MaxNativeAluInstructions;
3172 GLuint MaxNativeTexInstructions;
3173 GLuint MaxNativeTexIndirections;
3174 GLuint MaxNativeAttribs;
3175 GLuint MaxNativeTemps;
3176 GLuint MaxNativeAddressRegs;
3177 GLuint MaxNativeParameters;
3178 /* For shaders */
3179 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3180
3181 /**
3182 * \name Per-stage input / output limits
3183 *
3184 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3185 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3186 * ES). This is stored as \c gl_constants::MaxVarying.
3187 *
3188 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3189 * variables. Each stage as a certain number of outputs that it can feed
3190 * to the next stage and a certain number inputs that it can consume from
3191 * the previous stage.
3192 *
3193 * Vertex shader inputs do not participate this in this accounting.
3194 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3195 *
3196 * Fragment shader outputs do not participate this in this accounting.
3197 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3198 */
3199 /*@{*/
3200 GLuint MaxInputComponents;
3201 GLuint MaxOutputComponents;
3202 /*@}*/
3203
3204 /* ES 2.0 and GL_ARB_ES2_compatibility */
3205 struct gl_precision LowFloat, MediumFloat, HighFloat;
3206 struct gl_precision LowInt, MediumInt, HighInt;
3207 /* GL_ARB_uniform_buffer_object */
3208 GLuint MaxUniformBlocks;
3209 GLuint MaxCombinedUniformComponents;
3210 GLuint MaxTextureImageUnits;
3211
3212 /* GL_ARB_shader_atomic_counters */
3213 GLuint MaxAtomicBuffers;
3214 GLuint MaxAtomicCounters;
3215
3216 /* GL_ARB_shader_image_load_store */
3217 GLuint MaxImageUniforms;
3218 };
3219
3220
3221 /**
3222 * Constants which may be overridden by device driver during context creation
3223 * but are never changed after that.
3224 */
3225 struct gl_constants
3226 {
3227 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3228 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3229 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3230 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3231 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3232 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3233 GLuint MaxTextureCoordUnits;
3234 GLuint MaxCombinedTextureImageUnits;
3235 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3236 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3237 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3238 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3239
3240 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3241
3242 GLuint MaxArrayLockSize;
3243
3244 GLint SubPixelBits;
3245
3246 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3247 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3248 GLfloat PointSizeGranularity;
3249 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3250 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3251 GLfloat LineWidthGranularity;
3252
3253 GLuint MaxClipPlanes;
3254 GLuint MaxLights;
3255 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3256 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3257
3258 GLuint MaxViewportWidth, MaxViewportHeight;
3259 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3260 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3261 struct {
3262 GLfloat Min;
3263 GLfloat Max;
3264 } ViewportBounds; /**< GL_ARB_viewport_array */
3265
3266 struct gl_program_constants Program[MESA_SHADER_STAGES];
3267 GLuint MaxProgramMatrices;
3268 GLuint MaxProgramMatrixStackDepth;
3269
3270 struct {
3271 GLuint SamplesPassed;
3272 GLuint TimeElapsed;
3273 GLuint Timestamp;
3274 GLuint PrimitivesGenerated;
3275 GLuint PrimitivesWritten;
3276 } QueryCounterBits;
3277
3278 /** vertex array / buffer object bounds checking */
3279 GLboolean CheckArrayBounds;
3280
3281 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3282
3283 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3284 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3285 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3286
3287 /** Number of varying vectors between any two shader stages. */
3288 GLuint MaxVarying;
3289
3290 /** @{
3291 * GL_ARB_uniform_buffer_object
3292 */
3293 GLuint MaxCombinedUniformBlocks;
3294 GLuint MaxUniformBufferBindings;
3295 GLuint MaxUniformBlockSize;
3296 GLuint UniformBufferOffsetAlignment;
3297 /** @} */
3298
3299 /** GL_ARB_geometry_shader4 */
3300 GLuint MaxGeometryOutputVertices;
3301 GLuint MaxGeometryTotalOutputComponents;
3302
3303 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3304
3305 /**
3306 * Changes default GLSL extension behavior from "error" to "warn". It's out
3307 * of spec, but it can make some apps work that otherwise wouldn't.
3308 */
3309 GLboolean ForceGLSLExtensionsWarn;
3310
3311 /**
3312 * If non-zero, forces GLSL shaders without the #version directive to behave
3313 * as if they began with "#version ForceGLSLVersion".
3314 */
3315 GLuint ForceGLSLVersion;
3316
3317 /**
3318 * Does the driver support real 32-bit integers? (Otherwise, integers are
3319 * simulated via floats.)
