st/mesa: don't mark the program as in cache_fallback when there is cache miss
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Compressed fog mode.
579 */
580 enum gl_fog_mode
581 {
582 FOG_NONE,
583 FOG_LINEAR,
584 FOG_EXP,
585 FOG_EXP2,
586 };
587
588
589 /**
590 * Fog attribute group (GL_FOG_BIT).
591 */
592 struct gl_fog_attrib
593 {
594 GLboolean Enabled; /**< Fog enabled flag */
595 GLboolean ColorSumEnabled;
596 uint8_t _PackedMode; /**< Fog mode as 2 bits */
597 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
598 GLfloat ColorUnclamped[4]; /**< Fog color */
599 GLfloat Color[4]; /**< Fog color */
600 GLfloat Density; /**< Density >= 0.0 */
601 GLfloat Start; /**< Start distance in eye coords */
602 GLfloat End; /**< End distance in eye coords */
603 GLfloat Index; /**< Fog index */
604 GLenum Mode; /**< Fog mode */
605 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
606 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
607 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
608 };
609
610
611 /**
612 * Hint attribute group (GL_HINT_BIT).
613 *
614 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
615 */
616 struct gl_hint_attrib
617 {
618 GLenum PerspectiveCorrection;
619 GLenum PointSmooth;
620 GLenum LineSmooth;
621 GLenum PolygonSmooth;
622 GLenum Fog;
623 GLenum TextureCompression; /**< GL_ARB_texture_compression */
624 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
625 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
626 };
627
628
629 /**
630 * Lighting attribute group (GL_LIGHT_BIT).
631 */
632 struct gl_light_attrib
633 {
634 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
635 struct gl_lightmodel Model; /**< Lighting model */
636
637 /**
638 * Front and back material values.
639 * Note: must call FLUSH_VERTICES() before using.
640 */
641 struct gl_material Material;
642
643 GLboolean Enabled; /**< Lighting enabled flag */
644 GLboolean ColorMaterialEnabled;
645
646 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
647 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
648 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
649 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
650 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
651
652
653 GLboolean _ClampVertexColor;
654 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
655
656 /**
657 * Derived state for optimizations:
658 */
659 /*@{*/
660 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
661
662 GLboolean _NeedEyeCoords;
663 GLboolean _NeedVertices; /**< Use fast shader? */
664
665 GLfloat _BaseColor[2][3];
666 /*@}*/
667 };
668
669
670 /**
671 * Line attribute group (GL_LINE_BIT).
672 */
673 struct gl_line_attrib
674 {
675 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
676 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
677 GLushort StipplePattern; /**< Stipple pattern */
678 GLint StippleFactor; /**< Stipple repeat factor */
679 GLfloat Width; /**< Line width */
680 };
681
682
683 /**
684 * Display list attribute group (GL_LIST_BIT).
685 */
686 struct gl_list_attrib
687 {
688 GLuint ListBase;
689 };
690
691
692 /**
693 * Multisample attribute group (GL_MULTISAMPLE_BIT).
694 */
695 struct gl_multisample_attrib
696 {
697 GLboolean Enabled;
698 GLboolean SampleAlphaToCoverage;
699 GLboolean SampleAlphaToOne;
700 GLboolean SampleCoverage;
701 GLboolean SampleCoverageInvert;
702 GLboolean SampleShading;
703
704 /* ARB_texture_multisample / GL3.2 additions */
705 GLboolean SampleMask;
706
707 GLfloat SampleCoverageValue;
708 GLfloat MinSampleShadingValue;
709
710 /** The GL spec defines this as an array but >32x MSAA is madness */
711 GLbitfield SampleMaskValue;
712 };
713
714
715 /**
716 * A pixelmap (see glPixelMap)
717 */
718 struct gl_pixelmap
719 {
720 GLint Size;
721 GLfloat Map[MAX_PIXEL_MAP_TABLE];
722 };
723
724
725 /**
726 * Collection of all pixelmaps
727 */
728 struct gl_pixelmaps
729 {
730 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
731 struct gl_pixelmap GtoG;
732 struct gl_pixelmap BtoB;
733 struct gl_pixelmap AtoA;
734 struct gl_pixelmap ItoR;
735 struct gl_pixelmap ItoG;
736 struct gl_pixelmap ItoB;
737 struct gl_pixelmap ItoA;
738 struct gl_pixelmap ItoI;
739 struct gl_pixelmap StoS;
740 };
741
742
743 /**
744 * Pixel attribute group (GL_PIXEL_MODE_BIT).
745 */
746 struct gl_pixel_attrib
747 {
748 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
749
750 /*--- Begin Pixel Transfer State ---*/
751 /* Fields are in the order in which they're applied... */
752
753 /** Scale & Bias (index shift, offset) */
754 /*@{*/
755 GLfloat RedBias, RedScale;
756 GLfloat GreenBias, GreenScale;
757 GLfloat BlueBias, BlueScale;
758 GLfloat AlphaBias, AlphaScale;
759 GLfloat DepthBias, DepthScale;
760 GLint IndexShift, IndexOffset;
761 /*@}*/
762
763 /* Pixel Maps */
764 /* Note: actual pixel maps are not part of this attrib group */
765 GLboolean MapColorFlag;
766 GLboolean MapStencilFlag;
767
768 /*--- End Pixel Transfer State ---*/
769
770 /** glPixelZoom */
771 GLfloat ZoomX, ZoomY;
772 };
773
774
775 /**
776 * Point attribute group (GL_POINT_BIT).
777 */
778 struct gl_point_attrib
779 {
780 GLfloat Size; /**< User-specified point size */
781 GLfloat Params[3]; /**< GL_EXT_point_parameters */
782 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
783 GLfloat Threshold; /**< GL_EXT_point_parameters */
784 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
785 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
786 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
787 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
788 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
789 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
790 };
791
792
793 /**
794 * Polygon attribute group (GL_POLYGON_BIT).
795 */
796 struct gl_polygon_attrib
797 {
798 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
799 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
800 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
801 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
802 GLboolean CullFlag; /**< Culling on/off flag */
803 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
804 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
805 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
806 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
807 GLfloat OffsetUnits; /**< Polygon offset units, from user */
808 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
809 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
810 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
811 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
812 };
813
814
815 /**
816 * Scissor attributes (GL_SCISSOR_BIT).
817 */
818 struct gl_scissor_rect
819 {
820 GLint X, Y; /**< Lower left corner of box */
821 GLsizei Width, Height; /**< Size of box */
822 };
823 struct gl_scissor_attrib
824 {
825 GLbitfield EnableFlags; /**< Scissor test enabled? */
826 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
827 GLint NumWindowRects; /**< Count of enabled window rectangles */
828 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
829 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
830 };
831
832
833 /**
834 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
835 *
836 * Three sets of stencil data are tracked so that OpenGL 2.0,
837 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
838 * simultaneously. In each of the stencil state arrays, element 0 corresponds
839 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
840 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
841 * GL_EXT_stencil_two_side GL_BACK state.
842 *
843 * The derived value \c _BackFace is either 1 or 2 depending on whether or
844 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
845 *
846 * The derived value \c _TestTwoSide is set when the front-face and back-face
847 * stencil state are different.
848 */
849 struct gl_stencil_attrib
850 {
851 GLboolean Enabled; /**< Enabled flag */
852 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
853 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
854 GLboolean _Enabled; /**< Enabled and stencil buffer present */
855 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
856 GLboolean _TestTwoSide;
857 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
858 GLenum Function[3]; /**< Stencil function */
859 GLenum FailFunc[3]; /**< Fail function */
860 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
861 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
862 GLint Ref[3]; /**< Reference value */
863 GLuint ValueMask[3]; /**< Value mask */
864 GLuint WriteMask[3]; /**< Write mask */
865 GLuint Clear; /**< Clear value */
866 };
867
868
869 /**
870 * An index for each type of texture object. These correspond to the GL
871 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
872 * Note: the order is from highest priority to lowest priority.
873 */
874 typedef enum
875 {
876 TEXTURE_2D_MULTISAMPLE_INDEX,
877 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
878 TEXTURE_CUBE_ARRAY_INDEX,
879 TEXTURE_BUFFER_INDEX,
880 TEXTURE_2D_ARRAY_INDEX,
881 TEXTURE_1D_ARRAY_INDEX,
882 TEXTURE_EXTERNAL_INDEX,
883 TEXTURE_CUBE_INDEX,
884 TEXTURE_3D_INDEX,
885 TEXTURE_RECT_INDEX,
886 TEXTURE_2D_INDEX,
887 TEXTURE_1D_INDEX,
888 NUM_TEXTURE_TARGETS
889 } gl_texture_index;
890
891
892 /**
893 * Bit flags for each type of texture object
894 */
895 /*@{*/
896 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
897 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
898 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
899 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
900 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
901 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
902 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
903 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
904 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
905 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
906 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
907 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
908 /*@}*/
909
910
911 /**
912 * Texture image state. Drivers will typically create a subclass of this
913 * with extra fields for memory buffers, etc.
914 */
915 struct gl_texture_image
916 {
917 GLint InternalFormat; /**< Internal format as given by the user */
918 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
919 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
920 * GL_INTENSITY, GL_DEPTH_COMPONENT or
921 * GL_DEPTH_STENCIL_EXT only. Used for
922 * choosing TexEnv arithmetic.
923 */
924 mesa_format TexFormat; /**< The actual texture memory format */
925
926 GLuint Border; /**< 0 or 1 */
927 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
928 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
929 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
930 GLuint Width2; /**< = Width - 2*Border */
931 GLuint Height2; /**< = Height - 2*Border */
932 GLuint Depth2; /**< = Depth - 2*Border */
933 GLuint WidthLog2; /**< = log2(Width2) */
934 GLuint HeightLog2; /**< = log2(Height2) */
935 GLuint DepthLog2; /**< = log2(Depth2) */
936 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
937 levels, computed from the dimensions */
938
939 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
940 GLuint Level; /**< Which mipmap level am I? */
941 /** Cube map face: index into gl_texture_object::Image[] array */
942 GLuint Face;
943
944 /** GL_ARB_texture_multisample */
945 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
946 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
947 };
948
949
950 /**
951 * Indexes for cube map faces.
952 */
953 typedef enum
954 {
955 FACE_POS_X = 0,
956 FACE_NEG_X = 1,
957 FACE_POS_Y = 2,
958 FACE_NEG_Y = 3,
959 FACE_POS_Z = 4,
960 FACE_NEG_Z = 5,
961 MAX_FACES = 6
962 } gl_face_index;
963
964
965 /**
966 * Sampler object state. These objects are new with GL_ARB_sampler_objects
967 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
968 */
969 struct gl_sampler_object
970 {
971 mtx_t Mutex;
972 GLuint Name;
973 GLint RefCount;
974 GLchar *Label; /**< GL_KHR_debug */
975
976 GLenum WrapS; /**< S-axis texture image wrap mode */
977 GLenum WrapT; /**< T-axis texture image wrap mode */
978 GLenum WrapR; /**< R-axis texture image wrap mode */
979 GLenum MinFilter; /**< minification filter */
980 GLenum MagFilter; /**< magnification filter */
981 union gl_color_union BorderColor; /**< Interpreted according to texture format */
982 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
983 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
984 GLfloat LodBias; /**< OpenGL 1.4 */
985 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
986 GLenum CompareMode; /**< GL_ARB_shadow */
987 GLenum CompareFunc; /**< GL_ARB_shadow */
988 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
989 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
990 };
991
992
993 /**
994 * Texture object state. Contains the array of mipmap images, border color,
995 * wrap modes, filter modes, and shadow/texcompare state.
996 */
997 struct gl_texture_object
998 {
999 mtx_t Mutex; /**< for thread safety */
1000 GLint RefCount; /**< reference count */
1001 GLuint Name; /**< the user-visible texture object ID */
1002 GLchar *Label; /**< GL_KHR_debug */
1003 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1004 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1005 Only valid when Target is valid. */
1006
1007 struct gl_sampler_object Sampler;
1008
1009 GLenum DepthMode; /**< GL_ARB_depth_texture */
1010 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1011
1012 GLfloat Priority; /**< in [0,1] */
1013 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1014 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1015 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1016 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1017 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1018 GLint CropRect[4]; /**< GL_OES_draw_texture */
1019 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1020 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1021 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1022 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1023 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1024 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1025 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1026 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1027 pressure? */
1028 GLboolean Immutable; /**< GL_ARB_texture_storage */
1029 GLboolean _IsFloat; /**< GL_OES_float_texture */
1030 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1031
1032 GLuint MinLevel; /**< GL_ARB_texture_view */
1033 GLuint MinLayer; /**< GL_ARB_texture_view */
1034 GLuint NumLevels; /**< GL_ARB_texture_view */
1035 GLuint NumLayers; /**< GL_ARB_texture_view */
1036
1037 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1038 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1039
1040 /** GL_ARB_texture_buffer_object */
1041 struct gl_buffer_object *BufferObject;
1042 GLenum BufferObjectFormat;
1043 /** Equivalent Mesa format for BufferObjectFormat. */
1044 mesa_format _BufferObjectFormat;
1045 /** GL_ARB_texture_buffer_range */
1046 GLintptr BufferOffset;
1047 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1048
1049 /** GL_OES_EGL_image_external */
1050 GLint RequiredTextureImageUnits;
1051
1052 /** GL_ARB_shader_image_load_store */
1053 GLenum ImageFormatCompatibilityType;
1054 };
1055
1056
1057 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1058 #define MAX_COMBINER_TERMS 4
1059
1060
1061 /**
1062 * Texture combine environment state.
1063 */
1064 struct gl_tex_env_combine_state
1065 {
1066 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1067 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1068 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1069 GLenum SourceRGB[MAX_COMBINER_TERMS];
1070 GLenum SourceA[MAX_COMBINER_TERMS];
1071 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1072 GLenum OperandRGB[MAX_COMBINER_TERMS];
1073 GLenum OperandA[MAX_COMBINER_TERMS];
1074 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1075 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1076 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1077 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1078 };
1079
1080
1081 /** Compressed TexEnv effective Combine mode */
1082 enum gl_tex_env_mode
1083 {
1084 TEXENV_MODE_REPLACE, /* r = a0 */
1085 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1086 TEXENV_MODE_ADD, /* r = a0 + a1 */
1087 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1088 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1089 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1090 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1091 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1092 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1093 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1094 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1095 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1096 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1097 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1098 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1099 };
1100
1101
1102 /** Compressed TexEnv Combine source */
1103 enum gl_tex_env_source
1104 {
1105 TEXENV_SRC_TEXTURE0,
1106 TEXENV_SRC_TEXTURE1,
1107 TEXENV_SRC_TEXTURE2,
1108 TEXENV_SRC_TEXTURE3,
1109 TEXENV_SRC_TEXTURE4,
1110 TEXENV_SRC_TEXTURE5,
1111 TEXENV_SRC_TEXTURE6,
1112 TEXENV_SRC_TEXTURE7,
1113 TEXENV_SRC_TEXTURE,
1114 TEXENV_SRC_PREVIOUS,
1115 TEXENV_SRC_PRIMARY_COLOR,
1116 TEXENV_SRC_CONSTANT,
1117 TEXENV_SRC_ZERO,
1118 TEXENV_SRC_ONE,
1119 };
1120
1121
1122 /** Compressed TexEnv Combine operand */
1123 enum gl_tex_env_operand
1124 {
1125 TEXENV_OPR_COLOR,
1126 TEXENV_OPR_ONE_MINUS_COLOR,
1127 TEXENV_OPR_ALPHA,
1128 TEXENV_OPR_ONE_MINUS_ALPHA,
1129 };
1130
1131
1132 /** Compressed TexEnv Combine argument */
1133 struct gl_tex_env_argument
1134 {
1135 #ifdef __GNUC__
1136 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1137 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1138 #else
1139 uint8_t Source; /**< SRC_x */
1140 uint8_t Operand; /**< OPR_x */
1141 #endif
1142 };
1143
1144
1145 /***
1146 * Compressed TexEnv Combine state.
1147 */
1148 struct gl_tex_env_combine_packed
1149 {
1150 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1151 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1152 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1153 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1154 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1155 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1156 /** Source arguments in a packed manner */
1157 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1158 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1159 };
1160
1161
1162 /**
1163 * TexGenEnabled flags.
