mesa: implement GL_ATI_meminfo (v2)
[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 "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97 /**
98 * Determine if the given gl_varying_slot appears in the fragment shader.
99 */
100 static inline GLboolean
101 _mesa_varying_slot_in_fs(gl_varying_slot slot)
102 {
103 switch (slot) {
104 case VARYING_SLOT_PSIZ:
105 case VARYING_SLOT_BFC0:
106 case VARYING_SLOT_BFC1:
107 case VARYING_SLOT_EDGE:
108 case VARYING_SLOT_CLIP_VERTEX:
109 case VARYING_SLOT_LAYER:
110 case VARYING_SLOT_TESS_LEVEL_OUTER:
111 case VARYING_SLOT_TESS_LEVEL_INNER:
112 return GL_FALSE;
113 default:
114 return GL_TRUE;
115 }
116 }
117
118 /**
119 * Indexes for all renderbuffers
120 */
121 typedef enum
122 {
123 /* the four standard color buffers */
124 BUFFER_FRONT_LEFT,
125 BUFFER_BACK_LEFT,
126 BUFFER_FRONT_RIGHT,
127 BUFFER_BACK_RIGHT,
128 BUFFER_DEPTH,
129 BUFFER_STENCIL,
130 BUFFER_ACCUM,
131 /* optional aux buffer */
132 BUFFER_AUX0,
133 /* generic renderbuffers */
134 BUFFER_COLOR0,
135 BUFFER_COLOR1,
136 BUFFER_COLOR2,
137 BUFFER_COLOR3,
138 BUFFER_COLOR4,
139 BUFFER_COLOR5,
140 BUFFER_COLOR6,
141 BUFFER_COLOR7,
142 BUFFER_COUNT
143 } gl_buffer_index;
144
145 /**
146 * Bit flags for all renderbuffers
147 */
148 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
149 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
150 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
151 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
152 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
153 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
154 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
155 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
156 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
157 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
158 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
159 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
160 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
161 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
162 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
163 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
164 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
165 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
166 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
167
168 /**
169 * Mask of all the color buffer bits (but not accum).
170 */
171 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
172 BUFFER_BIT_BACK_LEFT | \
173 BUFFER_BIT_FRONT_RIGHT | \
174 BUFFER_BIT_BACK_RIGHT | \
175 BUFFER_BIT_AUX0 | \
176 BUFFER_BIT_COLOR0 | \
177 BUFFER_BIT_COLOR1 | \
178 BUFFER_BIT_COLOR2 | \
179 BUFFER_BIT_COLOR3 | \
180 BUFFER_BIT_COLOR4 | \
181 BUFFER_BIT_COLOR5 | \
182 BUFFER_BIT_COLOR6 | \
183 BUFFER_BIT_COLOR7)
184
185 /**
186 * Framebuffer configuration (aka visual / pixelformat)
187 * Note: some of these fields should be boolean, but it appears that
188 * code in drivers/dri/common/util.c requires int-sized fields.
189 */
190 struct gl_config
191 {
192 GLboolean rgbMode;
193 GLboolean floatMode;
194 GLuint doubleBufferMode;
195 GLuint stereoMode;
196
197 GLboolean haveAccumBuffer;
198 GLboolean haveDepthBuffer;
199 GLboolean haveStencilBuffer;
200
201 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
202 GLuint redMask, greenMask, blueMask, alphaMask;
203 GLint rgbBits; /* total bits for rgb */
204 GLint indexBits; /* total bits for colorindex */
205
206 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
207 GLint depthBits;
208 GLint stencilBits;
209
210 GLint numAuxBuffers;
211
212 GLint level;
213
214 /* EXT_visual_rating / GLX 1.2 */
215 GLint visualRating;
216
217 /* EXT_visual_info / GLX 1.2 */
218 GLint transparentPixel;
219 /* colors are floats scaled to ints */
220 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
221 GLint transparentIndex;
222
223 /* ARB_multisample / SGIS_multisample */
224 GLint sampleBuffers;
225 GLint samples;
226
227 /* SGIX_pbuffer / GLX 1.3 */
228 GLint maxPbufferWidth;
229 GLint maxPbufferHeight;
230 GLint maxPbufferPixels;
231 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
232 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
233
234 /* OML_swap_method */
235 GLint swapMethod;
236
237 /* EXT_texture_from_pixmap */
238 GLint bindToTextureRgb;
239 GLint bindToTextureRgba;
240 GLint bindToMipmapTexture;
241 GLint bindToTextureTargets;
242 GLint yInverted;
243
244 /* EXT_framebuffer_sRGB */
245 GLint sRGBCapable;
246 };
247
248
249 /**
250 * \name Bit flags used for updating material values.
251 */
252 /*@{*/
253 #define MAT_ATTRIB_FRONT_AMBIENT 0
254 #define MAT_ATTRIB_BACK_AMBIENT 1
255 #define MAT_ATTRIB_FRONT_DIFFUSE 2
256 #define MAT_ATTRIB_BACK_DIFFUSE 3
257 #define MAT_ATTRIB_FRONT_SPECULAR 4
258 #define MAT_ATTRIB_BACK_SPECULAR 5
259 #define MAT_ATTRIB_FRONT_EMISSION 6
260 #define MAT_ATTRIB_BACK_EMISSION 7
261 #define MAT_ATTRIB_FRONT_SHININESS 8
262 #define MAT_ATTRIB_BACK_SHININESS 9
263 #define MAT_ATTRIB_FRONT_INDEXES 10
264 #define MAT_ATTRIB_BACK_INDEXES 11
265 #define MAT_ATTRIB_MAX 12
266
267 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
268 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
269 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
270 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
271 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
272 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
273
274 #define MAT_INDEX_AMBIENT 0
275 #define MAT_INDEX_DIFFUSE 1
276 #define MAT_INDEX_SPECULAR 2
277
278 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
279 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
280 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
281 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
282 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
283 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
284 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
285 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
286 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
287 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
288 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
289 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
290
291
292 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
293 MAT_BIT_FRONT_AMBIENT | \
294 MAT_BIT_FRONT_DIFFUSE | \
295 MAT_BIT_FRONT_SPECULAR | \
296 MAT_BIT_FRONT_SHININESS | \
297 MAT_BIT_FRONT_INDEXES)
298
299 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
300 MAT_BIT_BACK_AMBIENT | \
301 MAT_BIT_BACK_DIFFUSE | \
302 MAT_BIT_BACK_SPECULAR | \
303 MAT_BIT_BACK_SHININESS | \
304 MAT_BIT_BACK_INDEXES)
305
306 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
307 /*@}*/
308
309
310 /**
311 * Material state.
312 */
313 struct gl_material
314 {
315 GLfloat Attrib[MAT_ATTRIB_MAX][4];
316 };
317
318
319 /**
320 * Light state flags.