3320 */
3321 GLboolean NativeIntegers;
3322
3323 /**
3324 * If the driver supports real 32-bit integers, what integer value should be
3325 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3326 */
3327 GLuint UniformBooleanTrue;
3328
3329 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3330 GLbitfield SupportedBumpUnits;
3331
3332 /**
3333 * Maximum amount of time, measured in nanseconds, that the server can wait.
3334 */
3335 GLuint64 MaxServerWaitTimeout;
3336
3337 /** GL_EXT_provoking_vertex */
3338 GLboolean QuadsFollowProvokingVertexConvention;
3339
3340 /** OpenGL version 3.0 */
3341 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3342
3343 /** OpenGL version 3.2 */
3344 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3345
3346 /** GL_EXT_transform_feedback */
3347 GLuint MaxTransformFeedbackBuffers;
3348 GLuint MaxTransformFeedbackSeparateComponents;
3349 GLuint MaxTransformFeedbackInterleavedComponents;
3350 GLuint MaxVertexStreams;
3351
3352 /** GL_EXT_gpu_shader4 */
3353 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3354
3355 /** GL_ARB_texture_gather */
3356 GLuint MinProgramTextureGatherOffset;
3357 GLuint MaxProgramTextureGatherOffset;
3358 GLuint MaxProgramTextureGatherComponents;
3359
3360 /* GL_ARB_robustness */
3361 GLenum ResetStrategy;
3362
3363 /* GL_ARB_blend_func_extended */
3364 GLuint MaxDualSourceDrawBuffers;
3365
3366 /**
3367 * Whether the implementation strips out and ignores texture borders.
3368 *
3369 * Many GPU hardware implementations don't support rendering with texture
3370 * borders and mipmapped textures. (Note: not static border color, but the
3371 * old 1-pixel border around each edge). Implementations then have to do
3372 * slow fallbacks to be correct, or just ignore the border and be fast but
3373 * wrong. Setting the flag strips the border off of TexImage calls,
3374 * providing "fast but wrong" at significantly reduced driver complexity.
3375 *
3376 * Texture borders are deprecated in GL 3.0.
3377 **/
3378 GLboolean StripTextureBorder;
3379
3380 /**
3381 * For drivers which can do a better job at eliminating unused uniforms
3382 * than the GLSL compiler.
3383 *
3384 * XXX Remove these as soon as a better solution is available.
3385 */
3386 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3387
3388 /**
3389 * Force software support for primitive restart in the VBO module.
3390 */
3391 GLboolean PrimitiveRestartInSoftware;
3392
3393 /**
3394 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3395 * than passing the transform feedback object to the drawing function.
3396 */
3397 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3398
3399 /** GL_ARB_map_buffer_alignment */
3400 GLuint MinMapBufferAlignment;
3401
3402 /**
3403 * Disable varying packing. This is out of spec, but potentially useful
3404 * for older platforms that supports a limited number of texture
3405 * indirections--on these platforms, unpacking the varyings in the fragment
3406 * shader increases the number of texture indirections by 1, which might
3407 * make some shaders not executable at all.
3408 *
3409 * Drivers that support transform feedback must set this value to GL_FALSE.
3410 */
3411 GLboolean DisableVaryingPacking;
3412
3413 /*
3414 * Maximum value supported for an index in DrawElements and friends.
3415 *
3416 * This must be at least (1ull<<24)-1. The default value is
3417 * (1ull<<32)-1.
3418 *
3419 * \since ES 3.0 or GL_ARB_ES3_compatibility
3420 * \sa _mesa_init_constants
3421 */
3422 GLuint64 MaxElementIndex;
3423
3424 /**
3425 * Disable interpretation of line continuations (lines ending with a
3426 * backslash character ('\') in GLSL source.
3427 */
3428 GLboolean DisableGLSLLineContinuations;
3429
3430 /** GL_ARB_texture_multisample */
3431 GLint MaxColorTextureSamples;
3432 GLint MaxDepthTextureSamples;
3433 GLint MaxIntegerSamples;
3434
3435 /** GL_ARB_shader_atomic_counters */
3436 GLuint MaxAtomicBufferBindings;
3437 GLuint MaxAtomicBufferSize;
3438 GLuint MaxCombinedAtomicBuffers;
3439 GLuint MaxCombinedAtomicCounters;
3440
3441 /** GL_ARB_vertex_attrib_binding */
3442 GLint MaxVertexAttribRelativeOffset;
3443 GLint MaxVertexAttribBindings;
3444
3445 /* GL_ARB_shader_image_load_store */
3446 GLuint MaxImageUnits;
3447 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3448 GLuint MaxImageSamples;
3449 GLuint MaxCombinedImageUniforms;
3450
3451 /** GL_ARB_compute_shader */
3452 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3453 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3454 GLuint MaxComputeWorkGroupInvocations;
3455
3456 /** GL_ARB_gpu_shader5 */
3457 GLfloat MinFragmentInterpolationOffset;
3458 GLfloat MaxFragmentInterpolationOffset;
3459 };
3460
3461
3462 /**
3463 * Enable flag for each OpenGL extension. Different device drivers will
3464 * enable different extensions at runtime.