1164 */
1165 /*@{*/
1166 #define S_BIT 1
1167 #define T_BIT 2
1168 #define R_BIT 4
1169 #define Q_BIT 8
1170 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1171 /*@}*/
1172
1173
1174 /**
1175 * Bit flag versions of the corresponding GL_ constants.
1176 */
1177 /*@{*/
1178 #define TEXGEN_SPHERE_MAP 0x1
1179 #define TEXGEN_OBJ_LINEAR 0x2
1180 #define TEXGEN_EYE_LINEAR 0x4
1181 #define TEXGEN_REFLECTION_MAP_NV 0x8
1182 #define TEXGEN_NORMAL_MAP_NV 0x10
1183
1184 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1185 TEXGEN_REFLECTION_MAP_NV | \
1186 TEXGEN_NORMAL_MAP_NV)
1187 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1188 TEXGEN_REFLECTION_MAP_NV | \
1189 TEXGEN_NORMAL_MAP_NV | \
1190 TEXGEN_EYE_LINEAR)
1191 /*@}*/
1192
1193
1194
1195 /** Tex-gen enabled for texture unit? */
1196 #define ENABLE_TEXGEN(unit) (1 << (unit))
1197
1198 /** Non-identity texture matrix for texture unit? */
1199 #define ENABLE_TEXMAT(unit) (1 << (unit))
1200
1201
1202 /**
1203 * Texture coord generation state.
1204 */
1205 struct gl_texgen
1206 {
1207 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1208 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1209 GLfloat ObjectPlane[4];
1210 GLfloat EyePlane[4];
1211 };
1212
1213
1214 /**
1215 * Texture unit state. Contains enable flags, texture environment/function/
1216 * combiners, texgen state, and pointers to current texture objects.
1217 */
1218 struct gl_texture_unit
1219 {
1220 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1221
1222 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1223 GLclampf EnvColor[4];
1224 GLfloat EnvColorUnclamped[4];
1225
1226 struct gl_texgen GenS;
1227 struct gl_texgen GenT;
1228 struct gl_texgen GenR;
1229 struct gl_texgen GenQ;
1230 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1231 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1232
1233 GLfloat LodBias; /**< for biasing mipmap levels */
1234
1235 /** Texture targets that have a non-default texture bound */
1236 GLbitfield _BoundTextures;
1237
1238 /** Current sampler object (GL_ARB_sampler_objects) */
1239 struct gl_sampler_object *Sampler;
1240
1241 /**
1242 * \name GL_EXT_texture_env_combine
1243 */
1244 struct gl_tex_env_combine_state Combine;
1245
1246 /**
1247 * Derived state based on \c EnvMode and the \c BaseFormat of the
1248 * currently enabled texture.
1249 */
1250 struct gl_tex_env_combine_state _EnvMode;
1251
1252 /**
1253 * Currently enabled combiner state. This will point to either
1254 * \c Combine or \c _EnvMode.
1255 */
1256 struct gl_tex_env_combine_state *_CurrentCombine;
1257
1258 /** Current texture object pointers */
1259 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1260
1261 /** Points to highest priority, complete and enabled texture object */
1262 struct gl_texture_object *_Current;
1263
1264 /** Current compressed TexEnv & Combine state */
1265 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1266 };
1267
1268
1269 /**
1270 * Texture attribute group (GL_TEXTURE_BIT).
1271 */
1272 struct gl_texture_attrib
1273 {
1274 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1275
1276 /** GL_ARB_seamless_cubemap */
1277 GLboolean CubeMapSeamless;
1278
1279 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1280
1281 /** GL_ARB_texture_buffer_object */
1282 struct gl_buffer_object *BufferObject;
1283
1284 /** Texture coord units/sets used for fragment texturing */
1285 GLbitfield _EnabledCoordUnits;
1286
1287 /** Texture coord units that have texgen enabled */
1288 GLbitfield _TexGenEnabled;
1289
1290 /** Texture coord units that have non-identity matrices */
1291 GLbitfield _TexMatEnabled;
1292
1293 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1294 GLbitfield _GenFlags;
1295
1296 /** Largest index of a texture unit with _Current != NULL. */
1297 GLint _MaxEnabledTexImageUnit;
1298
1299 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1300 GLint NumCurrentTexUsed;
1301
1302 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1303 };
1304
1305
1306 /**
1307 * Data structure representing a single clip plane (e.g. one of the elements
1308 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1309 */
1310 typedef GLfloat gl_clip_plane[4];
1311
1312
1313 /**
1314 * Transformation attribute group (GL_TRANSFORM_BIT).
1315 */
1316 struct gl_transform_attrib
1317 {
1318 GLenum MatrixMode; /**< Matrix mode */
1319 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1320 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1321 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1322 GLboolean Normalize; /**< Normalize all normals? */
1323 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1324 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1325 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1326 /** GL_ARB_clip_control */
1327 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1328 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1329 };
1330
1331
1332 /**
1333 * Viewport attribute group (GL_VIEWPORT_BIT).
1334 */
1335 struct gl_viewport_attrib
1336 {
1337 GLfloat X, Y; /**< position */
1338 GLfloat Width, Height; /**< size */
1339 GLdouble Near, Far; /**< Depth buffer range */
1340 };
1341
1342
1343 typedef enum {
1344 MAP_USER,
1345 MAP_INTERNAL,
1346
1347 MAP_COUNT
1348 } gl_map_buffer_index;
1349
1350
1351 /**
1352 * Fields describing a mapped buffer range.
1353 */
1354 struct gl_buffer_mapping {
1355 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1356 GLvoid *Pointer; /**< User-space address of mapping */
1357 GLintptr Offset; /**< Mapped offset */
1358 GLsizeiptr Length; /**< Mapped length */
1359 };
1360
1361
1362 /**
1363 * Usages we've seen for a buffer object.
1364 */
1365 typedef enum {
1366 USAGE_UNIFORM_BUFFER = 0x1,
1367 USAGE_TEXTURE_BUFFER = 0x2,
1368 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1369 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1370 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1371 USAGE_PIXEL_PACK_BUFFER = 0x20,
1372 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1373 } gl_buffer_usage;
1374
1375
1376 /**
1377 * GL_ARB_vertex/pixel_buffer_object buffer object
1378 */
1379 struct gl_buffer_object
1380 {
1381 mtx_t Mutex;
1382 GLint RefCount;
1383 GLuint Name;
1384 GLchar *Label; /**< GL_KHR_debug */
1385 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1386 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1387 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1388 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1389 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1390 GLboolean Written; /**< Ever written to? (for debugging) */
1391 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1392 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1393 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1394
1395 /** Counters used for buffer usage warnings */
1396 GLuint NumSubDataCalls;
1397 GLuint NumMapBufferWriteCalls;
1398
1399 struct gl_buffer_mapping Mappings[MAP_COUNT];
1400
1401 /** Memoization of min/max index computations for static index buffers */
1402 struct hash_table *MinMaxCache;
1403 unsigned MinMaxCacheHitIndices;
1404 unsigned MinMaxCacheMissIndices;
1405 bool MinMaxCacheDirty;
1406 };
1407
1408
1409 /**
1410 * Client pixel packing/unpacking attributes
1411 */
1412 struct gl_pixelstore_attrib
1413 {
1414 GLint Alignment;
1415 GLint RowLength;
1416 GLint SkipPixels;
1417 GLint SkipRows;
1418 GLint ImageHeight;
1419 GLint SkipImages;
1420 GLboolean SwapBytes;
1421 GLboolean LsbFirst;
1422 GLboolean Invert; /**< GL_MESA_pack_invert */
1423 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1424 GLint CompressedBlockHeight;
1425 GLint CompressedBlockDepth;
1426 GLint CompressedBlockSize;
1427 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1428 };
1429
1430
1431 /**
1432 * Vertex array information which is derived from gl_array_attributes
1433 * and gl_vertex_buffer_binding information. Used by the VBO module and
1434 * device drivers.
1435 */
1436 struct gl_vertex_array
1437 {
1438 GLint Size; /**< components per element (1,2,3,4) */
1439 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1440 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1441 GLsizei StrideB; /**< actual stride in bytes */
1442 GLuint _ElementSize; /**< size of each element in bytes */
1443 const GLubyte *Ptr; /**< Points to array data */
1444 GLboolean Normalized; /**< GL_ARB_vertex_program */
1445 GLboolean Integer; /**< Integer-valued? */
1446 GLboolean Doubles; /**< double precision values are not converted to floats */
1447 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1448
1449 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1450 };
1451
1452
1453 /**
1454 * Attributes to describe a vertex array.
1455 *
1456 * Contains the size, type, format and normalization flag,
1457 * along with the index of a vertex buffer binding point.
1458 *
1459 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1460 * and is only present for backwards compatibility reasons.
1461 * Rendering always uses VERTEX_BINDING_STRIDE.
1462 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1463 * and VERTEX_BINDING_STRIDE to the same value, while
1464 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1465 */
1466 struct gl_array_attributes
1467 {
1468 GLint Size; /**< Components per element (1,2,3,4) */
1469 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1470 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1471 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1472 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1473 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1474 GLboolean Enabled; /**< Whether the array is enabled */
1475 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1476 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1477 GLboolean Doubles; /**< double precision values are not converted to floats */
1478 GLuint _ElementSize; /**< Size of each element in bytes */
1479 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1480 };
1481
1482
1483 /**
1484 * This describes the buffer object used for a vertex array (or
1485 * multiple vertex arrays). If BufferObj points to the default/null
1486 * buffer object, then the vertex array lives in user memory and not a VBO.
1487 */
1488 struct gl_vertex_buffer_binding
1489 {
1490 GLintptr Offset; /**< User-specified offset */
1491 GLsizei Stride; /**< User-specified stride */
1492 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1493 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1494 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1495 };
1496
1497
1498 /**
1499 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1500 * the GL_ARB_vertex_array_object extension.
1501 */
1502 struct gl_vertex_array_object
1503 {
1504 /** Name of the VAO as received from glGenVertexArray. */
1505 GLuint Name;
1506
1507 GLint RefCount;
1508
1509 GLchar *Label; /**< GL_KHR_debug */
1510
1511 /**
1512 * Has this array object been bound?
1513 */
1514 GLboolean EverBound;
1515
1516 /**
1517 * Derived vertex attribute arrays
1518 *
1519 * This is a legacy data structure created from gl_vertex_attrib_array and
1520 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1521 */
1522 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1523
1524 /** Vertex attribute arrays */
1525 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1526
1527 /** Vertex buffer bindings */
1528 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1529
1530 /** Mask indicating which vertex arrays have vertex buffer associated. */
1531 GLbitfield64 VertexAttribBufferMask;
1532
1533 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1534 GLbitfield64 _Enabled;
1535
1536 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1537 GLbitfield64 NewArrays;
1538
1539 /** The index buffer (also known as the element array buffer in OpenGL). */
1540 struct gl_buffer_object *IndexBufferObj;
1541 };
1542
1543
1544 /** Used to signal when transitioning from one kind of drawing method
1545 * to another.
1546 */
1547 typedef enum {
1548 DRAW_NONE, /**< Initial value only */
1549 DRAW_BEGIN_END,
1550 DRAW_DISPLAY_LIST,
1551 DRAW_ARRAYS
1552 } gl_draw_method;
1553
1554 /**
1555 * Enum for the OpenGL APIs we know about and may support.
1556 *
1557 * NOTE: This must match the api_enum table in
1558 * src/mesa/main/get_hash_generator.py
1559 */
1560 typedef enum
1561 {
1562 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1563 API_OPENGLES,
1564 API_OPENGLES2,
1565 API_OPENGL_CORE,
1566 API_OPENGL_LAST = API_OPENGL_CORE
1567 } gl_api;
1568
1569 /**
1570 * Vertex array state
1571 */
1572 struct gl_array_attrib
1573 {
1574 /** Currently bound array object. */
1575 struct gl_vertex_array_object *VAO;
1576
1577 /** The default vertex array object */
1578 struct gl_vertex_array_object *DefaultVAO;
1579
1580 /** The last VAO accessed by a DSA function */
1581 struct gl_vertex_array_object *LastLookedUpVAO;
1582
1583 /** Array objects (GL_ARB_vertex_array_object) */
1584 struct _mesa_HashTable *Objects;
1585
1586 GLint ActiveTexture; /**< Client Active Texture */
1587 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1588 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1589
1590 /**
1591 * \name Primitive restart controls
1592 *
1593 * Primitive restart is enabled if either \c PrimitiveRestart or
1594 * \c PrimitiveRestartFixedIndex is set.
1595 */
1596 /*@{*/
1597 GLboolean PrimitiveRestart;
1598 GLboolean PrimitiveRestartFixedIndex;
1599 GLboolean _PrimitiveRestart;
1600 GLuint RestartIndex;
1601 /*@}*/
1602
1603 /** One of the DRAW_xxx flags, not consumed by drivers */
1604 gl_draw_method DrawMethod;
1605
1606 /* GL_ARB_vertex_buffer_object */
1607 struct gl_buffer_object *ArrayBufferObj;
1608
1609 /**
1610 * Vertex arrays as consumed by a driver.
1611 * The array pointer is set up only by the VBO module.
1612 */
1613 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1614
1615 /** Legal array datatypes and the API for which they have been computed */
1616 GLbitfield LegalTypesMask;
1617 gl_api LegalTypesMaskAPI;
1618 };
1619
1620
1621 /**
1622 * Feedback buffer state
1623 */
1624 struct gl_feedback
1625 {
1626 GLenum Type;
1627 GLbitfield _Mask; /**< FB_* bits */
1628 GLfloat *Buffer;
1629 GLuint BufferSize;
1630 GLuint Count;
1631 };
1632
1633
1634 /**
1635 * Selection buffer state
1636 */
1637 struct gl_selection
1638 {
1639 GLuint *Buffer; /**< selection buffer */
1640 GLuint BufferSize; /**< size of the selection buffer */
1641 GLuint BufferCount; /**< number of values in the selection buffer */
1642 GLuint Hits; /**< number of records in the selection buffer */
1643 GLuint NameStackDepth; /**< name stack depth */
1644 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1645 GLboolean HitFlag; /**< hit flag */
1646 GLfloat HitMinZ; /**< minimum hit depth */
1647 GLfloat HitMaxZ; /**< maximum hit depth */
1648 };
1649
1650
1651 /**
1652 * 1-D Evaluator control points
1653 */
1654 struct gl_1d_map
1655 {
1656 GLuint Order; /**< Number of control points */
1657 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1658 GLfloat *Points; /**< Points to contiguous control points */
1659 };
1660
1661
1662 /**
1663 * 2-D Evaluator control points
1664 */
1665 struct gl_2d_map
1666 {
1667 GLuint Uorder; /**< Number of control points in U dimension */
1668 GLuint Vorder; /**< Number of control points in V dimension */
1669 GLfloat u1, u2, du;
1670 GLfloat v1, v2, dv;
1671 GLfloat *Points; /**< Points to contiguous control points */
1672 };
1673
1674
1675 /**
1676 * All evaluator control point state
1677 */
1678 struct gl_evaluators
1679 {
1680 /**
1681 * \name 1-D maps
1682 */
1683 /*@{*/
1684 struct gl_1d_map Map1Vertex3;
1685 struct gl_1d_map Map1Vertex4;
1686 struct gl_1d_map Map1Index;
1687 struct gl_1d_map Map1Color4;
1688 struct gl_1d_map Map1Normal;
1689 struct gl_1d_map Map1Texture1;
1690 struct gl_1d_map Map1Texture2;
1691 struct gl_1d_map Map1Texture3;
1692 struct gl_1d_map Map1Texture4;
1693 /*@}*/
1694
1695 /**
1696 * \name 2-D maps
1697 */
1698 /*@{*/
1699 struct gl_2d_map Map2Vertex3;
1700 struct gl_2d_map Map2Vertex4;
1701 struct gl_2d_map Map2Index;
1702 struct gl_2d_map Map2Color4;
1703 struct gl_2d_map Map2Normal;
1704 struct gl_2d_map Map2Texture1;
1705 struct gl_2d_map Map2Texture2;
1706 struct gl_2d_map Map2Texture3;
1707 struct gl_2d_map Map2Texture4;
1708 /*@}*/
1709 };
1710
1711
1712 struct gl_transform_feedback_varying_info
1713 {
1714 char *Name;
1715 GLenum Type;
1716 GLint BufferIndex;
1717 GLint Size;
1718 GLint Offset;
1719 };
1720
1721
1722 /**
1723 * Per-output info vertex shaders for transform feedback.