321 */
322 /*@{*/
323 #define LIGHT_SPOT 0x1
324 #define LIGHT_LOCAL_VIEWER 0x2
325 #define LIGHT_POSITIONAL 0x4
326 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
327 /*@}*/
328
329
330 /**
331 * Light source state.
332 */
333 struct gl_light
334 {
335 struct gl_light *next; /**< double linked list with sentinel */
336 struct gl_light *prev;
337
338 GLfloat Ambient[4]; /**< ambient color */
339 GLfloat Diffuse[4]; /**< diffuse color */
340 GLfloat Specular[4]; /**< specular color */
341 GLfloat EyePosition[4]; /**< position in eye coordinates */
342 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
343 GLfloat SpotExponent;
344 GLfloat SpotCutoff; /**< in degrees */
345 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
346 GLfloat ConstantAttenuation;
347 GLfloat LinearAttenuation;
348 GLfloat QuadraticAttenuation;
349 GLboolean Enabled; /**< On/off flag */
350
351 /**
352 * \name Derived fields
353 */
354 /*@{*/
355 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
356
357 GLfloat _Position[4]; /**< position in eye/obj coordinates */
358 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
359 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
360 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
361 GLfloat _VP_inf_spot_attenuation;
362
363 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
364 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
365 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
366 /*@}*/
367 };
368
369
370 /**
371 * Light model state.
372 */
373 struct gl_lightmodel
374 {
375 GLfloat Ambient[4]; /**< ambient color */
376 GLboolean LocalViewer; /**< Local (or infinite) view point? */
377 GLboolean TwoSide; /**< Two (or one) sided lighting? */
378 GLenum ColorControl; /**< either GL_SINGLE_COLOR
379 * or GL_SEPARATE_SPECULAR_COLOR */
380 };
381
382
383 /**
384 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
385 */
386 struct gl_accum_attrib
387 {
388 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
389 };
390
391
392 /**
393 * Used for storing clear color, texture border color, etc.
394 * The float values are typically unclamped.
395 */
396 union gl_color_union
397 {
398 GLfloat f[4];
399 GLint i[4];
400 GLuint ui[4];
401 };
402
403
404 /**
405 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
406 */
407 struct gl_colorbuffer_attrib
408 {
409 GLuint ClearIndex; /**< Index for glClear */
410 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
411 GLuint IndexMask; /**< Color index write mask */
412 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
413
414 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
415
416 /**
417 * \name alpha testing
418 */
419 /*@{*/
420 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
421 GLenum AlphaFunc; /**< Alpha test function */
422 GLfloat AlphaRefUnclamped;
423 GLclampf AlphaRef; /**< Alpha reference value */
424 /*@}*/
425
426 /**
427 * \name Blending
428 */
429 /*@{*/
430 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
431
432 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
433 * control, only on the fixed-pointness of the render target.
434 * The query does however depend on fragment color clamping.
435 */
436 GLfloat BlendColorUnclamped[4]; /**< Blending color */
437 GLfloat BlendColor[4]; /**< Blending color */
438
439 struct
440 {
441 GLenum SrcRGB; /**< RGB blend source term */
442 GLenum DstRGB; /**< RGB blend dest term */
443 GLenum SrcA; /**< Alpha blend source term */
444 GLenum DstA; /**< Alpha blend dest term */
445 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
446 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
447 /**
448 * Set if any blend factor uses SRC1. Computed at the time blend factors
449 * get set.
450 */
451 GLboolean _UsesDualSrc;
452 } Blend[MAX_DRAW_BUFFERS];
453 /** Are the blend func terms currently different for each buffer/target? */
454 GLboolean _BlendFuncPerBuffer;
455 /** Are the blend equations currently different for each buffer/target? */
456 GLboolean _BlendEquationPerBuffer;
457 /*@}*/
458
459 /**
460 * \name Logic op
461 */
462 /*@{*/
463 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
464 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
465 GLenum LogicOp; /**< Logic operator */
466
467 /*@}*/
468
469 GLboolean DitherFlag; /**< Dither enable flag */
470
471 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
472 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
473 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474
475 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
476 };
477
478
479 /**
480 * Current attribute group (GL_CURRENT_BIT).
481 */
482 struct gl_current_attrib
483 {
484 /**
485 * \name Current vertex attributes (color, texcoords, etc).
486 * \note Values are valid only after FLUSH_VERTICES has been called.
487 * \note Index and Edgeflag current values are stored as floats in the
488 * SIX and SEVEN attribute slots.
489 * \note We need double storage for 64-bit vertex attributes
490 */
491 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
492
493 /**
494 * \name Current raster position attributes (always up to date after a
495 * glRasterPos call).
496 */
497 GLfloat RasterPos[4];
498 GLfloat RasterDistance;
499 GLfloat RasterColor[4];
500 GLfloat RasterSecondaryColor[4];
501 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
502 GLboolean RasterPosValid;
503 };
504
505
506 /**
507 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
508 */
509 struct gl_depthbuffer_attrib
510 {
511 GLenum Func; /**< Function for depth buffer compare */
512 GLclampd Clear; /**< Value to clear depth buffer to */
513 GLboolean Test; /**< Depth buffering enabled flag */
514 GLboolean Mask; /**< Depth buffer writable? */
515 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
516 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
517 };
518
519
520 /**
521 * Evaluator attribute group (GL_EVAL_BIT).
522 */
523 struct gl_eval_attrib
524 {
525 /**
526 * \name Enable bits
527 */
528 /*@{*/
529 GLboolean Map1Color4;
530 GLboolean Map1Index;
531 GLboolean Map1Normal;
532 GLboolean Map1TextureCoord1;
533 GLboolean Map1TextureCoord2;
534 GLboolean Map1TextureCoord3;
535 GLboolean Map1TextureCoord4;
536 GLboolean Map1Vertex3;
537 GLboolean Map1Vertex4;
538 GLboolean Map2Color4;
539 GLboolean Map2Index;
540 GLboolean Map2Normal;
541 GLboolean Map2TextureCoord1;
542 GLboolean Map2TextureCoord2;
543 GLboolean Map2TextureCoord3;
544 GLboolean Map2TextureCoord4;
545 GLboolean Map2Vertex3;
546 GLboolean Map2Vertex4;
547 GLboolean AutoNormal;
548 /*@}*/
549
550 /**
551 * \name Map Grid endpoints and divisions and calculated du values
552 */
553 /*@{*/
554 GLint MapGrid1un;
555 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
556 GLint MapGrid2un, MapGrid2vn;
557 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
558 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
559 /*@}*/
560 };
561
562
563 /**
564 * Fog attribute group (GL_FOG_BIT).