3465 */
3466 struct gl_extensions
3467 {
3468 GLboolean dummy; /* don't remove this! */
3469 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3470 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3471 GLboolean ANGLE_texture_compression_dxt;
3472 GLboolean ARB_ES2_compatibility;
3473 GLboolean ARB_ES3_compatibility;
3474 GLboolean ARB_arrays_of_arrays;
3475 GLboolean ARB_base_instance;
3476 GLboolean ARB_blend_func_extended;
3477 GLboolean ARB_color_buffer_float;
3478 GLboolean ARB_compute_shader;
3479 GLboolean ARB_conservative_depth;
3480 GLboolean ARB_depth_buffer_float;
3481 GLboolean ARB_depth_clamp;
3482 GLboolean ARB_depth_texture;
3483 GLboolean ARB_draw_buffers_blend;
3484 GLboolean ARB_draw_elements_base_vertex;
3485 GLboolean ARB_draw_indirect;
3486 GLboolean ARB_draw_instanced;
3487 GLboolean ARB_fragment_coord_conventions;
3488 GLboolean ARB_fragment_program;
3489 GLboolean ARB_fragment_program_shadow;
3490 GLboolean ARB_fragment_shader;
3491 GLboolean ARB_framebuffer_object;
3492 GLboolean ARB_explicit_attrib_location;
3493 GLboolean ARB_geometry_shader4;
3494 GLboolean ARB_gpu_shader5;
3495 GLboolean ARB_half_float_vertex;
3496 GLboolean ARB_instanced_arrays;
3497 GLboolean ARB_internalformat_query;
3498 GLboolean ARB_map_buffer_range;
3499 GLboolean ARB_occlusion_query;
3500 GLboolean ARB_occlusion_query2;
3501 GLboolean ARB_point_sprite;
3502 GLboolean ARB_sample_shading;
3503 GLboolean ARB_seamless_cube_map;
3504 GLboolean ARB_separate_shader_objects;
3505 GLboolean ARB_shader_atomic_counters;
3506 GLboolean ARB_shader_bit_encoding;
3507 GLboolean ARB_shader_image_load_store;
3508 GLboolean ARB_shader_stencil_export;
3509 GLboolean ARB_shader_texture_lod;
3510 GLboolean ARB_shading_language_packing;
3511 GLboolean ARB_shading_language_420pack;
3512 GLboolean ARB_shadow;
3513 GLboolean ARB_sync;
3514 GLboolean ARB_texture_border_clamp;
3515 GLboolean ARB_texture_buffer_object;
3516 GLboolean ARB_texture_buffer_object_rgb32;
3517 GLboolean ARB_texture_buffer_range;
3518 GLboolean ARB_texture_compression_rgtc;
3519 GLboolean ARB_texture_cube_map;
3520 GLboolean ARB_texture_cube_map_array;
3521 GLboolean ARB_texture_env_combine;
3522 GLboolean ARB_texture_env_crossbar;
3523 GLboolean ARB_texture_env_dot3;
3524 GLboolean ARB_texture_float;
3525 GLboolean ARB_texture_gather;
3526 GLboolean ARB_texture_mirror_clamp_to_edge;
3527 GLboolean ARB_texture_multisample;
3528 GLboolean ARB_texture_non_power_of_two;
3529 GLboolean ARB_texture_query_levels;
3530 GLboolean ARB_texture_query_lod;
3531 GLboolean ARB_texture_rg;
3532 GLboolean ARB_texture_rgb10_a2ui;
3533 GLboolean ARB_texture_view;
3534 GLboolean ARB_timer_query;
3535 GLboolean ARB_transform_feedback2;
3536 GLboolean ARB_transform_feedback3;
3537 GLboolean ARB_transform_feedback_instanced;
3538 GLboolean ARB_uniform_buffer_object;
3539 GLboolean ARB_vertex_program;
3540 GLboolean ARB_vertex_shader;
3541 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3542 GLboolean ARB_vertex_type_2_10_10_10_rev;
3543 GLboolean ARB_viewport_array;
3544 GLboolean EXT_blend_color;
3545 GLboolean EXT_blend_equation_separate;
3546 GLboolean EXT_blend_func_separate;
3547 GLboolean EXT_blend_minmax;
3548 GLboolean EXT_depth_bounds_test;
3549 GLboolean EXT_draw_buffers2;