1724 */
1725 struct gl_transform_feedback_output
1726 {
1727 uint32_t OutputRegister;
1728 uint32_t OutputBuffer;
1729 uint32_t NumComponents;
1730 uint32_t StreamId;
1731
1732 /** offset (in DWORDs) of this output within the interleaved structure */
1733 uint32_t DstOffset;
1734
1735 /**
1736 * Offset into the output register of the data to output. For example,
1737 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1738 * offset is in the y and z components of the output register.
1739 */
1740 uint32_t ComponentOffset;
1741 };
1742
1743
1744 struct gl_transform_feedback_buffer
1745 {
1746 uint32_t Binding;
1747
1748 uint32_t NumVaryings;
1749
1750 /**
1751 * Total number of components stored in each buffer. This may be used by
1752 * hardware back-ends to determine the correct stride when interleaving
1753 * multiple transform feedback outputs in the same buffer.
1754 */
1755 uint32_t Stride;
1756
1757 /**
1758 * Which transform feedback stream this buffer binding is associated with.
1759 */
1760 uint32_t Stream;
1761 };
1762
1763
1764 /** Post-link transform feedback info. */
1765 struct gl_transform_feedback_info
1766 {
1767 unsigned NumOutputs;
1768
1769 /* Bitmask of active buffer indices. */
1770 unsigned ActiveBuffers;
1771
1772 struct gl_transform_feedback_output *Outputs;
1773
1774 /** Transform feedback varyings used for the linking of this shader program.
1775 *
1776 * Use for glGetTransformFeedbackVarying().
1777 */
1778 struct gl_transform_feedback_varying_info *Varyings;
1779 GLint NumVarying;
1780
1781 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1782 };
1783
1784
1785 /**
1786 * Transform feedback object state
1787 */
1788 struct gl_transform_feedback_object
1789 {
1790 GLuint Name; /**< AKA the object ID */
1791 GLint RefCount;
1792 GLchar *Label; /**< GL_KHR_debug */
1793 GLboolean Active; /**< Is transform feedback enabled? */
1794 GLboolean Paused; /**< Is transform feedback paused? */
1795 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1796 at least once? */
1797 GLboolean EverBound; /**< Has this object been bound? */
1798
1799 /**
1800 * GLES: if Active is true, remaining number of primitives which can be
1801 * rendered without overflow. This is necessary to track because GLES
1802 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1803 * glDrawArraysInstanced would overflow transform feedback buffers.
1804 * Undefined if Active is false.
1805 *
1806 * Not tracked for desktop GL since it's unnecessary.
1807 */
1808 unsigned GlesRemainingPrims;
1809
1810 /**
1811 * The program active when BeginTransformFeedback() was called.
1812 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1813 * where stage is the pipeline stage that is the source of data for
1814 * transform feedback.
1815 */
1816 struct gl_program *program;
1817
1818 /** The feedback buffers */
1819 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1820 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1821
1822 /** Start of feedback data in dest buffer */
1823 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1824
1825 /**
1826 * Max data to put into dest buffer (in bytes). Computed based on
1827 * RequestedSize and the actual size of the buffer.
1828 */
1829 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1830
1831 /**
1832 * Size that was specified when the buffer was bound. If the buffer was
1833 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1834 * zero.
1835 */
1836 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1837 };
1838
1839
1840 /**
1841 * Context state for transform feedback.
1842 */
1843 struct gl_transform_feedback_state
1844 {
1845 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1846
1847 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1848 struct gl_buffer_object *CurrentBuffer;
1849
1850 /** The table of all transform feedback objects */
1851 struct _mesa_HashTable *Objects;
1852
1853 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1854 struct gl_transform_feedback_object *CurrentObject;
1855
1856 /** The default xform-fb object (Name==0) */
1857 struct gl_transform_feedback_object *DefaultObject;
1858 };
1859
1860
1861 /**
1862 * A "performance monitor" as described in AMD_performance_monitor.
1863 */
1864 struct gl_perf_monitor_object
1865 {
1866 GLuint Name;
1867
1868 /** True if the monitor is currently active (Begin called but not End). */
1869 GLboolean Active;
1870
1871 /**
1872 * True if the monitor has ended.
1873 *
1874 * This is distinct from !Active because it may never have began.
1875 */
1876 GLboolean Ended;
1877
1878 /**
1879 * A list of groups with currently active counters.
1880 *
1881 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1882 */
1883 unsigned *ActiveGroups;
1884
1885 /**
1886 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1887 *
1888 * Checking whether counter 'c' in group 'g' is active can be done via:
1889 *
1890 * BITSET_TEST(ActiveCounters[g], c)
1891 */
1892 GLuint **ActiveCounters;
1893 };
1894
1895
1896 union gl_perf_monitor_counter_value
1897 {
1898 float f;
1899 uint64_t u64;
1900 uint32_t u32;
1901 };
1902
1903
1904 struct gl_perf_monitor_counter
1905 {
1906 /** Human readable name for the counter. */
1907 const char *Name;
1908
1909 /**
1910 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1911 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1912 */
1913 GLenum Type;
1914
1915 /** Minimum counter value. */
1916 union gl_perf_monitor_counter_value Minimum;
1917
1918 /** Maximum counter value. */
1919 union gl_perf_monitor_counter_value Maximum;
1920 };
1921
1922
1923 struct gl_perf_monitor_group
1924 {
1925 /** Human readable name for the group. */
1926 const char *Name;
1927
1928 /**
1929 * Maximum number of counters in this group which can be active at the
1930 * same time.
1931 */
1932 GLuint MaxActiveCounters;
1933
1934 /** Array of counters within this group. */
1935 const struct gl_perf_monitor_counter *Counters;
1936 GLuint NumCounters;
1937 };
1938
1939
1940 /**
1941 * A query object instance as described in INTEL_performance_query.
1942 *
1943 * NB: We want to keep this and the corresponding backend structure
1944 * relatively lean considering that applications may expect to
1945 * allocate enough objects to be able to query around all draw calls
1946 * in a frame.
1947 */
1948 struct gl_perf_query_object
1949 {
1950 GLuint Id; /**< hash table ID/name */
1951 unsigned Used:1; /**< has been used for 1 or more queries */
1952 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1953 unsigned Ready:1; /**< result is ready? */
1954 };
1955
1956
1957 /**
1958 * Context state for AMD_performance_monitor.
1959 */
1960 struct gl_perf_monitor_state
1961 {
1962 /** Array of performance monitor groups (indexed by group ID) */
1963 const struct gl_perf_monitor_group *Groups;
1964 GLuint NumGroups;
1965
1966 /** The table of all performance monitors. */
1967 struct _mesa_HashTable *Monitors;
1968 };
1969
1970
1971 /**
1972 * Context state for INTEL_performance_query.
1973 */
1974 struct gl_perf_query_state
1975 {
1976 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1977 };
1978
1979
1980 /**
1981 * Names of the various vertex/fragment program register files, etc.
1982 *
1983 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1984 * All values should fit in a 4-bit field.
1985 *
1986 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1987 * considered to be "uniform" variables since they can only be set outside
1988 * glBegin/End. They're also all stored in the same Parameters array.
1989 */
1990 typedef enum
1991 {
1992 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1993 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1994 PROGRAM_INPUT, /**< machine->Inputs[] */
1995 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1996 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1997 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1998 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1999 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2000 PROGRAM_ADDRESS, /**< machine->AddressReg */
2001 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2002 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2003 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2004 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2005 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2006 PROGRAM_MEMORY, /**< for shared, global and local memory */
2007 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2008 PROGRAM_FILE_MAX
2009 } gl_register_file;
2010
2011
2012 /**
2013 * Base class for any kind of program object
2014 */
2015 struct gl_program
2016 {
2017 /** FIXME: This must be first until we split shader_info from nir_shader */
2018 struct shader_info info;
2019
2020 GLuint Id;
2021 GLint RefCount;
2022 GLubyte *String; /**< Null-terminated program text */
2023
2024 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2025 GLenum Format; /**< String encoding format */
2026
2027 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2028
2029 struct nir_shader *nir;
2030
2031 bool is_arb_asm; /** Is this an ARB assembly-style program */
2032
2033 /** Is this program written to on disk shader cache */
2034 bool program_written_to_cache;
2035
2036 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2037 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2038 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2039 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2040 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2041
2042 /* Fragement shader only fields */
2043 GLboolean OriginUpperLeft;
2044 GLboolean PixelCenterInteger;
2045
2046 /** Named parameters, constants, etc. from program text */
2047 struct gl_program_parameter_list *Parameters;
2048
2049 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2050 GLubyte SamplerUnits[MAX_SAMPLERS];
2051
2052 /* FIXME: We should be able to make this struct a union. However some
2053 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2054 * these fields, we should fix this.
2055 */
2056 struct {
2057 /** Fields used by GLSL programs */
2058 struct {
2059 /** Data shared by gl_program and gl_shader_program */
2060 struct gl_shader_program_data *data;
2061
2062 struct gl_active_atomic_buffer **AtomicBuffers;
2063
2064 /** Post-link transform feedback info. */
2065 struct gl_transform_feedback_info *LinkedTransformFeedback;
2066
2067 /**
2068 * Number of types for subroutine uniforms.
2069 */
2070 GLuint NumSubroutineUniformTypes;
2071
2072 /**
2073 * Subroutine uniform remap table
2074 * based on the program level uniform remap table.
2075 */
2076 GLuint NumSubroutineUniforms; /* non-sparse total */
2077 GLuint NumSubroutineUniformRemapTable;
2078 struct gl_uniform_storage **SubroutineUniformRemapTable;
2079
2080 /**
2081 * Num of subroutine functions for this stage and storage for them.
2082 */
2083 GLuint NumSubroutineFunctions;
2084 GLuint MaxSubroutineFunctionIndex;
2085 struct gl_subroutine_function *SubroutineFunctions;
2086
2087 /**
2088 * Map from image uniform index to image unit (set by glUniform1i())
2089 *
2090 * An image uniform index is associated with each image uniform by
2091 * the linker. The image index associated with each uniform is
2092 * stored in the \c gl_uniform_storage::image field.
2093 */
2094 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2095
2096 /**
2097 * Access qualifier specified in the shader for each image uniform
2098 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2099 * GL_READ_WRITE.
2100 *
2101 * It may be different, though only more strict than the value of
2102 * \c gl_image_unit::Access for the corresponding image unit.
2103 */
2104 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2105
2106 struct gl_uniform_block **UniformBlocks;
2107 struct gl_uniform_block **ShaderStorageBlocks;
2108
2109 /** Which texture target is being sampled
2110 * (TEXTURE_1D/2D/3D/etc_INDEX)
2111 */
2112 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2113
2114 union {
2115 struct {
2116 /**
2117 * A bitmask of gl_advanced_blend_mode values
2118 */
2119 GLbitfield BlendSupport;
2120 } fs;
2121 };
2122 } sh;
2123
2124 /** ARB assembly-style program fields */
2125 struct {
2126 struct prog_instruction *Instructions;
2127
2128 /**
2129 * Local parameters used by the program.
2130 *
2131 * It's dynamically allocated because it is rarely used (just
2132 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2133 * once it's allocated.
2134 */
2135 GLfloat (*LocalParams)[4];
2136
2137 /** Bitmask of which register files are read/written with indirect
2138 * addressing. Mask of (1 << PROGRAM_x) bits.
2139 */
2140 GLbitfield IndirectRegisterFiles;
2141
2142 /** Logical counts */
2143 /*@{*/
2144 GLuint NumInstructions;
2145 GLuint NumTemporaries;
2146 GLuint NumParameters;
2147 GLuint NumAttributes;
2148 GLuint NumAddressRegs;
2149 GLuint NumAluInstructions;
2150 GLuint NumTexInstructions;
2151 GLuint NumTexIndirections;
2152 /*@}*/
2153 /** Native, actual h/w counts */
2154 /*@{*/
2155 GLuint NumNativeInstructions;
2156 GLuint NumNativeTemporaries;
2157 GLuint NumNativeParameters;
2158 GLuint NumNativeAttributes;
2159 GLuint NumNativeAddressRegs;
2160 GLuint NumNativeAluInstructions;
2161 GLuint NumNativeTexInstructions;
2162 GLuint NumNativeTexIndirections;
2163 /*@}*/
2164
2165 /** Used by ARB assembly-style programs. Can only be true for vertex
2166 * programs.
2167 */
2168 GLboolean IsPositionInvariant;
2169 } arb;
2170 };
2171 };
2172
2173
2174 /**
2175 * State common to vertex and fragment programs.
2176 */
2177 struct gl_program_state
2178 {
2179 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2180 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2181 };
2182
2183
2184 /**
2185 * Context state for vertex programs.
2186 */
2187 struct gl_vertex_program_state
2188 {
2189 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2190 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2191 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2192 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2193 /** Computed two sided lighting for fixed function/programs. */
2194 GLboolean _TwoSideEnabled;
2195 struct gl_program *Current; /**< User-bound vertex program */
2196
2197 /** Currently enabled and valid vertex program (including internal
2198 * programs, user-defined vertex programs and GLSL vertex shaders).
2199 * This is the program we must use when rendering.
2200 */
2201 struct gl_program *_Current;
2202
2203 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2204
2205 /** Should fixed-function T&L be implemented with a vertex prog? */
2206 GLboolean _MaintainTnlProgram;
2207
2208 /** Program to emulate fixed-function T&L (see above) */
2209 struct gl_program *_TnlProgram;
2210
2211 /** Cache of fixed-function programs */
2212 struct gl_program_cache *Cache;
2213
2214 GLboolean _Overriden;
2215 };
2216
2217 /**
2218 * Context state for tessellation control programs.
2219 */
2220 struct gl_tess_ctrl_program_state
2221 {
2222 /** Currently bound and valid shader. */
2223 struct gl_program *_Current;
2224
2225 GLint patch_vertices;
2226 GLfloat patch_default_outer_level[4];
2227 GLfloat patch_default_inner_level[2];
2228 };
2229
2230 /**
2231 * Context state for tessellation evaluation programs.
2232 */
2233 struct gl_tess_eval_program_state
2234 {
2235 /** Currently bound and valid shader. */
2236 struct gl_program *_Current;
2237 };
2238
2239 /**
2240 * Context state for geometry programs.
2241 */
2242 struct gl_geometry_program_state
2243 {
2244 /** Currently enabled and valid program (including internal programs
2245 * and compiled shader programs).
2246 */
2247 struct gl_program *_Current;
2248 };
2249
2250 /**
2251 * Context state for fragment programs.
2252 */
2253 struct gl_fragment_program_state
2254 {
2255 GLboolean Enabled; /**< User-set fragment program enable flag */
2256 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2257 struct gl_program *Current; /**< User-bound fragment program */
2258
2259 /** Currently enabled and valid fragment program (including internal
2260 * programs, user-defined fragment programs and GLSL fragment shaders).
2261 * This is the program we must use when rendering.
2262 */
2263 struct gl_program *_Current;
2264
2265 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2266
2267 /** Should fixed-function texturing be implemented with a fragment prog? */
2268 GLboolean _MaintainTexEnvProgram;
2269
2270 /** Program to emulate fixed-function texture env/combine (see above) */
2271 struct gl_program *_TexEnvProgram;
2272
2273 /** Cache of fixed-function programs */
2274 struct gl_program_cache *Cache;
2275 };
2276
2277
2278 /**
2279 * Context state for compute programs.
2280 */
2281 struct gl_compute_program_state
2282 {
2283 /** Currently enabled and valid program (including internal programs
2284 * and compiled shader programs).