565 */
566 struct gl_fog_attrib
567 {
568 GLboolean Enabled; /**< Fog enabled flag */
569 GLboolean ColorSumEnabled;
570 GLfloat ColorUnclamped[4]; /**< Fog color */
571 GLfloat Color[4]; /**< Fog color */
572 GLfloat Density; /**< Density >= 0.0 */
573 GLfloat Start; /**< Start distance in eye coords */
574 GLfloat End; /**< End distance in eye coords */
575 GLfloat Index; /**< Fog index */
576 GLenum Mode; /**< Fog mode */
577 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
578 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
579 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
580 };
581
582
583 /**
584 * Hint attribute group (GL_HINT_BIT).
585 *
586 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
587 */
588 struct gl_hint_attrib
589 {
590 GLenum PerspectiveCorrection;
591 GLenum PointSmooth;
592 GLenum LineSmooth;
593 GLenum PolygonSmooth;
594 GLenum Fog;
595 GLenum TextureCompression; /**< GL_ARB_texture_compression */
596 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
597 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
598 };
599
600
601 /**
602 * Lighting attribute group (GL_LIGHT_BIT).
603 */
604 struct gl_light_attrib
605 {
606 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
607 struct gl_lightmodel Model; /**< Lighting model */
608
609 /**
610 * Front and back material values.
611 * Note: must call FLUSH_VERTICES() before using.
612 */
613 struct gl_material Material;
614
615 GLboolean Enabled; /**< Lighting enabled flag */
616 GLboolean ColorMaterialEnabled;
617
618 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
619 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
620 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
621 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
622 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
623
624
625 GLboolean _ClampVertexColor;
626 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
627
628 /**
629 * Derived state for optimizations:
630 */
631 /*@{*/
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634 struct gl_light EnabledList; /**< List sentinel */
635
636 GLfloat _BaseColor[2][3];
637 /*@}*/
638 };
639
640
641 /**
642 * Line attribute group (GL_LINE_BIT).
643 */
644 struct gl_line_attrib
645 {
646 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
647 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
648 GLushort StipplePattern; /**< Stipple pattern */
649 GLint StippleFactor; /**< Stipple repeat factor */
650 GLfloat Width; /**< Line width */
651 };
652
653
654 /**
655 * Display list attribute group (GL_LIST_BIT).
656 */
657 struct gl_list_attrib
658 {
659 GLuint ListBase;
660 };
661
662
663 /**
664 * Multisample attribute group (GL_MULTISAMPLE_BIT).
665 */
666 struct gl_multisample_attrib
667 {
668 GLboolean Enabled;
669 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
670 GLboolean SampleAlphaToCoverage;
671 GLboolean SampleAlphaToOne;
672 GLboolean SampleCoverage;
673 GLboolean SampleCoverageInvert;
674 GLboolean SampleShading;
675
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask;
678
679 GLfloat SampleCoverageValue;
680 GLfloat MinSampleShadingValue;
681
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue;
684 };
685
686
687 /**
688 * A pixelmap (see glPixelMap)
689 */
690 struct gl_pixelmap
691 {
692 GLint Size;
693 GLfloat Map[MAX_PIXEL_MAP_TABLE];
694 };
695
696
697 /**
698 * Collection of all pixelmaps
699 */
700 struct gl_pixelmaps
701 {
702 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG;
704 struct gl_pixelmap BtoB;
705 struct gl_pixelmap AtoA;
706 struct gl_pixelmap ItoR;
707 struct gl_pixelmap ItoG;
708 struct gl_pixelmap ItoB;
709 struct gl_pixelmap ItoA;
710 struct gl_pixelmap ItoI;
711 struct gl_pixelmap StoS;
712 };
713
714
715 /**
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
717 */
718 struct gl_pixel_attrib
719 {
720 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
721
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
724
725 /** Scale & Bias (index shift, offset) */
726 /*@{*/
727 GLfloat RedBias, RedScale;
728 GLfloat GreenBias, GreenScale;
729 GLfloat BlueBias, BlueScale;
730 GLfloat AlphaBias, AlphaScale;
731 GLfloat DepthBias, DepthScale;
732 GLint IndexShift, IndexOffset;
733 /*@}*/
734
735 /* Pixel Maps */
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag;
738 GLboolean MapStencilFlag;
739
740 /*--- End Pixel Transfer State ---*/
741
742 /** glPixelZoom */
743 GLfloat ZoomX, ZoomY;
744 };
745
746
747 /**
748 * Point attribute group (GL_POINT_BIT).
749 */
750 struct gl_point_attrib
751 {
752 GLfloat Size; /**< User-specified point size */
753 GLfloat Params[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
755 GLfloat Threshold; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
762 };
763
764
765 /**
766 * Polygon attribute group (GL_POLYGON_BIT).
767 */
768 struct gl_polygon_attrib
769 {
770 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag; /**< Culling on/off flag */
775 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
784 };
785
786
787 /**
788 * Scissor attributes (GL_SCISSOR_BIT).
789 */
790 struct gl_scissor_rect
791 {
792 GLint X, Y; /**< Lower left corner of box */
793 GLsizei Width, Height; /**< Size of box */
794 };
795 struct gl_scissor_attrib
796 {
797 GLbitfield EnableFlags; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
799 };
800
801
802 /**
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
804 *
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
811 *
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
814 *
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
817 */
818 struct gl_stencil_attrib
819 {
820 GLboolean Enabled; /**< Enabled flag */
821 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide;
826 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
827 GLenum Function[3]; /**< Stencil function */
828 GLenum FailFunc[3]; /**< Fail function */
829 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
831 GLint Ref[3]; /**< Reference value */
832 GLuint ValueMask[3]; /**< Value mask */
833 GLuint WriteMask[3]; /**< Write mask */
834 GLuint Clear; /**< Clear value */
835 };
836
837
838 /**
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
842 */
843 typedef enum
844 {
845 TEXTURE_2D_MULTISAMPLE_INDEX,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
847 TEXTURE_CUBE_ARRAY_INDEX,
848 TEXTURE_BUFFER_INDEX,
849 TEXTURE_2D_ARRAY_INDEX,
850 TEXTURE_1D_ARRAY_INDEX,
851 TEXTURE_EXTERNAL_INDEX,
852 TEXTURE_CUBE_INDEX,
853 TEXTURE_3D_INDEX,
854 TEXTURE_RECT_INDEX,
855 TEXTURE_2D_INDEX,
856 TEXTURE_1D_INDEX,
857 NUM_TEXTURE_TARGETS
858 } gl_texture_index;
859
860
861 /**
862 * Bit flags for each type of texture object
863 */
864 /*@{*/
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
877 /*@}*/
878
879
880 /**
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
883 */
884 struct gl_texture_image
885 {
886 GLint InternalFormat; /**< Internal format as given by the user */
887 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
892 */
893 mesa_format TexFormat; /**< The actual texture memory format */
894
895 GLuint Border; /**< 0 or 1 */
896 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2; /**< = Width - 2*Border */
900 GLuint Height2; /**< = Height - 2*Border */
901 GLuint Depth2; /**< = Depth - 2*Border */
902 GLuint WidthLog2; /**< = log2(Width2) */
903 GLuint HeightLog2; /**< = log2(Height2) */
904 GLuint DepthLog2; /**< = log2(Depth2) */
905 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
907
908 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
909 GLuint Level; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
911 GLuint Face;
912
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
916 };
917
918
919 /**
920 * Indexes for cube map faces.