3550 GLboolean EXT_framebuffer_multisample;
3551 GLboolean EXT_framebuffer_multisample_blit_scaled;
3552 GLboolean EXT_framebuffer_sRGB;
3553 GLboolean EXT_gpu_program_parameters;
3554 GLboolean EXT_gpu_shader4;
3555 GLboolean EXT_packed_float;
3556 GLboolean EXT_pixel_buffer_object;
3557 GLboolean EXT_point_parameters;
3558 GLboolean EXT_provoking_vertex;
3559 GLboolean EXT_separate_shader_objects;
3560 GLboolean EXT_shader_integer_mix;
3561 GLboolean EXT_stencil_two_side;
3562 GLboolean EXT_texture3D;
3563 GLboolean EXT_texture_array;
3564 GLboolean EXT_texture_compression_latc;
3565 GLboolean EXT_texture_compression_s3tc;
3566 GLboolean EXT_texture_env_dot3;
3567 GLboolean EXT_texture_filter_anisotropic;
3568 GLboolean EXT_texture_integer;
3569 GLboolean EXT_texture_mirror_clamp;
3570 GLboolean EXT_texture_shared_exponent;
3571 GLboolean EXT_texture_snorm;
3572 GLboolean EXT_texture_sRGB;
3573 GLboolean EXT_texture_sRGB_decode;
3574 GLboolean EXT_texture_swizzle;
3575 GLboolean EXT_transform_feedback;
3576 GLboolean EXT_timer_query;
3577 GLboolean EXT_vertex_array_bgra;
3578 GLboolean OES_standard_derivatives;
3579 /* vendor extensions */
3580 GLboolean AMD_performance_monitor;
3581 GLboolean AMD_seamless_cubemap_per_texture;
3582 GLboolean AMD_vertex_shader_layer;
3583 GLboolean APPLE_object_purgeable;
3584 GLboolean ATI_envmap_bumpmap;
3585 GLboolean ATI_texture_compression_3dc;
3586 GLboolean ATI_texture_mirror_once;
3587 GLboolean ATI_texture_env_combine3;
3588 GLboolean ATI_fragment_shader;
3589 GLboolean ATI_separate_stencil;
3590 GLboolean MESA_pack_invert;
3591 GLboolean MESA_ycbcr_texture;
3592 GLboolean NV_conditional_render;
3593 GLboolean NV_fog_distance;
3594 GLboolean NV_fragment_program_option;
3595 GLboolean NV_point_sprite;
3596 GLboolean NV_primitive_restart;
3597 GLboolean NV_texture_barrier;
3598 GLboolean NV_texture_env_combine4;
3599 GLboolean NV_texture_rectangle;
3600 GLboolean NV_vdpau_interop;
3601 GLboolean TDFX_texture_compression_FXT1;
3602 GLboolean OES_EGL_image;
3603 GLboolean OES_draw_texture;
3604 GLboolean OES_depth_texture_cube_map;
3605 GLboolean OES_EGL_image_external;
3606 GLboolean OES_compressed_ETC1_RGB8_texture;
3607 GLboolean extension_sentinel;
3608 /** The extension string */
3609 const GLubyte *String;
3610 /** Number of supported extensions */
3611 GLuint Count;
3612 };
3613
3614
3615 /**
3616 * A stack of matrices (projection, modelview, color, texture, etc).
3617 */
3618 struct gl_matrix_stack
3619 {
3620 GLmatrix *Top; /**< points into Stack */
3621 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3622 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3623 GLuint MaxDepth; /**< size of Stack[] array */
3624 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3625 };
3626
3627
3628 /**
3629 * \name Bits for image transfer operations
3630 * \sa __struct gl_contextRec::ImageTransferState.
3631 */
3632 /*@{*/
3633 #define IMAGE_SCALE_BIAS_BIT 0x1
3634 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3635 #define IMAGE_MAP_COLOR_BIT 0x4
3636 #define IMAGE_CLAMP_BIT 0x800
3637
3638
3639 /** Pixel Transfer ops */
3640 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3641 IMAGE_SHIFT_OFFSET_BIT | \
3642 IMAGE_MAP_COLOR_BIT)
3643
3644 /**
3645 * \name Bits to indicate what state has changed.