2285 */
2286 struct gl_program *_Current;
2287 };
2288
2289
2290 /**
2291 * ATI_fragment_shader runtime state
2292 */
2293
2294 struct atifs_instruction;
2295 struct atifs_setupinst;
2296
2297 /**
2298 * ATI fragment shader
2299 */
2300 struct ati_fragment_shader
2301 {
2302 GLuint Id;
2303 GLint RefCount;
2304 struct atifs_instruction *Instructions[2];
2305 struct atifs_setupinst *SetupInst[2];
2306 GLfloat Constants[8][4];
2307 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2308 GLubyte numArithInstr[2];
2309 GLubyte regsAssigned[2];
2310 GLubyte NumPasses; /**< 1 or 2 */
2311 GLubyte cur_pass;
2312 GLubyte last_optype;
2313 GLboolean interpinp1;
2314 GLboolean isValid;
2315 GLuint swizzlerq;
2316 struct gl_program *Program;
2317 };
2318
2319 /**
2320 * Context state for GL_ATI_fragment_shader
2321 */
2322 struct gl_ati_fragment_shader_state
2323 {
2324 GLboolean Enabled;
2325 GLboolean _Enabled; /**< enabled and valid shader? */
2326 GLboolean Compiling;
2327 GLfloat GlobalConstants[8][4];
2328 struct ati_fragment_shader *Current;
2329 };
2330
2331 /**
2332 * Shader subroutine function definition
2333 */
2334 struct gl_subroutine_function
2335 {
2336 char *name;
2337 int index;
2338 int num_compat_types;
2339 const struct glsl_type **types;
2340 };
2341
2342 /**
2343 * Shader information needed by both gl_shader and gl_linked shader.
2344 */
2345 struct gl_shader_info
2346 {
2347 /**
2348 * Tessellation Control shader state from layout qualifiers.
2349 */
2350 struct {
2351 /**
2352 * 0 - vertices not declared in shader, or
2353 * 1 .. GL_MAX_PATCH_VERTICES
2354 */
2355 GLint VerticesOut;
2356 } TessCtrl;
2357
2358 /**
2359 * Tessellation Evaluation shader state from layout qualifiers.
2360 */
2361 struct {
2362 /**
2363 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2364 * in this shader.
2365 */
2366 GLenum PrimitiveMode;
2367
2368 enum gl_tess_spacing Spacing;
2369
2370 /**
2371 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2372 */
2373 GLenum VertexOrder;
2374 /**
2375 * 1, 0, or -1 if it's not set in this shader.
2376 */
2377 int PointMode;
2378 } TessEval;
2379
2380 /**
2381 * Geometry shader state from GLSL 1.50 layout qualifiers.
2382 */
2383 struct {
2384 GLint VerticesOut;
2385 /**
2386 * 0 - Invocations count not declared in shader, or
2387 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2388 */
2389 GLint Invocations;
2390 /**
2391 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2392 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2393 * shader.
2394 */
2395 GLenum InputType;
2396 /**
2397 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2398 * it's not set in this shader.
2399 */
2400 GLenum OutputType;
2401 } Geom;
2402
2403 /**
2404 * Compute shader state from ARB_compute_shader and
2405 * ARB_compute_variable_group_size layout qualifiers.
2406 */
2407 struct {
2408 /**
2409 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2410 * it's not set in this shader.
2411 */
2412 unsigned LocalSize[3];
2413
2414 /**
2415 * Whether a variable work group size has been specified as defined by
2416 * ARB_compute_variable_group_size.
2417 */
2418 bool LocalSizeVariable;
2419 } Comp;
2420 };
2421
2422 /**
2423 * A linked GLSL shader object.
2424 */
2425 struct gl_linked_shader
2426 {
2427 gl_shader_stage Stage;
2428
2429 #ifdef DEBUG
2430 unsigned SourceChecksum;
2431 #endif
2432
2433 struct gl_program *Program; /**< Post-compile assembly code */
2434
2435 /**
2436 * \name Sampler tracking
2437 *
2438 * \note Each of these fields is only set post-linking.
2439 */
2440 /*@{*/
2441 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2442 /*@}*/
2443
2444 /**
2445 * Number of default uniform block components used by this shader.
2446 *
2447 * This field is only set post-linking.
2448 */
2449 unsigned num_uniform_components;
2450
2451 /**
2452 * Number of combined uniform components used by this shader.
2453 *
2454 * This field is only set post-linking. It is the sum of the uniform block
2455 * sizes divided by sizeof(float), and num_uniform_compoennts.
2456 */
2457 unsigned num_combined_uniform_components;
2458
2459 struct exec_list *ir;
2460 struct exec_list *packed_varyings;
2461 struct exec_list *fragdata_arrays;
2462 struct glsl_symbol_table *symbols;
2463 };
2464
2465 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2466 {
2467 GLbitfield external_samplers = 0;
2468 GLbitfield mask = prog->SamplersUsed;
2469
2470 while (mask) {
2471 int idx = u_bit_scan(&mask);
2472 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2473 external_samplers |= (1 << idx);
2474 }
2475
2476 return external_samplers;
2477 }
2478
2479 /**
2480 * Compile status enum. compile_skipped is used to indicate the compile
2481 * was skipped due to the shader matching one that's been seen before by
2482 * the on-disk cache.
2483 */
2484 enum gl_compile_status
2485 {
2486 compile_failure = 0,
2487 compile_success,
2488 compile_skipped,
2489 compiled_no_opts
2490 };
2491
2492 /**
2493 * A GLSL shader object.
2494 */
2495 struct gl_shader
2496 {
2497 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2498 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2499 * Must be the first field.
2500 */
2501 GLenum Type;
2502 gl_shader_stage Stage;
2503 GLuint Name; /**< AKA the handle */
2504 GLint RefCount; /**< Reference count */
2505 GLchar *Label; /**< GL_KHR_debug */
2506 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2507 GLboolean DeletePending;
2508 enum gl_compile_status CompileStatus;
2509 bool IsES; /**< True if this shader uses GLSL ES */
2510
2511 #ifdef DEBUG
2512 unsigned SourceChecksum; /**< for debug/logging purposes */
2513 #endif
2514 const GLchar *Source; /**< Source code string */
2515
2516 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2517
2518 GLchar *InfoLog;
2519
2520 unsigned Version; /**< GLSL version used for linking */
2521
2522 struct exec_list *ir;
2523 struct glsl_symbol_table *symbols;
2524
2525 /**
2526 * A bitmask of gl_advanced_blend_mode values
2527 */
2528 GLbitfield BlendSupport;
2529
2530 /**
2531 * Whether early fragment tests are enabled as defined by
2532 * ARB_shader_image_load_store.
2533 */
2534 bool EarlyFragmentTests;
2535
2536 bool ARB_fragment_coord_conventions_enable;
2537
2538 bool redeclares_gl_fragcoord;
2539 bool uses_gl_fragcoord;
2540
2541 bool PostDepthCoverage;
2542 bool InnerCoverage;
2543
2544 /**
2545 * Fragment shader state from GLSL 1.50 layout qualifiers.
2546 */
2547 bool origin_upper_left;
2548 bool pixel_center_integer;
2549
2550 /**
2551 * Whether bindless_sampler/bindless_image, and respectively
2552 * bound_sampler/bound_image are declared at global scope as defined by
2553 * ARB_bindless_texture.
2554 */
2555 bool bindless_sampler;
2556 bool bindless_image;
2557 bool bound_sampler;
2558 bool bound_image;
2559
2560 /** Global xfb_stride out qualifier if any */
2561 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2562
2563 struct gl_shader_info info;
2564 };
2565
2566
2567 struct gl_uniform_buffer_variable
2568 {
2569 char *Name;
2570
2571 /**
2572 * Name of the uniform as seen by glGetUniformIndices.
2573 *
2574 * glGetUniformIndices requires that the block instance index \b not be
2575 * present in the name of queried uniforms.
2576 *
2577 * \note
2578 * \c gl_uniform_buffer_variable::IndexName and
2579 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2580 */
2581 char *IndexName;
2582
2583 const struct glsl_type *Type;
2584 unsigned int Offset;
2585 GLboolean RowMajor;
2586 };
2587
2588
2589 enum gl_uniform_block_packing
2590 {
2591 ubo_packing_std140,
2592 ubo_packing_shared,
2593 ubo_packing_packed,
2594 ubo_packing_std430
2595 };
2596
2597
2598 struct gl_uniform_block
2599 {
2600 /** Declared name of the uniform block */
2601 char *Name;
2602
2603 /** Array of supplemental information about UBO ir_variables. */
2604 struct gl_uniform_buffer_variable *Uniforms;
2605 GLuint NumUniforms;
2606
2607 /**
2608 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2609 * with glBindBufferBase to bind a buffer object to this uniform block. When
2610 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2611 */
2612 GLuint Binding;
2613
2614 /**
2615 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2616 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2617 */
2618 GLuint UniformBufferSize;
2619
2620 /** Stages that reference this block */
2621 uint8_t stageref;
2622
2623 /**
2624 * Linearized array index for uniform block instance arrays
2625 *
2626 * Given a uniform block instance array declared with size
2627 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2628 * have the linearized array index
2629 *
2630 * m-1 m
2631 * i_m + ∑ i_j * ∏ s_k
2632 * j=0 k=j+1
2633 *
2634 * For a uniform block instance that is not an array, this is always 0.
2635 */
2636 uint8_t linearized_array_index;
2637
2638 /**
2639 * Layout specified in the shader
2640 *
2641 * This isn't accessible through the API, but it is used while
2642 * cross-validating uniform blocks.
2643 */
2644 enum gl_uniform_block_packing _Packing;
2645 GLboolean _RowMajor;
2646 };
2647
2648 /**
2649 * Structure that represents a reference to an atomic buffer from some
2650 * shader program.
2651 */
2652 struct gl_active_atomic_buffer
2653 {
2654 /** Uniform indices of the atomic counters declared within it. */
2655 GLuint *Uniforms;
2656 GLuint NumUniforms;
2657
2658 /** Binding point index associated with it. */
2659 GLuint Binding;
2660
2661 /** Minimum reasonable size it is expected to have. */
2662 GLuint MinimumSize;
2663
2664 /** Shader stages making use of it. */
2665 GLboolean StageReferences[MESA_SHADER_STAGES];
2666 };
2667
2668 /**
2669 * Data container for shader queries. This holds only the minimal
2670 * amount of required information for resource queries to work.
2671 */
2672 struct gl_shader_variable
2673 {
2674 /**
2675 * Declared type of the variable
2676 */
2677 const struct glsl_type *type;
2678
2679 /**
2680 * If the variable is in an interface block, this is the type of the block.
2681 */
2682 const struct glsl_type *interface_type;
2683
2684 /**
2685 * For variables inside structs (possibly recursively), this is the
2686 * outermost struct type.
2687 */
2688 const struct glsl_type *outermost_struct_type;
2689
2690 /**
2691 * Declared name of the variable
2692 */
2693 char *name;
2694
2695 /**
2696 * Storage location of the base of this variable
2697 *
2698 * The precise meaning of this field depends on the nature of the variable.
2699 *
2700 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2701 * - Vertex shader output: one of the values from \c gl_varying_slot.
2702 * - Geometry shader input: one of the values from \c gl_varying_slot.
2703 * - Geometry shader output: one of the values from \c gl_varying_slot.
2704 * - Fragment shader input: one of the values from \c gl_varying_slot.
2705 * - Fragment shader output: one of the values from \c gl_frag_result.
2706 * - Uniforms: Per-stage uniform slot number for default uniform block.
2707 * - Uniforms: Index within the uniform block definition for UBO members.
2708 * - Non-UBO Uniforms: explicit location until linking then reused to
2709 * store uniform slot number.
2710 * - Other: This field is not currently used.
2711 *
2712 * If the variable is a uniform, shader input, or shader output, and the
2713 * slot has not been assigned, the value will be -1.
2714 */
2715 int location;
2716
2717 /**
2718 * Specifies the first component the variable is stored in as per
2719 * ARB_enhanced_layouts.
2720 */
2721 unsigned component:2;
2722
2723 /**
2724 * Output index for dual source blending.
2725 *
2726 * \note
2727 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2728 * source blending.
2729 */
2730 unsigned index:1;
2731
2732 /**
2733 * Specifies whether a shader input/output is per-patch in tessellation
2734 * shader stages.
2735 */
2736 unsigned patch:1;
2737
2738 /**
2739 * Storage class of the variable.
2740 *
2741 * \sa (n)ir_variable_mode
2742 */
2743 unsigned mode:4;
2744
2745 /**
2746 * Interpolation mode for shader inputs / outputs
2747 *
2748 * \sa glsl_interp_mode
2749 */
2750 unsigned interpolation:2;
2751
2752 /**
2753 * Was the location explicitly set in the shader?
2754 *
2755 * If the location is explicitly set in the shader, it \b cannot be changed
2756 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2757 * no effect).
2758 */
2759 unsigned explicit_location:1;
2760
2761 /**
2762 * Precision qualifier.
2763 */
2764 unsigned precision:2;
2765 };
2766
2767 /**
2768 * Active resource in a gl_shader_program
2769 */
2770 struct gl_program_resource
2771 {
2772 GLenum Type; /** Program interface type. */
2773 const void *Data; /** Pointer to resource associated data structure. */
2774 uint8_t StageReferences; /** Bitmask of shader stage references. */
2775 };
2776
2777 /**
2778 * Link status enum. linking_skipped is used to indicate linking
2779 * was skipped due to the shader being loaded from the on-disk cache.
2780 */
2781 enum gl_link_status
2782 {
2783 linking_failure = 0,
2784 linking_success,
2785 linking_skipped
2786 };
2787
2788 /**
2789 * A data structure to be shared by gl_shader_program and gl_program.
2790 */
2791 struct gl_shader_program_data
2792 {
2793 GLint RefCount; /**< Reference count */
2794
2795 /** SHA1 hash of linked shader program */
2796 unsigned char sha1[20];
2797
2798 unsigned NumUniformStorage;
2799 unsigned NumHiddenUniforms;
2800 struct gl_uniform_storage *UniformStorage;
2801
2802 unsigned NumUniformBlocks;
2803 struct gl_uniform_block *UniformBlocks;
2804
2805 unsigned NumShaderStorageBlocks;
2806 struct gl_uniform_block *ShaderStorageBlocks;
2807
2808 struct gl_active_atomic_buffer *AtomicBuffers;
2809 unsigned NumAtomicBuffers;
2810
2811 /* Shader cache variables used during restore */
2812 unsigned NumUniformDataSlots;
2813 union gl_constant_value *UniformDataSlots;
2814
2815 bool cache_fallback;
2816
2817 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2818 * All structures (gl_program, uniform storage, etc) will get recreated
2819 * even though we have already loaded them from cache. Once the i965 cache
2820 * lands we should switch to using the cache_fallback support.
2821 */
2822 bool skip_cache;
2823
2824 /** List of all active resources after linking. */
2825 struct gl_program_resource *ProgramResourceList;
2826 unsigned NumProgramResourceList;
2827
2828 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2829 GLboolean Validated;
2830 GLchar *InfoLog;
2831
2832 unsigned Version; /**< GLSL version used for linking */
2833
2834 /* Mask of stages this program was linked against */
2835 unsigned linked_stages;
2836 };
2837
2838 /**
2839 * A GLSL program object.
2840 * Basically a linked collection of vertex and fragment shaders.
2841 */
2842 struct gl_shader_program
2843 {
2844 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2845 GLuint Name; /**< aka handle or ID */
2846 GLchar *Label; /**< GL_KHR_debug */
2847 GLint RefCount; /**< Reference count */
2848 GLboolean DeletePending;
2849
2850 /**
2851 * Is the application intending to glGetProgramBinary this program?
2852 */
2853 GLboolean BinaryRetreivableHint;
2854
2855 /**
2856 * Indicates whether program can be bound for individual pipeline stages
2857 * using UseProgramStages after it is next linked.
2858 */
2859 GLboolean SeparateShader;
2860
2861 GLuint NumShaders; /**< number of attached shaders */
2862 struct gl_shader **Shaders; /**< List of attached the shaders */
2863
2864 /**
2865 * User-defined attribute bindings
2866 *
2867 * These are set via \c glBindAttribLocation and are used to direct the
2868 * GLSL linker. These are \b not the values used in the compiled shader,
2869 * and they are \b not the values returned by \c glGetAttribLocation.
2870 */
2871 struct string_to_uint_map *AttributeBindings;
2872
2873 /**
2874 * User-defined fragment data bindings
2875 *
2876 * These are set via \c glBindFragDataLocation and are used to direct the
2877 * GLSL linker. These are \b not the values used in the compiled shader,
2878 * and they are \b not the values returned by \c glGetFragDataLocation.
2879 */
2880 struct string_to_uint_map *FragDataBindings;
2881 struct string_to_uint_map *FragDataIndexBindings;
2882
2883 /**
2884 * Transform feedback varyings last specified by
2885 * glTransformFeedbackVaryings().
2886 *
2887 * For the current set of transform feedback varyings used for transform
2888 * feedback output, see LinkedTransformFeedback.