921 */
922 typedef enum
923 {
924 FACE_POS_X = 0,
925 FACE_NEG_X = 1,
926 FACE_POS_Y = 2,
927 FACE_NEG_Y = 3,
928 FACE_POS_Z = 4,
929 FACE_NEG_Z = 5,
930 MAX_FACES = 6
931 } gl_face_index;
932
933
934 /**
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
937 */
938 struct gl_sampler_object
939 {
940 mtx_t Mutex;
941 GLuint Name;
942 GLint RefCount;
943 GLchar *Label; /**< GL_KHR_debug */
944
945 GLenum WrapS; /**< S-axis texture image wrap mode */
946 GLenum WrapT; /**< T-axis texture image wrap mode */
947 GLenum WrapR; /**< R-axis texture image wrap mode */
948 GLenum MinFilter; /**< minification filter */
949 GLenum MagFilter; /**< magnification filter */
950 union gl_color_union BorderColor; /**< Interpreted according to texture format */
951 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode; /**< GL_ARB_shadow */
956 GLenum CompareFunc; /**< GL_ARB_shadow */
957 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
959 };
960
961
962 /**
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
965 */
966 struct gl_texture_object
967 {
968 mtx_t Mutex; /**< for thread safety */
969 GLint RefCount; /**< reference count */
970 GLuint Name; /**< the user-visible texture object ID */
971 GLchar *Label; /**< GL_KHR_debug */
972 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
975
976 struct gl_sampler_object Sampler;
977
978 GLenum DepthMode; /**< GL_ARB_depth_texture */
979 bool StencilSampling; /**< Should we sample stencil instead of depth? */
980
981 GLfloat Priority; /**< in [0,1] */
982 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
995 GLboolean Purgeable; /**< Is the buffer purgeable under memory
996 pressure? */
997 GLboolean Immutable; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1000
1001 GLuint MinLevel; /**< GL_ARB_texture_view */
1002 GLuint MinLayer; /**< GL_ARB_texture_view */
1003 GLuint NumLevels; /**< GL_ARB_texture_view */
1004 GLuint NumLayers; /**< GL_ARB_texture_view */
1005
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1008
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object *BufferObject;
1011 GLenum BufferObjectFormat;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits;
1020
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType;
1023 };
1024
1025
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1028
1029
1030 /**
1031 * Texture combine environment state.
1032 */
1033 struct gl_tex_env_combine_state
1034 {
1035 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB[MAX_COMBINER_TERMS];
1039 GLenum SourceA[MAX_COMBINER_TERMS];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB[MAX_COMBINER_TERMS];
1042 GLenum OperandA[MAX_COMBINER_TERMS];
1043 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1047 };
1048
1049
1050 /**
1051 * TexGenEnabled flags.
1052 */
1053 /*@{*/
1054 #define S_BIT 1
1055 #define T_BIT 2
1056 #define R_BIT 4
1057 #define Q_BIT 8
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1059 /*@}*/
1060
1061
1062 /**
1063 * Bit flag versions of the corresponding GL_ constants.
1064 */
1065 /*@{*/
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1071
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1078 TEXGEN_EYE_LINEAR)
1079 /*@}*/
1080
1081
1082
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1085
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1088
1089
1090 /**
1091 * Texture coord generation state.
1092 */
1093 struct gl_texgen
1094 {
1095 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane[4];
1098 GLfloat EyePlane[4];
1099 };
1100
1101
1102 /**
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1105 */
1106 struct gl_texture_unit
1107 {
1108 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1109
1110 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor[4];
1112 GLfloat EnvColorUnclamped[4];
1113
1114 struct gl_texgen GenS;
1115 struct gl_texgen GenT;
1116 struct gl_texgen GenR;
1117 struct gl_texgen GenQ;
1118 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1120
1121 GLfloat LodBias; /**< for biasing mipmap levels */
1122
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures;
1125
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object *Sampler;
1128
1129 /**
1130 * \name GL_EXT_texture_env_combine
1131 */
1132 struct gl_tex_env_combine_state Combine;
1133
1134 /**
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1137 */
1138 struct gl_tex_env_combine_state _EnvMode;
1139
1140 /**
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1143 */
1144 struct gl_tex_env_combine_state *_CurrentCombine;
1145
1146 /** Current texture object pointers */
1147 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1148
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object *_Current;
1151
1152 };
1153
1154
1155 /**
1156 * Texture attribute group (GL_TEXTURE_BIT).
1157 */
1158 struct gl_texture_attrib
1159 {
1160 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1161
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless;
1164
1165 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1166
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object *BufferObject;
1169
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits;
1172
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled;
1175
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled;
1178
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags;
1181
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit;
1184
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed;
1187
1188 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1189 };
1190
1191
1192 /**
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1195 */
1196 typedef GLfloat gl_clip_plane[4];
1197
1198
1199 /**
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1201 */
1202 struct gl_transform_attrib
1203 {
1204 GLenum MatrixMode; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1207 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1208 GLboolean Normalize; /**< Normalize all normals? */
1209 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1215 };
1216
1217
1218 /**
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1220 */
1221 struct gl_viewport_attrib
1222 {
1223 GLfloat X, Y; /**< position */
1224 GLfloat Width, Height; /**< size */
1225 GLdouble Near, Far; /**< Depth buffer range */
1226 };
1227
1228
1229 typedef enum {
1230 MAP_USER,
1231 MAP_INTERNAL,
1232
1233 MAP_COUNT
1234 } gl_map_buffer_index;
1235
1236
1237 /**
1238 * Fields describing a mapped buffer range.
1239 */
1240 struct gl_buffer_mapping {
1241 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid *Pointer; /**< User-space address of mapping */
1243 GLintptr Offset; /**< Mapped offset */
1244 GLsizeiptr Length; /**< Mapped length */
1245 };
1246
1247
1248 /**
1249 * Usages we've seen for a buffer object.