3646 */
3647 /*@{*/
3648 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3649 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3650 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3651 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3652 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3653 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3654 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3655 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3656 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3657 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3658 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3659 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3660 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3661 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3662 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3663 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3664 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3665 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3666 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3667 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3668 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3669 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3670 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3671 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3672 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3673 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3674 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3675 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3676 #define _NEW_BUFFER_OBJECT (1 << 28)
3677 #define _NEW_FRAG_CLAMP (1 << 29)
3678 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3679 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3680 #define _NEW_ALL ~0
3681 /*@}*/
3682
3683
3684 /**
3685 * Composite state flags
3686 */
3687 /*@{*/
3688 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3689 _NEW_TEXTURE | \
3690 _NEW_POINT | \
3691 _NEW_PROGRAM | \
3692 _NEW_MODELVIEW)
3693
3694 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3695 _NEW_FOG | \
3696 _NEW_PROGRAM)
3697
3698
3699 /*@}*/
3700
3701
3702
3703
3704 /* This has to be included here. */
3705 #include "dd.h"
3706
3707
3708 /**
3709 * Display list flags.
3710 * Strictly this is a tnl-private concept, but it doesn't seem
3711 * worthwhile adding a tnl private structure just to hold this one bit
3712 * of information:
3713 */
3714 #define DLIST_DANGLING_REFS 0x1
3715
3716
3717 /** Opaque declaration of display list payload data type */
3718 union gl_dlist_node;
3719
3720
3721 /**
3722 * Provide a location where information about a display list can be
3723 * collected. Could be extended with driverPrivate structures,
3724 * etc. in the future.
3725 */
3726 struct gl_display_list
3727 {
3728 GLuint Name;
3729 GLchar *Label; /**< GL_KHR_debug */
3730 GLbitfield Flags; /**< DLIST_x flags */
3731 /** The dlist commands are in a linked list of nodes */
3732 union gl_dlist_node *Head;
3733 };
3734
3735
3736 /**
3737 * State used during display list compilation and execution.
3738 */
3739 struct gl_dlist_state
3740 {
3741 GLuint CallDepth; /**< Current recursion calling depth */
3742
3743 struct gl_display_list *CurrentList; /**< List currently being compiled */
3744 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3745 GLuint CurrentPos; /**< Index into current block of nodes */
3746
3747 GLvertexformat ListVtxfmt;
3748
3749 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3750 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3751
3752 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3753 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3754
3755 struct {
3756 /* State known to have been set by the currently-compiling display
3757 * list. Used to eliminate some redundant state changes.
3758 */
3759 GLenum ShadeModel;
3760 } Current;
3761 };
3762
3763 /** @{
3764 *
3765 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3766 * to small enums suitable for use as an array index.
3767 */
3768
3769 enum mesa_debug_source {
3770 MESA_DEBUG_SOURCE_API,
3771 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3772 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3773 MESA_DEBUG_SOURCE_THIRD_PARTY,
3774 MESA_DEBUG_SOURCE_APPLICATION,
3775 MESA_DEBUG_SOURCE_OTHER,
3776 MESA_DEBUG_SOURCE_COUNT
3777 };
3778
3779 enum mesa_debug_type {
3780 MESA_DEBUG_TYPE_ERROR,
3781 MESA_DEBUG_TYPE_DEPRECATED,
3782 MESA_DEBUG_TYPE_UNDEFINED,
3783 MESA_DEBUG_TYPE_PORTABILITY,
3784 MESA_DEBUG_TYPE_PERFORMANCE,
3785 MESA_DEBUG_TYPE_OTHER,
3786 MESA_DEBUG_TYPE_MARKER,
3787 MESA_DEBUG_TYPE_PUSH_GROUP,
3788 MESA_DEBUG_TYPE_POP_GROUP,
3789 MESA_DEBUG_TYPE_COUNT
3790 };
3791
3792 enum mesa_debug_severity {
3793 MESA_DEBUG_SEVERITY_LOW,
3794 MESA_DEBUG_SEVERITY_MEDIUM,
3795 MESA_DEBUG_SEVERITY_HIGH,
3796 MESA_DEBUG_SEVERITY_NOTIFICATION,
3797 MESA_DEBUG_SEVERITY_COUNT
3798 };
3799
3800 /** @} */
3801
3802 /**
3803 * An error, warning, or other piece of debug information for an application
3804 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3805 */
3806 struct gl_debug_msg
3807 {
3808 enum mesa_debug_source source;
3809 enum mesa_debug_type type;
3810 GLuint id;
3811 enum mesa_debug_severity severity;
3812 GLsizei length;
3813 GLcharARB *message;
3814 };
3815
3816 struct gl_debug_namespace
3817 {
3818 struct _mesa_HashTable *IDs;
3819 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3820 /** lists of IDs in the hash table at each severity */
3821 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3822 };
3823
3824 struct gl_debug_state
3825 {
3826 GLDEBUGPROC Callback;
3827 const void *CallbackData;
3828 GLboolean SyncOutput;
3829 GLboolean DebugOutput;
3830 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3831 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3832 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3833 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3834 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3835 GLint GroupStackDepth;
3836 GLint NumMessages;
3837 GLint NextMsg;
3838 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3839 for the sake of the offsetof() code in get.c */
3840 };
3841
3842 /**
3843 * Enum for the OpenGL APIs we know about and may support.