2889 */
2890 struct {
2891 GLenum BufferMode;
2892 /** Global xfb_stride out qualifier if any */
2893 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2894 GLuint NumVarying;
2895 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2896 } TransformFeedback;
2897
2898 struct gl_program *last_vert_prog;
2899
2900 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2901 enum gl_frag_depth_layout FragDepthLayout;
2902
2903 /**
2904 * Geometry shader state - copied into gl_program by
2905 * _mesa_copy_linked_program_data().
2906 */
2907 struct {
2908 GLint VerticesIn;
2909
2910 bool UsesEndPrimitive;
2911 bool UsesStreams;
2912 } Geom;
2913
2914 /**
2915 * Compute shader state - copied into gl_program by
2916 * _mesa_copy_linked_program_data().
2917 */
2918 struct {
2919 /**
2920 * Size of shared variables accessed by the compute shader.
2921 */
2922 unsigned SharedSize;
2923 } Comp;
2924
2925 /** Data shared by gl_program and gl_shader_program */
2926 struct gl_shader_program_data *data;
2927
2928 /**
2929 * Mapping from GL uniform locations returned by \c glUniformLocation to
2930 * UniformStorage entries. Arrays will have multiple contiguous slots
2931 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2932 */
2933 unsigned NumUniformRemapTable;
2934 struct gl_uniform_storage **UniformRemapTable;
2935
2936 /**
2937 * Sometimes there are empty slots left over in UniformRemapTable after we
2938 * allocate slots to explicit locations. This list stores the blocks of
2939 * continuous empty slots inside UniformRemapTable.
2940 */
2941 struct exec_list EmptyUniformLocations;
2942
2943 /**
2944 * Total number of explicit uniform location including inactive uniforms.
2945 */
2946 unsigned NumExplicitUniformLocations;
2947
2948 /**
2949 * Map of active uniform names to locations
2950 *
2951 * Maps any active uniform that is not an array element to a location.
2952 * Each active uniform, including individual structure members will appear
2953 * in this map. This roughly corresponds to the set of names that would be
2954 * enumerated by \c glGetActiveUniform.
2955 */
2956 struct string_to_uint_map *UniformHash;
2957
2958 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2959
2960 bool IsES; /**< True if this program uses GLSL ES */
2961
2962 /**
2963 * Per-stage shaders resulting from the first stage of linking.
2964 *
2965 * Set of linked shaders for this program. The array is accessed using the
2966 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2967 * \c NULL.
2968 */
2969 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2970
2971 /* True if any of the fragment shaders attached to this program use:
2972 * #extension ARB_fragment_coord_conventions: enable
2973 */
2974 GLboolean ARB_fragment_coord_conventions_enable;
2975 };
2976
2977
2978 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2979 #define GLSL_LOG 0x2 /**< Write shaders to files */
2980 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
2981 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
2982 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
2983 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
2984 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
2985 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
2986 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
2987 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
2988
2989
2990 /**
2991 * Context state for GLSL vertex/fragment shaders.
2992 * Extended to support pipeline object
2993 */
2994 struct gl_pipeline_object
2995 {
2996 /** Name of the pipeline object as received from glGenProgramPipelines.
2997 * It would be 0 for shaders without separate shader objects.
2998 */
2999 GLuint Name;
3000
3001 GLint RefCount;
3002
3003 GLchar *Label; /**< GL_KHR_debug */
3004
3005 /**
3006 * Programs used for rendering
3007 *
3008 * There is a separate program set for each shader stage.
3009 */
3010 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3011
3012 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3013
3014 /**
3015 * Program used by glUniform calls.
3016 *
3017 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3018 */
3019 struct gl_shader_program *ActiveProgram;
3020
3021 GLbitfield Flags; /**< Mask of GLSL_x flags */
3022
3023 GLboolean EverBound; /**< Has the pipeline object been created */
3024
3025 GLboolean Validated; /**< Pipeline Validation status */
3026
3027 GLchar *InfoLog;
3028 };
3029
3030 /**
3031 * Context state for GLSL pipeline shaders.
3032 */
3033 struct gl_pipeline_shader_state
3034 {
3035 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3036 struct gl_pipeline_object *Current;
3037
3038 /* Default Object to ensure that _Shader is never NULL */
3039 struct gl_pipeline_object *Default;
3040
3041 /** Pipeline objects */
3042 struct _mesa_HashTable *Objects;
3043 };
3044
3045 /**
3046 * Compiler options for a single GLSL shaders type
3047 */
3048 struct gl_shader_compiler_options
3049 {
3050 /** Driver-selectable options: */
3051 GLboolean EmitNoLoops;
3052 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3053 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3054 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3055 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3056 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3057 * gl_CullDistance together from
3058 * float[8] to vec4[2]
3059 **/
3060
3061 /**
3062 * \name Forms of indirect addressing the driver cannot do.
3063 */
3064 /*@{*/
3065 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3066 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3067 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3068 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3069 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3070 /*@}*/
3071
3072 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3073 GLuint MaxUnrollIterations;
3074
3075 /**
3076 * Optimize code for array of structures backends.
3077 *
3078 * This is a proxy for:
3079 * - preferring DP4 instructions (rather than MUL/MAD) for
3080 * matrix * vector operations, such as position transformation.
3081 */
3082 GLboolean OptimizeForAOS;
3083
3084 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3085
3086 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3087 GLboolean ClampBlockIndicesToArrayBounds;
3088
3089 const struct nir_shader_compiler_options *NirOptions;
3090 };
3091
3092
3093 /**
3094 * Occlusion/timer query object.
3095 */
3096 struct gl_query_object
3097 {
3098 GLenum Target; /**< The query target, when active */
3099 GLuint Id; /**< hash table ID/name */
3100 GLchar *Label; /**< GL_KHR_debug */
3101 GLuint64EXT Result; /**< the counter */
3102 GLboolean Active; /**< inside Begin/EndQuery */
3103 GLboolean Ready; /**< result is ready? */
3104 GLboolean EverBound;/**< has query object ever been bound */
3105 GLuint Stream; /**< The stream */
3106 };
3107
3108
3109 /**
3110 * Context state for query objects.
3111 */
3112 struct gl_query_state
3113 {
3114 struct _mesa_HashTable *QueryObjects;
3115 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3116 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3117
3118 /** GL_NV_conditional_render */
3119 struct gl_query_object *CondRenderQuery;
3120
3121 /** GL_EXT_transform_feedback */
3122 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3123 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3124
3125 /** GL_ARB_transform_feedback_overflow_query */
3126 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3127 struct gl_query_object *TransformFeedbackOverflowAny;
3128
3129 /** GL_ARB_timer_query */
3130 struct gl_query_object *TimeElapsed;
3131
3132 /** GL_ARB_pipeline_statistics_query */
3133 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3134
3135 GLenum CondRenderMode;
3136 };
3137
3138
3139 /** Sync object state */
3140 struct gl_sync_object
3141 {
3142 GLenum Type; /**< GL_SYNC_FENCE */
3143 GLuint Name; /**< Fence name */
3144 GLchar *Label; /**< GL_KHR_debug */
3145 GLint RefCount; /**< Reference count */
3146 GLboolean DeletePending; /**< Object was deleted while there were still
3147 * live references (e.g., sync not yet finished)
3148 */
3149 GLenum SyncCondition;
3150 GLbitfield Flags; /**< Flags passed to glFenceSync */
3151 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3152 };
3153
3154
3155 /**
3156 * State which can be shared by multiple contexts:
3157 */
3158 struct gl_shared_state
3159 {
3160 mtx_t Mutex; /**< for thread safety */
3161 GLint RefCount; /**< Reference count */
3162 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3163 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3164 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3165
3166 /** Default texture objects (shared by all texture units) */
3167 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3168
3169 /** Fallback texture used when a bound texture is incomplete */
3170 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3171
3172 /**
3173 * \name Thread safety and statechange notification for texture
3174 * objects.
3175 *
3176 * \todo Improve the granularity of locking.
3177 */
3178 /*@{*/
3179 mtx_t TexMutex; /**< texobj thread safety */
3180 GLuint TextureStateStamp; /**< state notification for shared tex */
3181 /*@}*/
3182
3183 /** Default buffer object for vertex arrays that aren't in VBOs */
3184 struct gl_buffer_object *NullBufferObj;
3185
3186 /**
3187 * \name Vertex/geometry/fragment programs
3188 */
3189 /*@{*/
3190 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3191 struct gl_program *DefaultVertexProgram;
3192 struct gl_program *DefaultFragmentProgram;
3193 /*@}*/
3194
3195 /* GL_ATI_fragment_shader */
3196 struct _mesa_HashTable *ATIShaders;
3197 struct ati_fragment_shader *DefaultFragmentShader;
3198
3199 struct _mesa_HashTable *BufferObjects;
3200
3201 /** Table of both gl_shader and gl_shader_program objects */
3202 struct _mesa_HashTable *ShaderObjects;
3203
3204 /* GL_EXT_framebuffer_object */
3205 struct _mesa_HashTable *RenderBuffers;
3206 struct _mesa_HashTable *FrameBuffers;
3207
3208 /* GL_ARB_sync */
3209 struct set *SyncObjects;
3210
3211 /** GL_ARB_sampler_objects */
3212 struct _mesa_HashTable *SamplerObjects;
3213
3214 /**
3215 * Some context in this share group was affected by a GPU reset
3216 *
3217 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3218 * been affected by a GPU reset must also return
3219 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3220 *
3221 * Once this field becomes true, it is never reset to false.
3222 */
3223 bool ShareGroupReset;
3224 };
3225
3226
3227
3228 /**
3229 * Renderbuffers represent drawing surfaces such as color, depth and/or
3230 * stencil. A framebuffer object has a set of renderbuffers.
3231 * Drivers will typically derive subclasses of this type.
3232 */
3233 struct gl_renderbuffer
3234 {
3235 mtx_t Mutex; /**< for thread safety */
3236 GLuint ClassID; /**< Useful for drivers */
3237 GLuint Name;
3238 GLchar *Label; /**< GL_KHR_debug */
3239 GLint RefCount;
3240 GLuint Width, Height;
3241 GLuint Depth;
3242 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3243 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3244 /**
3245 * True for renderbuffers that wrap textures, giving the driver a chance to
3246 * flush render caches through the FinishRenderTexture hook.
3247 *
3248 * Drivers may also set this on renderbuffers other than those generated by
3249 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3250 * called without a rb->TexImage.
3251 */
3252 GLboolean NeedsFinishRenderTexture;
3253 GLubyte NumSamples;
3254 GLenum InternalFormat; /**< The user-specified format */
3255 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3256 GL_STENCIL_INDEX. */
3257 mesa_format Format; /**< The actual renderbuffer memory format */
3258 /**
3259 * Pointer to the texture image if this renderbuffer wraps a texture,
3260 * otherwise NULL.
3261 *
3262 * Note that the reference on the gl_texture_object containing this
3263 * TexImage is held by the gl_renderbuffer_attachment.
3264 */
3265 struct gl_texture_image *TexImage;
3266
3267 /** Delete this renderbuffer */
3268 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3269
3270 /** Allocate new storage for this renderbuffer */
3271 GLboolean (*AllocStorage)(struct gl_context *ctx,
3272 struct gl_renderbuffer *rb,
3273 GLenum internalFormat,
3274 GLuint width, GLuint height);
3275 };
3276
3277
3278 /**
3279 * A renderbuffer attachment points to either a texture object (and specifies
3280 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3281 */
3282 struct gl_renderbuffer_attachment
3283 {
3284 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3285 GLboolean Complete;
3286
3287 /**
3288 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3289 * application supplied renderbuffer object.
3290 */
3291 struct gl_renderbuffer *Renderbuffer;
3292
3293 /**
3294 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3295 * supplied texture object.
3296 */
3297 struct gl_texture_object *Texture;
3298 GLuint TextureLevel; /**< Attached mipmap level. */
3299 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3300 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3301 * and 2D array textures */
3302 GLboolean Layered;
3303 };
3304
3305
3306 /**
3307 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3308 * In C++ terms, think of this as a base class from which device drivers
3309 * will make derived classes.
3310 */
3311 struct gl_framebuffer
3312 {
3313 mtx_t Mutex; /**< for thread safety */
3314 /**
3315 * If zero, this is a window system framebuffer. If non-zero, this
3316 * is a FBO framebuffer; note that for some devices (i.e. those with
3317 * a natural pixel coordinate system for FBOs that differs from the
3318 * OpenGL/Mesa coordinate system), this means that the viewport,
3319 * polygon face orientation, and polygon stipple will have to be inverted.
3320 */
3321 GLuint Name;
3322 GLint RefCount;
3323
3324 GLchar *Label; /**< GL_KHR_debug */
3325
3326 GLboolean DeletePending;
3327
3328 /**
3329 * The framebuffer's visual. Immutable if this is a window system buffer.
3330 * Computed from attachments if user-made FBO.
3331 */
3332 struct gl_config Visual;
3333
3334 /**
3335 * Size of frame buffer in pixels. If there are no attachments, then both
3336 * of these are 0.
3337 */
3338 GLuint Width, Height;
3339
3340 /**
3341 * In the case that the framebuffer has no attachment (i.e.
3342 * GL_ARB_framebuffer_no_attachments) then the geometry of
3343 * the framebuffer is specified by the default values.
3344 */
3345 struct {
3346 GLuint Width, Height, Layers, NumSamples;
3347 GLboolean FixedSampleLocations;
3348 /* Derived from NumSamples by the driver so that it can choose a valid
3349 * value for the hardware.
3350 */
3351 GLuint _NumSamples;
3352 } DefaultGeometry;
3353
3354 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3355 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3356 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3357 */
3358 /*@{*/
3359 GLint _Xmin, _Xmax;
3360 GLint _Ymin, _Ymax;
3361 /*@}*/
3362
3363 /** \name Derived Z buffer stuff */
3364 /*@{*/
3365 GLuint _DepthMax; /**< Max depth buffer value */
3366 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3367 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3368 /*@}*/
3369
3370 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3371 GLenum _Status;
3372
3373 /** Whether one of Attachment has Type != GL_NONE
3374 * NOTE: the values for Width and Height are set to 0 in case of having
3375 * no attachments, a backend driver supporting the extension
3376 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3377 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3378 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3379 * _Ymax do NOT take into account _HasAttachments being false). To get the
3380 * geometry of the framebuffer, the helper functions
3381 * _mesa_geometric_width(),
3382 * _mesa_geometric_height(),
3383 * _mesa_geometric_samples() and
3384 * _mesa_geometric_layers()
3385 * are available that check _HasAttachments.
3386 */
3387 bool _HasAttachments;
3388
3389 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3390
3391 /* ARB_color_buffer_float */
3392 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3393 GLboolean _HasSNormOrFloatColorBuffer;
3394
3395 /**
3396 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3397 * is not layered. For cube maps and cube map arrays, each cube face
3398 * counts as a layer. As the case for Width, Height a backend driver
3399 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3400 * in the case that _HasAttachments is false
3401 */
3402 GLuint MaxNumLayers;
3403
3404 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3405 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3406
3407 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3408 * attribute group and GL_PIXEL attribute group, respectively.
3409 */
3410 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3411 GLenum ColorReadBuffer;
3412
3413 /** Computed from ColorDraw/ReadBuffer above */
3414 GLuint _NumColorDrawBuffers;
3415 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3416 GLint _ColorReadBufferIndex; /* -1 = None */
3417 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3418 struct gl_renderbuffer *_ColorReadBuffer;
3419
3420 /** Delete this framebuffer */
3421 void (*Delete)(struct gl_framebuffer *fb);
3422 };
3423
3424
3425 /**
3426 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3427 */
3428 struct gl_precision
3429 {
3430 GLushort RangeMin; /**< min value exponent */
3431 GLushort RangeMax; /**< max value exponent */
3432 GLushort Precision; /**< number of mantissa bits */
3433 };
3434
3435
3436 /**
3437 * Limits for vertex, geometry and fragment programs/shaders.