1250 */
1251 typedef enum {
1252 USAGE_UNIFORM_BUFFER = 0x1,
1253 USAGE_TEXTURE_BUFFER = 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1256 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1257 USAGE_PIXEL_PACK_BUFFER = 0x20,
1258 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1259 } gl_buffer_usage;
1260
1261
1262 /**
1263 * GL_ARB_vertex/pixel_buffer_object buffer object
1264 */
1265 struct gl_buffer_object
1266 {
1267 mtx_t Mutex;
1268 GLint RefCount;
1269 GLuint Name;
1270 GLchar *Label; /**< GL_KHR_debug */
1271 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1272 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1273 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1274 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1275 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1276 GLboolean Written; /**< Ever written to? (for debugging) */
1277 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1278 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1279 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1280
1281 /** Counters used for buffer usage warnings */
1282 GLuint NumSubDataCalls;
1283 GLuint NumMapBufferWriteCalls;
1284
1285 struct gl_buffer_mapping Mappings[MAP_COUNT];
1286
1287 /** Memoization of min/max index computations for static index buffers */
1288 struct hash_table *MinMaxCache;
1289 unsigned MinMaxCacheHitIndices;
1290 unsigned MinMaxCacheMissIndices;
1291 bool MinMaxCacheDirty;
1292 };
1293
1294
1295 /**
1296 * Client pixel packing/unpacking attributes
1297 */
1298 struct gl_pixelstore_attrib
1299 {
1300 GLint Alignment;
1301 GLint RowLength;
1302 GLint SkipPixels;
1303 GLint SkipRows;
1304 GLint ImageHeight;
1305 GLint SkipImages;
1306 GLboolean SwapBytes;
1307 GLboolean LsbFirst;
1308 GLboolean Invert; /**< GL_MESA_pack_invert */
1309 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1310 GLint CompressedBlockHeight;
1311 GLint CompressedBlockDepth;
1312 GLint CompressedBlockSize;
1313 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1314 };
1315
1316
1317 /**
1318 * Client vertex array attributes
1319 */
1320 struct gl_client_array
1321 {
1322 GLint Size; /**< components per element (1,2,3,4) */
1323 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1324 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1325 GLsizei Stride; /**< user-specified stride */
1326 GLsizei StrideB; /**< actual stride in bytes */
1327 GLuint _ElementSize; /**< size of each element in bytes */
1328 const GLubyte *Ptr; /**< Points to array data */
1329 GLboolean Enabled; /**< Enabled flag is a boolean */
1330 GLboolean Normalized; /**< GL_ARB_vertex_program */
1331 GLboolean Integer; /**< Integer-valued? */
1332 GLboolean Doubles; /**< double precision values are not converted to floats */
1333 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1334
1335 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1336 };
1337
1338
1339 /**
1340 * Vertex attribute array as seen by the client.
1341 *
1342 * Contains the size, type, format and normalization flag,
1343 * along with the index of a vertex buffer binding point.
1344 *
1345 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1346 * and is only present for backwards compatibility reasons.
1347 * Rendering always uses VERTEX_BINDING_STRIDE.
1348 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1349 * and VERTEX_BINDING_STRIDE to the same value, while
1350 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1351 */
1352 struct gl_vertex_attrib_array
1353 {
1354 GLint Size; /**< Components per element (1,2,3,4) */
1355 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1356 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1357 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1358 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1359 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1360 GLboolean Enabled; /**< Whether the array is enabled */
1361 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1362 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1363 GLboolean Doubles; /**< double precision values are not converted to floats */
1364 GLuint _ElementSize; /**< Size of each element in bytes */
1365 GLuint VertexBinding; /**< Vertex buffer binding */
1366 };
1367
1368
1369 /**
1370 * This describes the buffer object used for a vertex array (or
1371 * multiple vertex arrays). If BufferObj points to the default/null
1372 * buffer object, then the vertex array lives in user memory and not a VBO.
1373 */
1374 struct gl_vertex_buffer_binding
1375 {
1376 GLintptr Offset; /**< User-specified offset */
1377 GLsizei Stride; /**< User-specified stride */
1378 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1379 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1380 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1381 };
1382
1383
1384 /**
1385 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1386 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1387 * extension.
1388 */
1389 struct gl_vertex_array_object
1390 {
1391 /** Name of the VAO as received from glGenVertexArray. */
1392 GLuint Name;
1393
1394 GLint RefCount;
1395
1396 GLchar *Label; /**< GL_KHR_debug */
1397
1398 mtx_t Mutex;
1399
1400 /**
1401 * Does the VAO use ARB semantics or Apple semantics?
1402 *
1403 * There are several ways in which ARB_vertex_array_object and
1404 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1405 * least,
1406 *
1407 * - ARB VAOs require that all array data be sourced from vertex buffer
1408 * objects, but Apple VAOs do not.
1409 *
1410 * - ARB VAOs require that names come from GenVertexArrays.
1411 *
1412 * This flag notes which behavior governs this VAO.
1413 */
1414 GLboolean ARBsemantics;
1415
1416 /**
1417 * Has this array object been bound?
1418 */
1419 GLboolean EverBound;
1420
1421 /**
1422 * Derived vertex attribute arrays
1423 *
1424 * This is a legacy data structure created from gl_vertex_attrib_array and
1425 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1426 */
1427 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1428
1429 /** Vertex attribute arrays */
1430 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1431
1432 /** Vertex buffer bindings */
1433 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1434
1435 /** Mask indicating which vertex arrays have vertex buffer associated. */
1436 GLbitfield64 VertexAttribBufferMask;
1437
1438 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1439 GLbitfield64 _Enabled;
1440
1441 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1442 GLbitfield64 NewArrays;
1443
1444 /** The index buffer (also known as the element array buffer in OpenGL). */
1445 struct gl_buffer_object *IndexBufferObj;
1446 };
1447
1448
1449 /** Used to signal when transitioning from one kind of drawing method
1450 * to another.
1451 */
1452 typedef enum {
1453 DRAW_NONE, /**< Initial value only */
1454 DRAW_BEGIN_END,
1455 DRAW_DISPLAY_LIST,
1456 DRAW_ARRAYS
1457 } gl_draw_method;
1458
1459 /**
1460 * Enum for the OpenGL APIs we know about and may support.
1461 *
1462 * NOTE: This must match the api_enum table in
1463 * src/mesa/main/get_hash_generator.py
1464 */
1465 typedef enum
1466 {
1467 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1468 API_OPENGLES,
1469 API_OPENGLES2,
1470 API_OPENGL_CORE,
1471 API_OPENGL_LAST = API_OPENGL_CORE
1472 } gl_api;
1473
1474 /**
1475 * Vertex array state
1476 */
1477 struct gl_array_attrib
1478 {
1479 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1480 struct gl_vertex_array_object *VAO;
1481
1482 /** The default vertex array object */
1483 struct gl_vertex_array_object *DefaultVAO;
1484
1485 /** The last VAO accessed by a DSA function */
1486 struct gl_vertex_array_object *LastLookedUpVAO;
1487
1488 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1489 struct _mesa_HashTable *Objects;
1490
1491 GLint ActiveTexture; /**< Client Active Texture */
1492 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1493 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1494
1495 /**
1496 * \name Primitive restart controls
1497 *
1498 * Primitive restart is enabled if either \c PrimitiveRestart or
1499 * \c PrimitiveRestartFixedIndex is set.