3844 *
3845 * NOTE: This must match the api_enum table in
3846 * src/mesa/main/get_hash_generator.py
3847 */
3848 typedef enum
3849 {
3850 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3851 API_OPENGLES,
3852 API_OPENGLES2,
3853 API_OPENGL_CORE,
3854 API_OPENGL_LAST = API_OPENGL_CORE
3855 } gl_api;
3856
3857 /**
3858 * Driver-specific state flags.
3859 *
3860 * These are or'd with gl_context::NewDriverState to notify a driver about
3861 * a state change. The driver sets the flags at context creation and
3862 * the meaning of the bits set is opaque to core Mesa.
3863 */
3864 struct gl_driver_flags
3865 {
3866 /** gl_context::Array::_DrawArrays (vertex array state) */
3867 GLbitfield NewArray;
3868
3869 /** gl_context::TransformFeedback::CurrentObject */
3870 GLbitfield NewTransformFeedback;
3871
3872 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3873 GLbitfield NewTransformFeedbackProg;
3874
3875 /** gl_context::RasterDiscard */
3876 GLbitfield NewRasterizerDiscard;
3877
3878 /**
3879 * gl_context::UniformBufferBindings
3880 * gl_shader_program::UniformBlocks
3881 */
3882 GLbitfield NewUniformBuffer;
3883
3884 /**
3885 * gl_context::AtomicBufferBindings
3886 */
3887 GLbitfield NewAtomicBuffer;
3888
3889 /**
3890 * gl_context::ImageUnits
3891 */
3892 GLbitfield NewImageUnits;
3893 };
3894
3895 struct gl_uniform_buffer_binding
3896 {
3897 struct gl_buffer_object *BufferObject;
3898 /** Start of uniform block data in the buffer */
3899 GLintptr Offset;
3900 /** Size of data allowed to be referenced from the buffer (in bytes) */
3901 GLsizeiptr Size;
3902 /**
3903 * glBindBufferBase() indicates that the Size should be ignored and only
3904 * limited by the current size of the BufferObject.
3905 */
3906 GLboolean AutomaticSize;
3907 };
3908
3909 /**
3910 * ARB_shader_image_load_store image unit.
3911 */
3912 struct gl_image_unit
3913 {
3914 /**
3915 * Texture object bound to this unit.
3916 */
3917 struct gl_texture_object *TexObj;
3918
3919 /**
3920 * Level of the texture object bound to this unit.
3921 */
3922 GLuint Level;
3923
3924 /**
3925 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3926 * GL_FALSE if only some specific layer of the texture is bound.
3927 * \sa Layer
3928 */
3929 GLboolean Layered;
3930
3931 /**
3932 * Layer of the texture object bound to this unit, or zero if the
3933 * whole level is bound.
3934 */
3935 GLuint Layer;
3936
3937 /**
3938 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3939 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3940 */
3941 GLenum Access;
3942
3943 /**
3944 * GL internal format that determines the interpretation of the
3945 * image memory when shader image operations are performed through
3946 * this unit.
3947 */
3948 GLenum Format;
3949
3950 /**
3951 * Mesa format corresponding to \c Format.
3952 */
3953 mesa_format _ActualFormat;
3954
3955 /**
3956 * GL_TRUE if the state of this image unit is valid and access from
3957 * the shader is allowed. Otherwise loads from this unit should
3958 * return zero and stores should have no effect.
3959 */
3960 GLboolean _Valid;
3961 };
3962
3963 /**
3964 * Binding point for an atomic counter buffer object.
3965 */
3966 struct gl_atomic_buffer_binding
3967 {
3968 struct gl_buffer_object *BufferObject;
3969 GLintptr Offset;
3970 GLsizeiptr Size;
3971 };
3972
3973 /**
3974 * Mesa rendering context.
3975 *
3976 * This is the central context data structure for Mesa. Almost all
3977 * OpenGL state is contained in this structure.
3978 * Think of this as a base class from which device drivers will derive
3979 * sub classes.