3438 */
3439 struct gl_program_constants
3440 {
3441 /* logical limits */
3442 GLuint MaxInstructions;
3443 GLuint MaxAluInstructions;
3444 GLuint MaxTexInstructions;
3445 GLuint MaxTexIndirections;
3446 GLuint MaxAttribs;
3447 GLuint MaxTemps;
3448 GLuint MaxAddressRegs;
3449 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3450 GLuint MaxParameters;
3451 GLuint MaxLocalParams;
3452 GLuint MaxEnvParams;
3453 /* native/hardware limits */
3454 GLuint MaxNativeInstructions;
3455 GLuint MaxNativeAluInstructions;
3456 GLuint MaxNativeTexInstructions;
3457 GLuint MaxNativeTexIndirections;
3458 GLuint MaxNativeAttribs;
3459 GLuint MaxNativeTemps;
3460 GLuint MaxNativeAddressRegs;
3461 GLuint MaxNativeParameters;
3462 /* For shaders */
3463 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3464
3465 /**
3466 * \name Per-stage input / output limits
3467 *
3468 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3469 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3470 * ES). This is stored as \c gl_constants::MaxVarying.
3471 *
3472 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3473 * variables. Each stage as a certain number of outputs that it can feed
3474 * to the next stage and a certain number inputs that it can consume from
3475 * the previous stage.
3476 *
3477 * Vertex shader inputs do not participate this in this accounting.
3478 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3479 *
3480 * Fragment shader outputs do not participate this in this accounting.
3481 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3482 */
3483 /*@{*/
3484 GLuint MaxInputComponents;
3485 GLuint MaxOutputComponents;
3486 /*@}*/
3487
3488 /* ES 2.0 and GL_ARB_ES2_compatibility */
3489 struct gl_precision LowFloat, MediumFloat, HighFloat;
3490 struct gl_precision LowInt, MediumInt, HighInt;
3491 /* GL_ARB_uniform_buffer_object */
3492 GLuint MaxUniformBlocks;
3493 GLuint MaxCombinedUniformComponents;
3494 GLuint MaxTextureImageUnits;
3495
3496 /* GL_ARB_shader_atomic_counters */
3497 GLuint MaxAtomicBuffers;
3498 GLuint MaxAtomicCounters;
3499
3500 /* GL_ARB_shader_image_load_store */
3501 GLuint MaxImageUniforms;
3502
3503 /* GL_ARB_shader_storage_buffer_object */
3504 GLuint MaxShaderStorageBlocks;
3505 };
3506
3507
3508 /**
3509 * Constants which may be overridden by device driver during context creation
3510 * but are never changed after that.
3511 */
3512 struct gl_constants
3513 {
3514 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3515 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3516 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3517 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3518 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3519 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3520 GLuint MaxTextureCoordUnits;
3521 GLuint MaxCombinedTextureImageUnits;
3522 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3523 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3524 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3525 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3526
3527 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3528
3529 GLuint MaxArrayLockSize;
3530
3531 GLint SubPixelBits;
3532
3533 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3534 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3535 GLfloat PointSizeGranularity;
3536 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3537 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3538 GLfloat LineWidthGranularity;
3539
3540 GLuint MaxClipPlanes;
3541 GLuint MaxLights;
3542 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3543 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3544
3545 GLuint MaxViewportWidth, MaxViewportHeight;
3546 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3547 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3548 struct {
3549 GLfloat Min;
3550 GLfloat Max;
3551 } ViewportBounds; /**< GL_ARB_viewport_array */
3552 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3553
3554 struct gl_program_constants Program[MESA_SHADER_STAGES];
3555 GLuint MaxProgramMatrices;
3556 GLuint MaxProgramMatrixStackDepth;
3557
3558 struct {
3559 GLuint SamplesPassed;
3560 GLuint TimeElapsed;
3561 GLuint Timestamp;
3562 GLuint PrimitivesGenerated;
3563 GLuint PrimitivesWritten;
3564 GLuint VerticesSubmitted;
3565 GLuint PrimitivesSubmitted;
3566 GLuint VsInvocations;
3567 GLuint TessPatches;
3568 GLuint TessInvocations;
3569 GLuint GsInvocations;
3570 GLuint GsPrimitives;
3571 GLuint FsInvocations;
3572 GLuint ComputeInvocations;
3573 GLuint ClInPrimitives;
3574 GLuint ClOutPrimitives;
3575 } QueryCounterBits;
3576
3577 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3578
3579 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3580 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3581 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3582
3583 /**
3584 * GL_ARB_framebuffer_no_attachments
3585 */
3586 GLuint MaxFramebufferWidth;
3587 GLuint MaxFramebufferHeight;
3588 GLuint MaxFramebufferLayers;
3589 GLuint MaxFramebufferSamples;
3590
3591 /** Number of varying vectors between any two shader stages. */
3592 GLuint MaxVarying;
3593
3594 /** @{
3595 * GL_ARB_uniform_buffer_object
3596 */
3597 GLuint MaxCombinedUniformBlocks;
3598 GLuint MaxUniformBufferBindings;
3599 GLuint MaxUniformBlockSize;
3600 GLuint UniformBufferOffsetAlignment;
3601 /** @} */
3602
3603 /** @{
3604 * GL_ARB_shader_storage_buffer_object
3605 */
3606 GLuint MaxCombinedShaderStorageBlocks;
3607 GLuint MaxShaderStorageBufferBindings;
3608 GLuint MaxShaderStorageBlockSize;
3609 GLuint ShaderStorageBufferOffsetAlignment;
3610 /** @} */
3611
3612 /**
3613 * GL_ARB_explicit_uniform_location
3614 */
3615 GLuint MaxUserAssignableUniformLocations;
3616
3617 /** geometry shader */
3618 GLuint MaxGeometryOutputVertices;
3619 GLuint MaxGeometryTotalOutputComponents;
3620
3621 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3622
3623 /**
3624 * Changes default GLSL extension behavior from "error" to "warn". It's out
3625 * of spec, but it can make some apps work that otherwise wouldn't.
3626 */
3627 GLboolean ForceGLSLExtensionsWarn;
3628
3629 /**
3630 * If non-zero, forces GLSL shaders to behave as if they began
3631 * with "#version ForceGLSLVersion".
3632 */
3633 GLuint ForceGLSLVersion;
3634
3635 /**
3636 * Allow GLSL #extension directives in the middle of shaders.
3637 */
3638 GLboolean AllowGLSLExtensionDirectiveMidShader;
3639
3640 /**
3641 * Allow creating a higher compat profile (version 3.1+) for apps that
3642 * request it. Be careful when adding that driconf option because some
3643 * features are unimplemented and might not work correctly.
3644 */
3645 GLboolean AllowHigherCompatVersion;
3646
3647 /**
3648 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3649 * D3D9 when apps rely on this behaviour.
3650 */
3651 GLboolean ForceGLSLAbsSqrt;
3652
3653 /**
3654 * Force uninitialized variables to default to zero.
3655 */
3656 GLboolean GLSLZeroInit;
3657
3658 /**
3659 * Does the driver support real 32-bit integers? (Otherwise, integers are
3660 * simulated via floats.)
3661 */
3662 GLboolean NativeIntegers;
3663
3664 /**
3665 * Does VertexID count from zero or from base vertex?
3666 *
3667 * \note
3668 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3669 * ignored and need not be set.
3670 */
3671 bool VertexID_is_zero_based;
3672
3673 /**
3674 * If the driver supports real 32-bit integers, what integer value should be
3675 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3676 */
3677 GLuint UniformBooleanTrue;
3678
3679 /**
3680 * Maximum amount of time, measured in nanseconds, that the server can wait.
3681 */
3682 GLuint64 MaxServerWaitTimeout;
3683
3684 /** GL_EXT_provoking_vertex */
3685 GLboolean QuadsFollowProvokingVertexConvention;
3686
3687 /** GL_ARB_viewport_array */
3688 GLenum LayerAndVPIndexProvokingVertex;
3689
3690 /** OpenGL version 3.0 */
3691 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3692
3693 /** OpenGL version 3.2 */
3694 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3695
3696 /** OpenGL version 4.4 */
3697 GLuint MaxVertexAttribStride;
3698
3699 /** GL_EXT_transform_feedback */
3700 GLuint MaxTransformFeedbackBuffers;
3701 GLuint MaxTransformFeedbackSeparateComponents;
3702 GLuint MaxTransformFeedbackInterleavedComponents;
3703 GLuint MaxVertexStreams;
3704
3705 /** GL_EXT_gpu_shader4 */
3706 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3707
3708 /** GL_ARB_texture_gather */
3709 GLuint MinProgramTextureGatherOffset;
3710 GLuint MaxProgramTextureGatherOffset;
3711 GLuint MaxProgramTextureGatherComponents;
3712
3713 /* GL_ARB_robustness */
3714 GLenum ResetStrategy;
3715
3716 /* GL_KHR_robustness */
3717 GLboolean RobustAccess;
3718
3719 /* GL_ARB_blend_func_extended */
3720 GLuint MaxDualSourceDrawBuffers;
3721
3722 /**
3723 * Whether the implementation strips out and ignores texture borders.
3724 *
3725 * Many GPU hardware implementations don't support rendering with texture
3726 * borders and mipmapped textures. (Note: not static border color, but the
3727 * old 1-pixel border around each edge). Implementations then have to do
3728 * slow fallbacks to be correct, or just ignore the border and be fast but
3729 * wrong. Setting the flag strips the border off of TexImage calls,
3730 * providing "fast but wrong" at significantly reduced driver complexity.
3731 *
3732 * Texture borders are deprecated in GL 3.0.
3733 **/
3734 GLboolean StripTextureBorder;
3735
3736 /**
3737 * For drivers which can do a better job at eliminating unused uniforms
3738 * than the GLSL compiler.
3739 *
3740 * XXX Remove these as soon as a better solution is available.
3741 */
3742 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3743
3744 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3745 bool GLSLFragCoordIsSysVal;
3746 bool GLSLFrontFacingIsSysVal;
3747
3748 /**
3749 * Run the minimum amount of GLSL optimizations to be able to link
3750 * shaders optimally (eliminate dead varyings and uniforms) and just do
3751 * all the necessary lowering.
3752 */
3753 bool GLSLOptimizeConservatively;
3754
3755 /**
3756 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3757 * (otherwise, they're system values).
3758 */
3759 bool GLSLTessLevelsAsInputs;
3760
3761 /**
3762 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3763 * than passing the transform feedback object to the drawing function.
3764 */
3765 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3766
3767 /** GL_ARB_map_buffer_alignment */
3768 GLuint MinMapBufferAlignment;
3769
3770 /**
3771 * Disable varying packing. This is out of spec, but potentially useful
3772 * for older platforms that supports a limited number of texture
3773 * indirections--on these platforms, unpacking the varyings in the fragment
3774 * shader increases the number of texture indirections by 1, which might
3775 * make some shaders not executable at all.
3776 *
3777 * Drivers that support transform feedback must set this value to GL_FALSE.
3778 */
3779 GLboolean DisableVaryingPacking;
3780
3781 /**
3782 * Should meaningful names be generated for compiler temporary variables?
3783 *
3784 * Generally, it is not useful to have the compiler generate "meaningful"
3785 * names for temporary variables that it creates. This can, however, be a
3786 * useful debugging aid. In Mesa debug builds or release builds when
3787 * MESA_GLSL is set at run-time, meaningful names will be generated.
3788 * Drivers can also force names to be generated by setting this field.
3789 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3790 * vertex shader assembly) is set at run-time.
3791 */
3792 bool GenerateTemporaryNames;
3793
3794 /*
3795 * Maximum value supported for an index in DrawElements and friends.
3796 *
3797 * This must be at least (1ull<<24)-1. The default value is
3798 * (1ull<<32)-1.
3799 *
3800 * \since ES 3.0 or GL_ARB_ES3_compatibility
3801 * \sa _mesa_init_constants
3802 */
3803 GLuint64 MaxElementIndex;
3804
3805 /**
3806 * Disable interpretation of line continuations (lines ending with a
3807 * backslash character ('\') in GLSL source.
3808 */
3809 GLboolean DisableGLSLLineContinuations;
3810
3811 /** GL_ARB_texture_multisample */
3812 GLint MaxColorTextureSamples;
3813 GLint MaxDepthTextureSamples;
3814 GLint MaxIntegerSamples;
3815
3816 /**
3817 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3818 * samples are laid out in a rectangular grid roughly corresponding to
3819 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3820 * are used to map indices of rectangular grid to sample numbers within
3821 * a pixel. This mapping of indices to sample numbers must be initialized
3822 * by the driver for the target hardware. For example, if we have the 8X
3823 * MSAA sample number layout (sample positions) for XYZ hardware:
3824 *
3825 * sample indices layout sample number layout
3826 * --------- ---------
3827 * | 0 | 1 | | a | b |
3828 * --------- ---------
3829 * | 2 | 3 | | c | d |
3830 * --------- ---------
3831 * | 4 | 5 | | e | f |
3832 * --------- ---------
3833 * | 6 | 7 | | g | h |
3834 * --------- ---------
3835 *
3836 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3837 *
3838 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3839 * below:
3840 * SampleMap8x = {a, b, c, d, e, f, g, h};
3841 *
3842 * Follow the logic for sample counts 2-8.
3843 *
3844 * For 16x the sample indices layout as a 4x4 grid as follows:
3845 *
3846 * -----------------
3847 * | 0 | 1 | 2 | 3 |
3848 * -----------------
3849 * | 4 | 5 | 6 | 7 |
3850 * -----------------
3851 * | 8 | 9 |10 |11 |
3852 * -----------------
3853 * |12 |13 |14 |15 |
3854 * -----------------
3855 */
3856 uint8_t SampleMap2x[2];
3857 uint8_t SampleMap4x[4];
3858 uint8_t SampleMap8x[8];
3859 uint8_t SampleMap16x[16];
3860
3861 /** GL_ARB_shader_atomic_counters */
3862 GLuint MaxAtomicBufferBindings;
3863 GLuint MaxAtomicBufferSize;
3864 GLuint MaxCombinedAtomicBuffers;
3865 GLuint MaxCombinedAtomicCounters;
3866
3867 /** GL_ARB_vertex_attrib_binding */
3868 GLint MaxVertexAttribRelativeOffset;
3869 GLint MaxVertexAttribBindings;
3870
3871 /* GL_ARB_shader_image_load_store */
3872 GLuint MaxImageUnits;
3873 GLuint MaxCombinedShaderOutputResources;
3874 GLuint MaxImageSamples;
3875 GLuint MaxCombinedImageUniforms;
3876
3877 /** GL_ARB_compute_shader */
3878 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3879 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3880 GLuint MaxComputeWorkGroupInvocations;
3881 GLuint MaxComputeSharedMemorySize;
3882
3883 /** GL_ARB_compute_variable_group_size */
3884 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3885 GLuint MaxComputeVariableGroupInvocations;
3886
3887 /** GL_ARB_gpu_shader5 */
3888 GLfloat MinFragmentInterpolationOffset;
3889 GLfloat MaxFragmentInterpolationOffset;
3890
3891 GLboolean FakeSWMSAA;
3892
3893 /** GL_KHR_context_flush_control */
3894 GLenum ContextReleaseBehavior;
3895
3896 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3897
3898 /** GL_ARB_tessellation_shader */
3899 GLuint MaxPatchVertices;
3900 GLuint MaxTessGenLevel;
3901 GLuint MaxTessPatchComponents;
3902 GLuint MaxTessControlTotalOutputComponents;
3903 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3904 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3905 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3906 bool PrimitiveRestartForPatches;
3907 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3908 * gl_LocalInvocationIndex based on
3909 * other builtin variables. */
3910
3911 /** GL_OES_primitive_bounding_box */
3912 bool NoPrimitiveBoundingBoxOutput;
3913
3914 /** GL_ARB_sparse_buffer */
3915 GLuint SparseBufferPageSize;
3916
3917 /** Used as an input for sha1 generation in the on-disk shader cache */
3918 unsigned char *dri_config_options_sha1;
3919
3920 /** When drivers are OK with mapped buffers during draw and other calls. */
3921 bool AllowMappedBuffersDuringExecution;
3922 };
3923
3924
3925 /**
3926 * Enable flag for each OpenGL extension. Different device drivers will
3927 * enable different extensions at runtime.