1500 */
1501 /*@{*/
1502 GLboolean PrimitiveRestart;
1503 GLboolean PrimitiveRestartFixedIndex;
1504 GLboolean _PrimitiveRestart;
1505 GLuint RestartIndex;
1506 /*@}*/
1507
1508 /** One of the DRAW_xxx flags, not consumed by drivers */
1509 gl_draw_method DrawMethod;
1510
1511 /* GL_ARB_vertex_buffer_object */
1512 struct gl_buffer_object *ArrayBufferObj;
1513
1514 /**
1515 * Vertex arrays as consumed by a driver.
1516 * The array pointer is set up only by the VBO module.
1517 */
1518 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1519
1520 /** Legal array datatypes and the API for which they have been computed */
1521 GLbitfield LegalTypesMask;
1522 gl_api LegalTypesMaskAPI;
1523 };
1524
1525
1526 /**
1527 * Feedback buffer state
1528 */
1529 struct gl_feedback
1530 {
1531 GLenum Type;
1532 GLbitfield _Mask; /**< FB_* bits */
1533 GLfloat *Buffer;
1534 GLuint BufferSize;
1535 GLuint Count;
1536 };
1537
1538
1539 /**
1540 * Selection buffer state
1541 */
1542 struct gl_selection
1543 {
1544 GLuint *Buffer; /**< selection buffer */
1545 GLuint BufferSize; /**< size of the selection buffer */
1546 GLuint BufferCount; /**< number of values in the selection buffer */
1547 GLuint Hits; /**< number of records in the selection buffer */
1548 GLuint NameStackDepth; /**< name stack depth */
1549 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1550 GLboolean HitFlag; /**< hit flag */
1551 GLfloat HitMinZ; /**< minimum hit depth */
1552 GLfloat HitMaxZ; /**< maximum hit depth */
1553 };
1554
1555
1556 /**
1557 * 1-D Evaluator control points
1558 */
1559 struct gl_1d_map
1560 {
1561 GLuint Order; /**< Number of control points */
1562 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1563 GLfloat *Points; /**< Points to contiguous control points */
1564 };
1565
1566
1567 /**
1568 * 2-D Evaluator control points
1569 */
1570 struct gl_2d_map
1571 {
1572 GLuint Uorder; /**< Number of control points in U dimension */
1573 GLuint Vorder; /**< Number of control points in V dimension */
1574 GLfloat u1, u2, du;
1575 GLfloat v1, v2, dv;
1576 GLfloat *Points; /**< Points to contiguous control points */
1577 };
1578
1579
1580 /**
1581 * All evaluator control point state
1582 */
1583 struct gl_evaluators
1584 {
1585 /**
1586 * \name 1-D maps
1587 */
1588 /*@{*/
1589 struct gl_1d_map Map1Vertex3;
1590 struct gl_1d_map Map1Vertex4;
1591 struct gl_1d_map Map1Index;
1592 struct gl_1d_map Map1Color4;
1593 struct gl_1d_map Map1Normal;
1594 struct gl_1d_map Map1Texture1;
1595 struct gl_1d_map Map1Texture2;
1596 struct gl_1d_map Map1Texture3;
1597 struct gl_1d_map Map1Texture4;
1598 /*@}*/
1599
1600 /**
1601 * \name 2-D maps
1602 */
1603 /*@{*/
1604 struct gl_2d_map Map2Vertex3;
1605 struct gl_2d_map Map2Vertex4;
1606 struct gl_2d_map Map2Index;
1607 struct gl_2d_map Map2Color4;
1608 struct gl_2d_map Map2Normal;
1609 struct gl_2d_map Map2Texture1;
1610 struct gl_2d_map Map2Texture2;
1611 struct gl_2d_map Map2Texture3;
1612 struct gl_2d_map Map2Texture4;
1613 /*@}*/
1614 };
1615
1616
1617 struct gl_transform_feedback_varying_info
1618 {
1619 char *Name;
1620 GLenum Type;
1621 GLint Size;
1622 };
1623
1624
1625 /**
1626 * Per-output info vertex shaders for transform feedback.
1627 */
1628 struct gl_transform_feedback_output
1629 {
1630 unsigned OutputRegister;
1631 unsigned OutputBuffer;
1632 unsigned NumComponents;
1633 unsigned StreamId;
1634
1635 /** offset (in DWORDs) of this output within the interleaved structure */
1636 unsigned DstOffset;
1637
1638 /**
1639 * Offset into the output register of the data to output. For example,
1640 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1641 * offset is in the y and z components of the output register.
1642 */
1643 unsigned ComponentOffset;
1644 };
1645
1646
1647 /** Post-link transform feedback info. */
1648 struct gl_transform_feedback_info
1649 {
1650 unsigned NumOutputs;
1651
1652 /**
1653 * Number of transform feedback buffers in use by this program.
1654 */
1655 unsigned NumBuffers;
1656
1657 struct gl_transform_feedback_output *Outputs;
1658
1659 /** Transform feedback varyings used for the linking of this shader program.
1660 *
1661 * Use for glGetTransformFeedbackVarying().
1662 */
1663 struct gl_transform_feedback_varying_info *Varyings;
1664 GLint NumVarying;
1665
1666 /**
1667 * Total number of components stored in each buffer. This may be used by
1668 * hardware back-ends to determine the correct stride when interleaving
1669 * multiple transform feedback outputs in the same buffer.
1670 */
1671 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1672
1673 /**
1674 * Which transform feedback stream this buffer binding is associated with.
1675 */
1676 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1677 };
1678
1679
1680 /**
1681 * Transform feedback object state
1682 */
1683 struct gl_transform_feedback_object
1684 {
1685 GLuint Name; /**< AKA the object ID */
1686 GLint RefCount;
1687 GLchar *Label; /**< GL_KHR_debug */
1688 GLboolean Active; /**< Is transform feedback enabled? */
1689 GLboolean Paused; /**< Is transform feedback paused? */
1690 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1691 at least once? */
1692 GLboolean EverBound; /**< Has this object been bound? */
1693
1694 /**
1695 * GLES: if Active is true, remaining number of primitives which can be
1696 * rendered without overflow. This is necessary to track because GLES
1697 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1698 * glDrawArraysInstanced would overflow transform feedback buffers.
1699 * Undefined if Active is false.
1700 *
1701 * Not tracked for desktop GL since it's unnecessary.
1702 */
1703 unsigned GlesRemainingPrims;
1704
1705 /**
1706 * The shader program active when BeginTransformFeedback() was called.
1707 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1708 * where stage is the pipeline stage that is the source of data for
1709 * transform feedback.
1710 */
1711 struct gl_shader_program *shader_program;
1712
1713 /** The feedback buffers */
1714 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1715 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1716
1717 /** Start of feedback data in dest buffer */
1718 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1719
1720 /**
1721 * Max data to put into dest buffer (in bytes). Computed based on
1722 * RequestedSize and the actual size of the buffer.