3980 */
3981 struct gl_context
3982 {
3983 /** State possibly shared with other contexts in the address space */
3984 struct gl_shared_state *Shared;
3985
3986 /** \name API function pointer tables */
3987 /*@{*/
3988 gl_api API;
3989 /**
3990 * The current dispatch table for non-displaylist-saving execution, either
3991 * BeginEnd or OutsideBeginEnd
3992 */
3993 struct _glapi_table *Exec;
3994 /**
3995 * The normal dispatch table for non-displaylist-saving, non-begin/end
3996 */
3997 struct _glapi_table *OutsideBeginEnd;
3998 /** The dispatch table used between glNewList() and glEndList() */
3999 struct _glapi_table *Save;
4000 /**
4001 * The dispatch table used between glBegin() and glEnd() (outside of a
4002 * display list). Only valid functions between those two are set, which is
4003 * mostly just the set in a GLvertexformat struct.
4004 */
4005 struct _glapi_table *BeginEnd;
4006 /**
4007 * Tracks the current dispatch table out of the 3 above, so that it can be
4008 * re-set on glXMakeCurrent().
4009 */
4010 struct _glapi_table *CurrentDispatch;
4011 /*@}*/
4012
4013 struct gl_config Visual;
4014 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4015 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4016 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4017 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4018
4019 /**
4020 * Device driver function pointer table
4021 */
4022 struct dd_function_table Driver;
4023
4024 /** Core/Driver constants */
4025 struct gl_constants Const;
4026
4027 /** \name The various 4x4 matrix stacks */
4028 /*@{*/
4029 struct gl_matrix_stack ModelviewMatrixStack;
4030 struct gl_matrix_stack ProjectionMatrixStack;
4031 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4032 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4033 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4034 /*@}*/
4035
4036 /** Combined modelview and projection matrix */
4037 GLmatrix _ModelProjectMatrix;
4038
4039 /** \name Display lists */
4040 struct gl_dlist_state ListState;
4041
4042 GLboolean ExecuteFlag; /**< Execute GL commands? */
4043 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4044
4045 /** Extension information */
4046 struct gl_extensions Extensions;
4047
4048 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4049 GLuint Version;
4050 char *VersionString;
4051
4052 /** \name State attribute stack (for glPush/PopAttrib) */
4053 /*@{*/
4054 GLuint AttribStackDepth;
4055 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4056 /*@}*/
4057
4058 /** \name Renderer attribute groups
4059 *
4060 * We define a struct for each attribute group to make pushing and popping
4061 * attributes easy. Also it's a good organization.
4062 */
4063 /*@{*/
4064 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4065 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4066 struct gl_current_attrib Current; /**< Current attributes */
4067 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4068 struct gl_eval_attrib Eval; /**< Eval attributes */
4069 struct gl_fog_attrib Fog; /**< Fog attributes */
4070 struct gl_hint_attrib Hint; /**< Hint attributes */
4071 struct gl_light_attrib Light; /**< Light attributes */
4072 struct gl_line_attrib Line; /**< Line attributes */
4073 struct gl_list_attrib List; /**< List attributes */
4074 struct gl_multisample_attrib Multisample;
4075 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4076 struct gl_point_attrib Point; /**< Point attributes */
4077 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4078 GLuint PolygonStipple[32]; /**< Polygon stipple */
4079 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4080 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4081 struct gl_texture_attrib Texture; /**< Texture attributes */
4082 struct gl_transform_attrib Transform; /**< Transformation attributes */
4083 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4084 /*@}*/
4085
4086 /** \name Client attribute stack */
4087 /*@{*/
4088 GLuint ClientAttribStackDepth;
4089 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4090 /*@}*/
4091
4092 /** \name Client attribute groups */
4093 /*@{*/
4094 struct gl_array_attrib Array; /**< Vertex arrays */
4095 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4096 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4097 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4098 /*@}*/
4099
4100 /** \name Other assorted state (not pushed/popped on attribute stack) */
4101 /*@{*/
4102 struct gl_pixelmaps PixelMaps;
4103
4104 struct gl_evaluators EvalMap; /**< All evaluators */
4105 struct gl_feedback Feedback; /**< Feedback */
4106 struct gl_selection Select; /**< Selection */
4107
4108 struct gl_program_state Program; /**< general program state */
4109 struct gl_vertex_program_state VertexProgram;
4110 struct gl_fragment_program_state FragmentProgram;
4111 struct gl_geometry_program_state GeometryProgram;
4112 struct gl_ati_fragment_shader_state ATIFragmentShader;
4113
4114 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4115 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4116 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4117
4118 struct gl_query_state Query; /**< occlusion, timer queries */
4119
4120 struct gl_transform_feedback_state TransformFeedback;
4121
4122 struct gl_perf_monitor_state PerfMonitor;
4123
4124 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4125
4126 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4127 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4128
4129 /**
4130 * Current GL_ARB_uniform_buffer_object binding referenced by
4131 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4132 */
4133 struct gl_buffer_object *UniformBuffer;
4134
4135 /**
4136 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4137 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4138 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4139 * shader program.