3928 */
3929 struct gl_extensions
3930 {
3931 GLboolean dummy; /* don't remove this! */
3932 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3933 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3934 GLboolean ANGLE_texture_compression_dxt;
3935 GLboolean ARB_ES2_compatibility;
3936 GLboolean ARB_ES3_compatibility;
3937 GLboolean ARB_ES3_1_compatibility;
3938 GLboolean ARB_ES3_2_compatibility;
3939 GLboolean ARB_arrays_of_arrays;
3940 GLboolean ARB_base_instance;
3941 GLboolean ARB_bindless_texture;
3942 GLboolean ARB_blend_func_extended;
3943 GLboolean ARB_buffer_storage;
3944 GLboolean ARB_clear_texture;
3945 GLboolean ARB_clip_control;
3946 GLboolean ARB_color_buffer_float;
3947 GLboolean ARB_compute_shader;
3948 GLboolean ARB_compute_variable_group_size;
3949 GLboolean ARB_conditional_render_inverted;
3950 GLboolean ARB_conservative_depth;
3951 GLboolean ARB_copy_image;
3952 GLboolean ARB_cull_distance;
3953 GLboolean ARB_depth_buffer_float;
3954 GLboolean ARB_depth_clamp;
3955 GLboolean ARB_depth_texture;
3956 GLboolean ARB_derivative_control;
3957 GLboolean ARB_draw_buffers_blend;
3958 GLboolean ARB_draw_elements_base_vertex;
3959 GLboolean ARB_draw_indirect;
3960 GLboolean ARB_draw_instanced;
3961 GLboolean ARB_fragment_coord_conventions;
3962 GLboolean ARB_fragment_layer_viewport;
3963 GLboolean ARB_fragment_program;
3964 GLboolean ARB_fragment_program_shadow;
3965 GLboolean ARB_fragment_shader;
3966 GLboolean ARB_framebuffer_no_attachments;
3967 GLboolean ARB_framebuffer_object;
3968 GLboolean ARB_enhanced_layouts;
3969 GLboolean ARB_explicit_attrib_location;
3970 GLboolean ARB_explicit_uniform_location;
3971 GLboolean ARB_gpu_shader5;
3972 GLboolean ARB_gpu_shader_fp64;
3973 GLboolean ARB_gpu_shader_int64;
3974 GLboolean ARB_half_float_vertex;
3975 GLboolean ARB_indirect_parameters;
3976 GLboolean ARB_instanced_arrays;
3977 GLboolean ARB_internalformat_query;
3978 GLboolean ARB_internalformat_query2;
3979 GLboolean ARB_map_buffer_range;
3980 GLboolean ARB_occlusion_query;
3981 GLboolean ARB_occlusion_query2;
3982 GLboolean ARB_pipeline_statistics_query;
3983 GLboolean ARB_point_sprite;
3984 GLboolean ARB_post_depth_coverage;
3985 GLboolean ARB_query_buffer_object;
3986 GLboolean ARB_robust_buffer_access_behavior;
3987 GLboolean ARB_sample_shading;
3988 GLboolean ARB_seamless_cube_map;
3989 GLboolean ARB_shader_atomic_counter_ops;
3990 GLboolean ARB_shader_atomic_counters;
3991 GLboolean ARB_shader_ballot;
3992 GLboolean ARB_shader_bit_encoding;
3993 GLboolean ARB_shader_clock;
3994 GLboolean ARB_shader_draw_parameters;
3995 GLboolean ARB_shader_group_vote;
3996 GLboolean ARB_shader_image_load_store;
3997 GLboolean ARB_shader_image_size;
3998 GLboolean ARB_shader_precision;
3999 GLboolean ARB_shader_stencil_export;
4000 GLboolean ARB_shader_storage_buffer_object;
4001 GLboolean ARB_shader_subroutine;
4002 GLboolean ARB_shader_texture_image_samples;
4003 GLboolean ARB_shader_texture_lod;
4004 GLboolean ARB_shader_viewport_layer_array;
4005 GLboolean ARB_shading_language_packing;
4006 GLboolean ARB_shading_language_420pack;
4007 GLboolean ARB_shadow;
4008 GLboolean ARB_sparse_buffer;
4009 GLboolean ARB_stencil_texturing;
4010 GLboolean ARB_sync;
4011 GLboolean ARB_tessellation_shader;
4012 GLboolean ARB_texture_border_clamp;
4013 GLboolean ARB_texture_buffer_object;
4014 GLboolean ARB_texture_buffer_object_rgb32;
4015 GLboolean ARB_texture_buffer_range;
4016 GLboolean ARB_texture_compression_bptc;
4017 GLboolean ARB_texture_compression_rgtc;
4018 GLboolean ARB_texture_cube_map;
4019 GLboolean ARB_texture_cube_map_array;
4020 GLboolean ARB_texture_env_combine;
4021 GLboolean ARB_texture_env_crossbar;
4022 GLboolean ARB_texture_env_dot3;
4023 GLboolean ARB_texture_float;
4024 GLboolean ARB_texture_gather;
4025 GLboolean ARB_texture_mirror_clamp_to_edge;
4026 GLboolean ARB_texture_multisample;
4027 GLboolean ARB_texture_non_power_of_two;
4028 GLboolean ARB_texture_stencil8;
4029 GLboolean ARB_texture_query_levels;
4030 GLboolean ARB_texture_query_lod;
4031 GLboolean ARB_texture_rg;
4032 GLboolean ARB_texture_rgb10_a2ui;
4033 GLboolean ARB_texture_view;
4034 GLboolean ARB_timer_query;
4035 GLboolean ARB_transform_feedback2;
4036 GLboolean ARB_transform_feedback3;
4037 GLboolean ARB_transform_feedback_instanced;
4038 GLboolean ARB_transform_feedback_overflow_query;
4039 GLboolean ARB_uniform_buffer_object;
4040 GLboolean ARB_vertex_attrib_64bit;
4041 GLboolean ARB_vertex_program;
4042 GLboolean ARB_vertex_shader;
4043 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4044 GLboolean ARB_vertex_type_2_10_10_10_rev;
4045 GLboolean ARB_viewport_array;
4046 GLboolean EXT_blend_color;
4047 GLboolean EXT_blend_equation_separate;
4048 GLboolean EXT_blend_func_separate;
4049 GLboolean EXT_blend_minmax;
4050 GLboolean EXT_depth_bounds_test;
4051 GLboolean EXT_draw_buffers2;
4052 GLboolean EXT_framebuffer_multisample;
4053 GLboolean EXT_framebuffer_multisample_blit_scaled;
4054 GLboolean EXT_framebuffer_sRGB;
4055 GLboolean EXT_gpu_program_parameters;
4056 GLboolean EXT_gpu_shader4;
4057 GLboolean EXT_packed_float;
4058 GLboolean EXT_pixel_buffer_object;
4059 GLboolean EXT_point_parameters;
4060 GLboolean EXT_polygon_offset_clamp;
4061 GLboolean EXT_provoking_vertex;
4062 GLboolean EXT_shader_integer_mix;
4063 GLboolean EXT_shader_samples_identical;
4064 GLboolean EXT_stencil_two_side;
4065 GLboolean EXT_texture_array;
4066 GLboolean EXT_texture_compression_latc;
4067 GLboolean EXT_texture_compression_s3tc;
4068 GLboolean EXT_texture_env_dot3;
4069 GLboolean EXT_texture_filter_anisotropic;
4070 GLboolean EXT_texture_integer;
4071 GLboolean EXT_texture_mirror_clamp;
4072 GLboolean EXT_texture_shared_exponent;
4073 GLboolean EXT_texture_snorm;
4074 GLboolean EXT_texture_sRGB;
4075 GLboolean EXT_texture_sRGB_decode;
4076 GLboolean EXT_texture_swizzle;
4077 GLboolean EXT_transform_feedback;
4078 GLboolean EXT_timer_query;
4079 GLboolean EXT_vertex_array_bgra;
4080 GLboolean EXT_window_rectangles;
4081 GLboolean OES_copy_image;
4082 GLboolean OES_primitive_bounding_box;
4083 GLboolean OES_sample_variables;
4084 GLboolean OES_standard_derivatives;
4085 GLboolean OES_texture_buffer;
4086 GLboolean OES_texture_cube_map_array;
4087 GLboolean OES_viewport_array;
4088 /* vendor extensions */
4089 GLboolean AMD_performance_monitor;
4090 GLboolean AMD_pinned_memory;
4091 GLboolean AMD_seamless_cubemap_per_texture;
4092 GLboolean AMD_vertex_shader_layer;
4093 GLboolean AMD_vertex_shader_viewport_index;
4094 GLboolean ANDROID_extension_pack_es31a;
4095 GLboolean APPLE_object_purgeable;
4096 GLboolean ATI_meminfo;
4097 GLboolean ATI_texture_compression_3dc;
4098 GLboolean ATI_texture_mirror_once;
4099 GLboolean ATI_texture_env_combine3;
4100 GLboolean ATI_fragment_shader;
4101 GLboolean ATI_separate_stencil;
4102 GLboolean GREMEDY_string_marker;
4103 GLboolean INTEL_conservative_rasterization;
4104 GLboolean INTEL_performance_query;
4105 GLboolean KHR_blend_equation_advanced;
4106 GLboolean KHR_blend_equation_advanced_coherent;
4107 GLboolean KHR_robustness;
4108 GLboolean KHR_texture_compression_astc_hdr;
4109 GLboolean KHR_texture_compression_astc_ldr;
4110 GLboolean KHR_texture_compression_astc_sliced_3d;
4111 GLboolean MESA_pack_invert;
4112 GLboolean MESA_shader_framebuffer_fetch;
4113 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4114 GLboolean MESA_shader_integer_functions;
4115 GLboolean MESA_ycbcr_texture;
4116 GLboolean NV_conditional_render;
4117 GLboolean NV_fill_rectangle;
4118 GLboolean NV_fog_distance;
4119 GLboolean NV_point_sprite;
4120 GLboolean NV_primitive_restart;
4121 GLboolean NV_texture_barrier;
4122 GLboolean NV_texture_env_combine4;
4123 GLboolean NV_texture_rectangle;
4124 GLboolean NV_vdpau_interop;
4125 GLboolean NVX_gpu_memory_info;
4126 GLboolean TDFX_texture_compression_FXT1;
4127 GLboolean OES_EGL_image;
4128 GLboolean OES_draw_texture;
4129 GLboolean OES_depth_texture_cube_map;
4130 GLboolean OES_EGL_image_external;
4131 GLboolean OES_texture_float;
4132 GLboolean OES_texture_float_linear;
4133 GLboolean OES_texture_half_float;
4134 GLboolean OES_texture_half_float_linear;
4135 GLboolean OES_compressed_ETC1_RGB8_texture;
4136 GLboolean OES_geometry_shader;
4137 GLboolean OES_texture_compression_astc;
4138 GLboolean extension_sentinel;
4139 /** The extension string */
4140 const GLubyte *String;
4141 /** Number of supported extensions */
4142 GLuint Count;
4143 /**
4144 * The context version which extension helper functions compare against.
4145 * By default, the value is equal to ctx->Version. This changes to ~0
4146 * while meta is in progress.
4147 */
4148 GLubyte Version;
4149 };
4150
4151
4152 /**
4153 * A stack of matrices (projection, modelview, color, texture, etc).
4154 */
4155 struct gl_matrix_stack
4156 {
4157 GLmatrix *Top; /**< points into Stack */
4158 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4159 unsigned StackSize; /**< Number of elements in Stack */
4160 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4161 GLuint MaxDepth; /**< size of Stack[] array */
4162 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4163 };
4164
4165
4166 /**
4167 * \name Bits for image transfer operations
4168 * \sa __struct gl_contextRec::ImageTransferState.
4169 */
4170 /*@{*/
4171 #define IMAGE_SCALE_BIAS_BIT 0x1
4172 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4173 #define IMAGE_MAP_COLOR_BIT 0x4
4174 #define IMAGE_CLAMP_BIT 0x800
4175
4176
4177 /** Pixel Transfer ops */
4178 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4179 IMAGE_SHIFT_OFFSET_BIT | \
4180 IMAGE_MAP_COLOR_BIT)
4181
4182 /**
4183 * \name Bits to indicate what state has changed.
4184 */
4185 /*@{*/
4186 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4187 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4188 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4189 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4190 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4191 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4192 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4193 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4194 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4195 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4196 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4197 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4198 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4199 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4200 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4201 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4202 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4203 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4204 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4205 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4206 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4207 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4208 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4209 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4210 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4211 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4212 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4213 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4214 #define _NEW_BUFFER_OBJECT (1u << 28)
4215 #define _NEW_FRAG_CLAMP (1u << 29)
4216 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4217 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4218 #define _NEW_ALL ~0
4219 /*@}*/
4220
4221
4222 /**
4223 * Composite state flags
4224 */
4225 /*@{*/
4226 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4227
4228 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4229 _NEW_TEXTURE_STATE | \
4230 _NEW_POINT | \
4231 _NEW_PROGRAM | \
4232 _NEW_MODELVIEW)
4233
4234 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4235 _NEW_FOG | \
4236 _NEW_PROGRAM)
4237
4238
4239 /*@}*/
4240
4241
4242
4243
4244 /* This has to be included here. */
4245 #include "dd.h"
4246
4247
4248 /**
4249 * Display list flags.
4250 * Strictly this is a tnl-private concept, but it doesn't seem
4251 * worthwhile adding a tnl private structure just to hold this one bit
4252 * of information:
4253 */
4254 #define DLIST_DANGLING_REFS 0x1
4255
4256
4257 /** Opaque declaration of display list payload data type */
4258 union gl_dlist_node;
4259
4260
4261 /**
4262 * Provide a location where information about a display list can be
4263 * collected. Could be extended with driverPrivate structures,
4264 * etc. in the future.
4265 */
4266 struct gl_display_list
4267 {
4268 GLuint Name;
4269 GLchar *Label; /**< GL_KHR_debug */
4270 GLbitfield Flags; /**< DLIST_x flags */
4271 /** The dlist commands are in a linked list of nodes */
4272 union gl_dlist_node *Head;
4273 };
4274
4275
4276 /**
4277 * State used during display list compilation and execution.
4278 */
4279 struct gl_dlist_state
4280 {
4281 GLuint CallDepth; /**< Current recursion calling depth */
4282
4283 struct gl_display_list *CurrentList; /**< List currently being compiled */
4284 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4285 GLuint CurrentPos; /**< Index into current block of nodes */
4286
4287 GLvertexformat ListVtxfmt;
4288
4289 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4290 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4291
4292 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4293 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4294
4295 struct {
4296 /* State known to have been set by the currently-compiling display
4297 * list. Used to eliminate some redundant state changes.
4298 */
4299 GLenum ShadeModel;
4300 } Current;
4301 };
4302
4303 /** @{
4304 *
4305 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4306 * to small enums suitable for use as an array index.
4307 */
4308
4309 enum mesa_debug_source {
4310 MESA_DEBUG_SOURCE_API,
4311 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4312 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4313 MESA_DEBUG_SOURCE_THIRD_PARTY,
4314 MESA_DEBUG_SOURCE_APPLICATION,
4315 MESA_DEBUG_SOURCE_OTHER,
4316 MESA_DEBUG_SOURCE_COUNT
4317 };
4318
4319 enum mesa_debug_type {
4320 MESA_DEBUG_TYPE_ERROR,
4321 MESA_DEBUG_TYPE_DEPRECATED,
4322 MESA_DEBUG_TYPE_UNDEFINED,
4323 MESA_DEBUG_TYPE_PORTABILITY,
4324 MESA_DEBUG_TYPE_PERFORMANCE,
4325 MESA_DEBUG_TYPE_OTHER,
4326 MESA_DEBUG_TYPE_MARKER,
4327 MESA_DEBUG_TYPE_PUSH_GROUP,
4328 MESA_DEBUG_TYPE_POP_GROUP,
4329 MESA_DEBUG_TYPE_COUNT
4330 };
4331
4332 enum mesa_debug_severity {
4333 MESA_DEBUG_SEVERITY_LOW,
4334 MESA_DEBUG_SEVERITY_MEDIUM,
4335 MESA_DEBUG_SEVERITY_HIGH,
4336 MESA_DEBUG_SEVERITY_NOTIFICATION,
4337 MESA_DEBUG_SEVERITY_COUNT
4338 };
4339
4340 /** @} */
4341
4342 /**
4343 * Driver-specific state flags.
4344 *
4345 * These are or'd with gl_context::NewDriverState to notify a driver about
4346 * a state change. The driver sets the flags at context creation and
4347 * the meaning of the bits set is opaque to core Mesa.