1723 */
1724 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1725
1726 /**
1727 * Size that was specified when the buffer was bound. If the buffer was
1728 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1729 * zero.
1730 */
1731 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1732 };
1733
1734
1735 /**
1736 * Context state for transform feedback.
1737 */
1738 struct gl_transform_feedback_state
1739 {
1740 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1741
1742 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1743 struct gl_buffer_object *CurrentBuffer;
1744
1745 /** The table of all transform feedback objects */
1746 struct _mesa_HashTable *Objects;
1747
1748 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1749 struct gl_transform_feedback_object *CurrentObject;
1750
1751 /** The default xform-fb object (Name==0) */
1752 struct gl_transform_feedback_object *DefaultObject;
1753 };
1754
1755
1756 /**
1757 * A "performance monitor" as described in AMD_performance_monitor.
1758 */
1759 struct gl_perf_monitor_object
1760 {
1761 GLuint Name;
1762
1763 /** True if the monitor is currently active (Begin called but not End). */
1764 GLboolean Active;
1765
1766 /**
1767 * True if the monitor has ended.
1768 *
1769 * This is distinct from !Active because it may never have began.
1770 */
1771 GLboolean Ended;
1772
1773 /**
1774 * A list of groups with currently active counters.
1775 *
1776 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1777 */
1778 unsigned *ActiveGroups;
1779
1780 /**
1781 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1782 *
1783 * Checking whether counter 'c' in group 'g' is active can be done via:
1784 *
1785 * BITSET_TEST(ActiveCounters[g], c)
1786 */
1787 GLuint **ActiveCounters;
1788 };
1789
1790
1791 union gl_perf_monitor_counter_value
1792 {
1793 float f;
1794 uint64_t u64;
1795 uint32_t u32;
1796 };
1797
1798
1799 struct gl_perf_monitor_counter
1800 {
1801 /** Human readable name for the counter. */
1802 const char *Name;
1803
1804 /**
1805 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1806 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1807 */
1808 GLenum Type;
1809
1810 /** Minimum counter value. */
1811 union gl_perf_monitor_counter_value Minimum;
1812
1813 /** Maximum counter value. */
1814 union gl_perf_monitor_counter_value Maximum;
1815 };
1816
1817
1818 struct gl_perf_monitor_group
1819 {
1820 /** Human readable name for the group. */
1821 const char *Name;
1822
1823 /**
1824 * Maximum number of counters in this group which can be active at the
1825 * same time.
1826 */
1827 GLuint MaxActiveCounters;
1828
1829 /** Array of counters within this group. */
1830 const struct gl_perf_monitor_counter *Counters;
1831 GLuint NumCounters;
1832 };
1833
1834
1835 /**
1836 * Context state for AMD_performance_monitor.
1837 */
1838 struct gl_perf_monitor_state
1839 {
1840 /** Array of performance monitor groups (indexed by group ID) */
1841 const struct gl_perf_monitor_group *Groups;
1842 GLuint NumGroups;
1843
1844 /** The table of all performance monitors. */
1845 struct _mesa_HashTable *Monitors;
1846 };
1847
1848
1849 /**
1850 * Names of the various vertex/fragment program register files, etc.
1851 *
1852 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1853 * All values should fit in a 4-bit field.
1854 *
1855 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1856 * considered to be "uniform" variables since they can only be set outside
1857 * glBegin/End. They're also all stored in the same Parameters array.
1858 */
1859 typedef enum
1860 {
1861 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1862 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1863 PROGRAM_INPUT, /**< machine->Inputs[] */
1864 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1865 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1866 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1867 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1868 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1869 PROGRAM_ADDRESS, /**< machine->AddressReg */
1870 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1871 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1872 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1873 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1874 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1875 PROGRAM_FILE_MAX
1876 } gl_register_file;
1877
1878
1879 /**
1880 * Base class for any kind of program object
1881 */
1882 struct gl_program
1883 {
1884 mtx_t Mutex;
1885 GLuint Id;
1886 GLint RefCount;
1887 GLubyte *String; /**< Null-terminated program text */
1888
1889 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1890 GLenum Format; /**< String encoding format */
1891
1892 struct prog_instruction *Instructions;
1893
1894 struct nir_shader *nir;
1895
1896 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1897 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1898 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1899 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1900 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1901 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1902 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1903 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1904 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1905
1906 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1907
1908 /**
1909 * For vertex and geometry shaders, true if the program uses the
1910 * gl_ClipDistance output. Ignored for fragment shaders.
1911 */
1912 unsigned ClipDistanceArraySize;
1913
1914
1915 /** Named parameters, constants, etc. from program text */
1916 struct gl_program_parameter_list *Parameters;
1917
1918 /**
1919 * Local parameters used by the program.
1920 *
1921 * It's dynamically allocated because it is rarely used (just
1922 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1923 * allocated.
1924 */
1925 GLfloat (*LocalParams)[4];
1926
1927 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1928 GLubyte SamplerUnits[MAX_SAMPLERS];
1929
1930 /** Bitmask of which register files are read/written with indirect
1931 * addressing. Mask of (1 << PROGRAM_x) bits.
1932 */
1933 GLbitfield IndirectRegisterFiles;
1934
1935 /** Logical counts */
1936 /*@{*/
1937 GLuint NumInstructions;
1938 GLuint NumTemporaries;
1939 GLuint NumParameters;
1940 GLuint NumAttributes;
1941 GLuint NumAddressRegs;
1942 GLuint NumAluInstructions;
1943 GLuint NumTexInstructions;
1944 GLuint NumTexIndirections;
1945 /*@}*/
1946 /** Native, actual h/w counts */
1947 /*@{*/
1948 GLuint NumNativeInstructions;
1949 GLuint NumNativeTemporaries;
1950 GLuint NumNativeParameters;
1951 GLuint NumNativeAttributes;
1952 GLuint NumNativeAddressRegs;
1953 GLuint NumNativeAluInstructions;
1954 GLuint NumNativeTexInstructions;
1955 GLuint NumNativeTexIndirections;
1956 /*@}*/
1957 };
1958
1959
1960 /** Vertex program object */
1961 struct gl_vertex_program
1962 {
1963 struct gl_program Base; /**< base class */
1964 GLboolean IsPositionInvariant;
1965 };
1966
1967
1968 /** Tessellation control program object */
1969 struct gl_tess_ctrl_program
1970 {
1971 struct gl_program Base; /**< base class */
1972
1973 /* output layout */
1974 GLint VerticesOut;
1975 };
1976
1977
1978 /** Tessellation evaluation program object */
1979 struct gl_tess_eval_program
1980 {
1981 struct gl_program Base; /**< base class */
1982
1983 /* input layout */
1984 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1985 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1986 GLenum VertexOrder; /* GL_CW or GL_CCW */
1987 bool PointMode;
1988 };
1989
1990
1991 /** Geometry program object */
1992 struct gl_geometry_program
1993 {
1994 struct gl_program Base; /**< base class */
1995
1996 GLint VerticesIn;
1997 GLint VerticesOut;
1998 GLint Invocations;
1999 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2000 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2001 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2002 bool UsesEndPrimitive;
2003 bool UsesStreams;
2004 };
2005
2006
2007 /** Fragment program object */
2008 struct gl_fragment_program
2009 {
2010 struct gl_program Base; /**< base class */
2011 GLboolean UsesKill; /**< shader uses KIL instruction */
2012 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2013 GLboolean OriginUpperLeft;
2014 GLboolean PixelCenterInteger;
2015 enum gl_frag_depth_layout FragDepthLayout;
2016
2017 /**
2018 * GLSL interpolation qualifier associated with each fragment shader input.