4140 */
4141 struct gl_uniform_buffer_binding
4142 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4143
4144 /**
4145 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4146 * target.
4147 */
4148 struct gl_buffer_object *AtomicBuffer;
4149
4150 /**
4151 * Array of atomic counter buffer binding points.
4152 */
4153 struct gl_atomic_buffer_binding
4154 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4155
4156 /**
4157 * Array of image units for ARB_shader_image_load_store.
4158 */
4159 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4160
4161 /*@}*/
4162
4163 struct gl_meta_state *Meta; /**< for "meta" operations */
4164
4165 /* GL_EXT_framebuffer_object */
4166 struct gl_renderbuffer *CurrentRenderbuffer;
4167
4168 GLenum ErrorValue; /**< Last error code */
4169
4170 /**
4171 * Recognize and silence repeated error debug messages in buggy apps.
4172 */
4173 const char *ErrorDebugFmtString;
4174 GLuint ErrorDebugCount;
4175
4176 /* GL_ARB_debug_output/GL_KHR_debug */
4177 struct gl_debug_state *Debug;
4178
4179 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4180 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4181 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4182
4183 struct gl_driver_flags DriverFlags;
4184
4185 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4186
4187 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4188
4189 /** \name Derived state */
4190 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4191 GLfloat _EyeZDir[3];
4192 GLfloat _ModelViewInvScale;
4193 GLboolean _NeedEyeCoords;
4194 GLboolean _ForceEyeCoords;
4195
4196 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4197
4198 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4199
4200 /** \name For debugging/development only */
4201 /*@{*/
4202 GLboolean FirstTimeCurrent;
4203 /*@}*/
4204
4205 /** software compression/decompression supported or not */
4206 GLboolean Mesa_DXTn;
4207
4208 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4209
4210 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4211
4212 /**
4213 * \name Hooks for module contexts.
4214 *
4215 * These will eventually live in the driver or elsewhere.
4216 */
4217 /*@{*/
4218 void *swrast_context;
4219 void *swsetup_context;
4220 void *swtnl_context;
4221 struct vbo_context *vbo_context;
4222 struct st_context *st;
4223 void *aelt_context;
4224 /*@}*/
4225
4226 /**
4227 * \name NV_vdpau_interop
4228 */
4229 /*@{*/
4230 const void *vdpDevice;
4231 const void *vdpGetProcAddress;
4232 struct set *vdpSurfaces;
4233 /*@}*/
4234
4235 /**
4236 * Has this context observed a GPU reset in any context in the share group?
4237 *
4238 * Once this field becomes true, it is never reset to false.
4239 */
4240 GLboolean ShareGroupReset;
4241 };
4242
4243
4244 #ifdef DEBUG
4245 extern int MESA_VERBOSE;
4246 extern int MESA_DEBUG_FLAGS;
4247 # define MESA_FUNCTION __FUNCTION__
4248 #else
4249 # define MESA_VERBOSE 0
4250 # define MESA_DEBUG_FLAGS 0
4251 # define MESA_FUNCTION "a function"
4252 # ifndef NDEBUG
4253 # define NDEBUG
4254 # endif
4255 #endif
4256
4257
4258 /** The MESA_VERBOSE var is a bitmask of these flags */
4259 enum _verbose
4260 {
4261 VERBOSE_VARRAY = 0x0001,
4262 VERBOSE_TEXTURE = 0x0002,
4263 VERBOSE_MATERIAL = 0x0004,
4264 VERBOSE_PIPELINE = 0x0008,
4265 VERBOSE_DRIVER = 0x0010,
4266 VERBOSE_STATE = 0x0020,
4267 VERBOSE_API = 0x0040,
4268 VERBOSE_DISPLAY_LIST = 0x0100,
4269 VERBOSE_LIGHTING = 0x0200,
4270 VERBOSE_PRIMS = 0x0400,
4271 VERBOSE_VERTS = 0x0800,
4272 VERBOSE_DISASSEM = 0x1000,
4273 VERBOSE_DRAW = 0x2000,
4274 VERBOSE_SWAPBUFFERS = 0x4000
4275 };
4276
4277
4278 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4279 enum _debug
4280 {
4281 DEBUG_SILENT = (1 << 0),
4282 DEBUG_ALWAYS_FLUSH = (1 << 1),
4283 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4284 DEBUG_INCOMPLETE_FBO = (1 << 3)
4285 };
4286
4287
4288
4289 #ifdef __cplusplus
4290 }
4291 #endif
4292
4293 #endif /* MTYPES_H */