4348 */
4349 struct gl_driver_flags
4350 {
4351 /** gl_context::Array::_DrawArrays (vertex array state) */
4352 uint64_t NewArray;
4353
4354 /** gl_context::TransformFeedback::CurrentObject */
4355 uint64_t NewTransformFeedback;
4356
4357 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4358 uint64_t NewTransformFeedbackProg;
4359
4360 /** gl_context::RasterDiscard */
4361 uint64_t NewRasterizerDiscard;
4362
4363 /**
4364 * gl_context::UniformBufferBindings
4365 * gl_shader_program::UniformBlocks
4366 */
4367 uint64_t NewUniformBuffer;
4368
4369 /**
4370 * gl_context::ShaderStorageBufferBindings
4371 * gl_shader_program::ShaderStorageBlocks
4372 */
4373 uint64_t NewShaderStorageBuffer;
4374
4375 uint64_t NewTextureBuffer;
4376
4377 /**
4378 * gl_context::AtomicBufferBindings
4379 */
4380 uint64_t NewAtomicBuffer;
4381
4382 /**
4383 * gl_context::ImageUnits
4384 */
4385 uint64_t NewImageUnits;
4386
4387 /**
4388 * gl_context::TessCtrlProgram::patch_default_*
4389 */
4390 uint64_t NewDefaultTessLevels;
4391
4392 /**
4393 * gl_context::IntelConservativeRasterization
4394 */
4395 uint64_t NewIntelConservativeRasterization;
4396 };
4397
4398 struct gl_uniform_buffer_binding
4399 {
4400 struct gl_buffer_object *BufferObject;
4401 /** Start of uniform block data in the buffer */
4402 GLintptr Offset;
4403 /** Size of data allowed to be referenced from the buffer (in bytes) */
4404 GLsizeiptr Size;
4405 /**
4406 * glBindBufferBase() indicates that the Size should be ignored and only
4407 * limited by the current size of the BufferObject.
4408 */
4409 GLboolean AutomaticSize;
4410 };
4411
4412 struct gl_shader_storage_buffer_binding
4413 {
4414 struct gl_buffer_object *BufferObject;
4415 /** Start of shader storage block data in the buffer */
4416 GLintptr Offset;
4417 /** Size of data allowed to be referenced from the buffer (in bytes) */
4418 GLsizeiptr Size;
4419 /**
4420 * glBindBufferBase() indicates that the Size should be ignored and only
4421 * limited by the current size of the BufferObject.
4422 */
4423 GLboolean AutomaticSize;
4424 };
4425
4426 /**
4427 * ARB_shader_image_load_store image unit.
4428 */
4429 struct gl_image_unit
4430 {
4431 /**
4432 * Texture object bound to this unit.
4433 */
4434 struct gl_texture_object *TexObj;
4435
4436 /**
4437 * Level of the texture object bound to this unit.
4438 */
4439 GLuint Level;
4440
4441 /**
4442 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4443 * GL_FALSE if only some specific layer of the texture is bound.
4444 * \sa Layer
4445 */
4446 GLboolean Layered;
4447
4448 /**
4449 * Layer of the texture object bound to this unit as specified by the
4450 * application.
4451 */
4452 GLuint Layer;
4453
4454 /**
4455 * Layer of the texture object bound to this unit, or zero if the
4456 * whole level is bound.
4457 */
4458 GLuint _Layer;
4459
4460 /**
4461 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4462 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4463 */
4464 GLenum Access;
4465
4466 /**
4467 * GL internal format that determines the interpretation of the
4468 * image memory when shader image operations are performed through
4469 * this unit.
4470 */
4471 GLenum Format;
4472
4473 /**
4474 * Mesa format corresponding to \c Format.
4475 */
4476 mesa_format _ActualFormat;
4477
4478 };
4479
4480 /**
4481 * Binding point for an atomic counter buffer object.
4482 */
4483 struct gl_atomic_buffer_binding
4484 {
4485 struct gl_buffer_object *BufferObject;
4486 GLintptr Offset;
4487 GLsizeiptr Size;
4488 };
4489
4490 /**
4491 * Shader subroutines storage
4492 */
4493 struct gl_subroutine_index_binding
4494 {
4495 GLuint NumIndex;
4496 GLuint *IndexPtr;
4497 };
4498
4499 /**
4500 * Mesa rendering context.
4501 *
4502 * This is the central context data structure for Mesa. Almost all
4503 * OpenGL state is contained in this structure.
4504 * Think of this as a base class from which device drivers will derive
4505 * sub classes.
4506 */
4507 struct gl_context
4508 {
4509 /** State possibly shared with other contexts in the address space */
4510 struct gl_shared_state *Shared;
4511
4512 /** \name API function pointer tables */
4513 /*@{*/
4514 gl_api API;
4515
4516 /**
4517 * The current dispatch table for non-displaylist-saving execution, either
4518 * BeginEnd or OutsideBeginEnd
4519 */
4520 struct _glapi_table *Exec;
4521 /**
4522 * The normal dispatch table for non-displaylist-saving, non-begin/end
4523 */
4524 struct _glapi_table *OutsideBeginEnd;
4525 /** The dispatch table used between glNewList() and glEndList() */
4526 struct _glapi_table *Save;
4527 /**
4528 * The dispatch table used between glBegin() and glEnd() (outside of a
4529 * display list). Only valid functions between those two are set, which is
4530 * mostly just the set in a GLvertexformat struct.
4531 */
4532 struct _glapi_table *BeginEnd;
4533 /**
4534 * Dispatch table for when a graphics reset has happened.
4535 */
4536 struct _glapi_table *ContextLost;
4537 /**
4538 * Dispatch table used to marshal API calls from the client program to a
4539 * separate server thread. NULL if API calls are not being marshalled to
4540 * another thread.
4541 */
4542 struct _glapi_table *MarshalExec;
4543 /**
4544 * Dispatch table currently in use for fielding API calls from the client
4545 * program. If API calls are being marshalled to another thread, this ==
4546 * MarshalExec. Otherwise it == CurrentServerDispatch.
4547 */
4548 struct _glapi_table *CurrentClientDispatch;
4549
4550 /**
4551 * Dispatch table currently in use for performing API calls. == Save or
4552 * Exec.
4553 */
4554 struct _glapi_table *CurrentServerDispatch;
4555
4556 /*@}*/
4557
4558 struct glthread_state *GLThread;
4559
4560 struct gl_config Visual;
4561 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4562 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4563 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4564 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4565
4566 /**
4567 * Device driver function pointer table
4568 */
4569 struct dd_function_table Driver;
4570
4571 /** Core/Driver constants */
4572 struct gl_constants Const;
4573
4574 /** \name The various 4x4 matrix stacks */
4575 /*@{*/
4576 struct gl_matrix_stack ModelviewMatrixStack;
4577 struct gl_matrix_stack ProjectionMatrixStack;
4578 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4579 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4580 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4581 /*@}*/
4582
4583 /** Combined modelview and projection matrix */
4584 GLmatrix _ModelProjectMatrix;
4585
4586 /** \name Display lists */
4587 struct gl_dlist_state ListState;
4588
4589 GLboolean ExecuteFlag; /**< Execute GL commands? */
4590 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4591
4592 /** Extension information */
4593 struct gl_extensions Extensions;
4594
4595 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4596 GLuint Version;
4597 char *VersionString;
4598
4599 /** \name State attribute stack (for glPush/PopAttrib) */
4600 /*@{*/
4601 GLuint AttribStackDepth;
4602 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4603 /*@}*/
4604
4605 /** \name Renderer attribute groups
4606 *
4607 * We define a struct for each attribute group to make pushing and popping
4608 * attributes easy. Also it's a good organization.
4609 */
4610 /*@{*/
4611 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4612 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4613 struct gl_current_attrib Current; /**< Current attributes */
4614 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4615 struct gl_eval_attrib Eval; /**< Eval attributes */
4616 struct gl_fog_attrib Fog; /**< Fog attributes */
4617 struct gl_hint_attrib Hint; /**< Hint attributes */
4618 struct gl_light_attrib Light; /**< Light attributes */
4619 struct gl_line_attrib Line; /**< Line attributes */
4620 struct gl_list_attrib List; /**< List attributes */
4621 struct gl_multisample_attrib Multisample;
4622 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4623 struct gl_point_attrib Point; /**< Point attributes */
4624 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4625 GLuint PolygonStipple[32]; /**< Polygon stipple */
4626 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4627 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4628 struct gl_texture_attrib Texture; /**< Texture attributes */
4629 struct gl_transform_attrib Transform; /**< Transformation attributes */
4630 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4631 /*@}*/
4632
4633 /** \name Client attribute stack */
4634 /*@{*/
4635 GLuint ClientAttribStackDepth;
4636 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4637 /*@}*/
4638
4639 /** \name Client attribute groups */
4640 /*@{*/
4641 struct gl_array_attrib Array; /**< Vertex arrays */
4642 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4643 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4644 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4645 /*@}*/
4646
4647 /** \name Other assorted state (not pushed/popped on attribute stack) */
4648 /*@{*/
4649 struct gl_pixelmaps PixelMaps;
4650
4651 struct gl_evaluators EvalMap; /**< All evaluators */
4652 struct gl_feedback Feedback; /**< Feedback */
4653 struct gl_selection Select; /**< Selection */
4654
4655 struct gl_program_state Program; /**< general program state */
4656 struct gl_vertex_program_state VertexProgram;
4657 struct gl_fragment_program_state FragmentProgram;
4658 struct gl_geometry_program_state GeometryProgram;
4659 struct gl_compute_program_state ComputeProgram;
4660 struct gl_tess_ctrl_program_state TessCtrlProgram;
4661 struct gl_tess_eval_program_state TessEvalProgram;
4662 struct gl_ati_fragment_shader_state ATIFragmentShader;
4663
4664 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4665 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4666
4667 /**
4668 * Current active shader pipeline state
4669 *
4670 * Almost all internal users want ::_Shader instead of ::Shader. The
4671 * exceptions are bits of legacy GLSL API that do not know about separate
4672 * shader objects.
4673 *
4674 * If a program is active via \c glUseProgram, this will point to
4675 * \c ::Shader.
4676 *
4677 * If a program pipeline is active via \c glBindProgramPipeline, this will
4678 * point to \c ::Pipeline.Current.
4679 *
4680 * If neither a program nor a program pipeline is active, this will point to
4681 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4682 * \c NULL.
4683 */
4684 struct gl_pipeline_object *_Shader;
4685
4686 struct gl_query_state Query; /**< occlusion, timer queries */
4687
4688 struct gl_transform_feedback_state TransformFeedback;
4689
4690 struct gl_perf_monitor_state PerfMonitor;
4691 struct gl_perf_query_state PerfQuery;
4692
4693 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4694 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4695 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4696
4697 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4698 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4699
4700 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4701
4702 /**
4703 * Current GL_ARB_uniform_buffer_object binding referenced by
4704 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4705 */
4706 struct gl_buffer_object *UniformBuffer;
4707
4708 /**
4709 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4710 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4711 */
4712 struct gl_buffer_object *ShaderStorageBuffer;
4713
4714 /**
4715 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4716 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4717 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4718 * shader program.
4719 */
4720 struct gl_uniform_buffer_binding
4721 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4722
4723 /**
4724 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4725 * and GL 4.3. This is set up using glBindBufferRange() or
4726 * glBindBufferBase(). They are associated with shader storage blocks by
4727 * glShaderStorageBlockBinding()'s state in the shader program.
4728 */
4729 struct gl_shader_storage_buffer_binding
4730 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4731
4732 /**
4733 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4734 * target.
4735 */
4736 struct gl_buffer_object *AtomicBuffer;
4737
4738 /**
4739 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4740 * target.
4741 */
4742 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4743
4744 /**
4745 * Array of atomic counter buffer binding points.
4746 */
4747 struct gl_atomic_buffer_binding
4748 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4749
4750 /**
4751 * Array of image units for ARB_shader_image_load_store.
4752 */
4753 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4754
4755 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4756 /*@}*/
4757
4758 struct gl_meta_state *Meta; /**< for "meta" operations */
4759
4760 /* GL_EXT_framebuffer_object */
4761 struct gl_renderbuffer *CurrentRenderbuffer;
4762
4763 GLenum ErrorValue; /**< Last error code */
4764
4765 /**
4766 * Recognize and silence repeated error debug messages in buggy apps.
4767 */
4768 const char *ErrorDebugFmtString;
4769 GLuint ErrorDebugCount;
4770
4771 /* GL_ARB_debug_output/GL_KHR_debug */
4772 mtx_t DebugMutex;
4773 struct gl_debug_state *Debug;
4774
4775 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4776 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4777 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4778
4779 struct gl_driver_flags DriverFlags;
4780
4781 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4782
4783 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4784
4785 /** \name Derived state */
4786 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4787 GLfloat _EyeZDir[3];
4788 GLfloat _ModelViewInvScale;
4789 GLboolean _NeedEyeCoords;
4790 GLboolean _ForceEyeCoords;
4791
4792 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4793
4794 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4795
4796 /** \name For debugging/development only */
4797 /*@{*/
4798 GLboolean FirstTimeCurrent;
4799 /*@}*/
4800
4801 /**
4802 * False if this context was created without a config. This is needed
4803 * because the initial state of glDrawBuffers depends on this
4804 */
4805 GLboolean HasConfig;
4806
4807 /** software compression/decompression supported or not */
4808 GLboolean Mesa_DXTn;
4809
4810 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4811
4812 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4813 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4814
4815 /**
4816 * \name Hooks for module contexts.
4817 *
4818 * These will eventually live in the driver or elsewhere.
4819 */
4820 /*@{*/
4821 void *swrast_context;
4822 void *swsetup_context;
4823 void *swtnl_context;
4824 struct vbo_context *vbo_context;
4825 struct st_context *st;
4826 void *aelt_context;
4827 /*@}*/
4828
4829 /**
4830 * \name NV_vdpau_interop
4831 */
4832 /*@{*/
4833 const void *vdpDevice;
4834 const void *vdpGetProcAddress;
4835 struct set *vdpSurfaces;
4836 /*@}*/
4837
4838 /**
4839 * Has this context observed a GPU reset in any context in the share group?
4840 *
4841 * Once this field becomes true, it is never reset to false.
4842 */
4843 GLboolean ShareGroupReset;
4844
4845 /**
4846 * \name OES_primitive_bounding_box
4847 *
4848 * Stores the arguments to glPrimitiveBoundingBox
4849 */
4850 GLfloat PrimitiveBoundingBox[8];
4851
4852 struct disk_cache *Cache;
4853 };
4854
4855 /**
4856 * Information about memory usage. All sizes are in kilobytes.
4857 */
4858 struct gl_memory_info
4859 {
4860 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4861 unsigned avail_device_memory; /**< free device memory at the moment */
4862 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4863 unsigned avail_staging_memory; /**< free staging memory at the moment */
4864 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4865 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4866 };
4867
4868 #ifdef DEBUG
4869 extern int MESA_VERBOSE;
4870 extern int MESA_DEBUG_FLAGS;
4871 # define MESA_FUNCTION __func__
4872 #else
4873 # define MESA_VERBOSE 0
4874 # define MESA_DEBUG_FLAGS 0
4875 # define MESA_FUNCTION "a function"
4876 #endif
4877
4878
4879 /** The MESA_VERBOSE var is a bitmask of these flags */
4880 enum _verbose
4881 {
4882 VERBOSE_VARRAY = 0x0001,
4883 VERBOSE_TEXTURE = 0x0002,
4884 VERBOSE_MATERIAL = 0x0004,
4885 VERBOSE_PIPELINE = 0x0008,
4886 VERBOSE_DRIVER = 0x0010,
4887 VERBOSE_STATE = 0x0020,
4888 VERBOSE_API = 0x0040,
4889 VERBOSE_DISPLAY_LIST = 0x0100,
4890 VERBOSE_LIGHTING = 0x0200,
4891 VERBOSE_PRIMS = 0x0400,
4892 VERBOSE_VERTS = 0x0800,
4893 VERBOSE_DISASSEM = 0x1000,
4894 VERBOSE_DRAW = 0x2000,
4895 VERBOSE_SWAPBUFFERS = 0x4000
4896 };
4897
4898
4899 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4900 enum _debug
4901 {
4902 DEBUG_SILENT = (1 << 0),
4903 DEBUG_ALWAYS_FLUSH = (1 << 1),
4904 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4905 DEBUG_INCOMPLETE_FBO = (1 << 3),
4906 DEBUG_CONTEXT = (1 << 4)
4907 };
4908
4909 #ifdef __cplusplus
4910 }
4911 #endif
4912
4913 #endif /* MTYPES_H */