2019 * For inputs that do not have an interpolation qualifier specified in
2020 * GLSL, the value is INTERP_QUALIFIER_NONE.
2021 */
2022 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2023
2024 /**
2025 * Bitfield indicating, for each fragment shader input, 1 if that input
2026 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2027 */
2028 GLbitfield64 IsCentroid;
2029
2030 /**
2031 * Bitfield indicating, for each fragment shader input, 1 if that input
2032 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2033 */
2034 GLbitfield64 IsSample;
2035 };
2036
2037
2038 /** Compute program object */
2039 struct gl_compute_program
2040 {
2041 struct gl_program Base; /**< base class */
2042
2043 /**
2044 * Size specified using local_size_{x,y,z}.
2045 */
2046 unsigned LocalSize[3];
2047 };
2048
2049
2050 /**
2051 * State common to vertex and fragment programs.
2052 */
2053 struct gl_program_state
2054 {
2055 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2056 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2057 };
2058
2059
2060 /**
2061 * Context state for vertex programs.
2062 */
2063 struct gl_vertex_program_state
2064 {
2065 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2066 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2067 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2068 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2069 /** Computed two sided lighting for fixed function/programs. */
2070 GLboolean _TwoSideEnabled;
2071 struct gl_vertex_program *Current; /**< User-bound vertex program */
2072
2073 /** Currently enabled and valid vertex program (including internal
2074 * programs, user-defined vertex programs and GLSL vertex shaders).
2075 * This is the program we must use when rendering.
2076 */
2077 struct gl_vertex_program *_Current;
2078
2079 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2080
2081 /** Should fixed-function T&L be implemented with a vertex prog? */
2082 GLboolean _MaintainTnlProgram;
2083
2084 /** Program to emulate fixed-function T&L (see above) */
2085 struct gl_vertex_program *_TnlProgram;
2086
2087 /** Cache of fixed-function programs */
2088 struct gl_program_cache *Cache;
2089
2090 GLboolean _Overriden;
2091 };
2092
2093 /**
2094 * Context state for tessellation control programs.
2095 */
2096 struct gl_tess_ctrl_program_state
2097 {
2098 /** Currently bound and valid shader. */
2099 struct gl_tess_ctrl_program *_Current;
2100
2101 GLint patch_vertices;
2102 GLfloat patch_default_outer_level[4];
2103 GLfloat patch_default_inner_level[2];
2104 };
2105
2106 /**
2107 * Context state for tessellation evaluation programs.
2108 */
2109 struct gl_tess_eval_program_state
2110 {
2111 /** Currently bound and valid shader. */
2112 struct gl_tess_eval_program *_Current;
2113 };
2114
2115 /**
2116 * Context state for geometry programs.
2117 */
2118 struct gl_geometry_program_state
2119 {
2120 /** Currently enabled and valid program (including internal programs
2121 * and compiled shader programs).
2122 */
2123 struct gl_geometry_program *_Current;
2124 };
2125
2126 /**
2127 * Context state for fragment programs.
2128 */
2129 struct gl_fragment_program_state
2130 {
2131 GLboolean Enabled; /**< User-set fragment program enable flag */
2132 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2133 struct gl_fragment_program *Current; /**< User-bound fragment program */
2134
2135 /** Currently enabled and valid fragment program (including internal
2136 * programs, user-defined fragment programs and GLSL fragment shaders).
2137 * This is the program we must use when rendering.
2138 */
2139 struct gl_fragment_program *_Current;
2140
2141 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2142
2143 /** Should fixed-function texturing be implemented with a fragment prog? */
2144 GLboolean _MaintainTexEnvProgram;
2145
2146 /** Program to emulate fixed-function texture env/combine (see above) */
2147 struct gl_fragment_program *_TexEnvProgram;
2148
2149 /** Cache of fixed-function programs */
2150 struct gl_program_cache *Cache;
2151 };
2152
2153
2154 /**
2155 * Context state for compute programs.
2156 */
2157 struct gl_compute_program_state
2158 {
2159 /** Currently enabled and valid program (including internal programs
2160 * and compiled shader programs).
2161 */
2162 struct gl_compute_program *_Current;
2163 };
2164
2165
2166 /**
2167 * ATI_fragment_shader runtime state
2168 */
2169
2170 struct atifs_instruction;
2171 struct atifs_setupinst;
2172
2173 /**
2174 * ATI fragment shader
2175 */
2176 struct ati_fragment_shader
2177 {
2178 GLuint Id;
2179 GLint RefCount;
2180 struct atifs_instruction *Instructions[2];
2181 struct atifs_setupinst *SetupInst[2];
2182 GLfloat Constants[8][4];
2183 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2184 GLubyte numArithInstr[2];
2185 GLubyte regsAssigned[2];
2186 GLubyte NumPasses; /**< 1 or 2 */
2187 GLubyte cur_pass;
2188 GLubyte last_optype;
2189 GLboolean interpinp1;
2190 GLboolean isValid;
2191 GLuint swizzlerq;
2192 };
2193
2194 /**
2195 * Context state for GL_ATI_fragment_shader
2196 */
2197 struct gl_ati_fragment_shader_state
2198 {
2199 GLboolean Enabled;
2200 GLboolean _Enabled; /**< enabled and valid shader? */
2201 GLboolean Compiling;
2202 GLfloat GlobalConstants[8][4];
2203 struct ati_fragment_shader *Current;
2204 };
2205
2206 /**
2207 * Shader subroutine function definition
2208 */
2209 struct gl_subroutine_function
2210 {
2211 char *name;
2212 int index;
2213 int num_compat_types;
2214 const struct glsl_type **types;
2215 };
2216
2217 /**
2218 * A GLSL vertex or fragment shader object.
2219 */
2220 struct gl_shader
2221 {
2222 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2223 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2224 * Must be the first field.
2225 */
2226 GLenum Type;
2227 gl_shader_stage Stage;
2228 GLuint Name; /**< AKA the handle */
2229 GLint RefCount; /**< Reference count */
2230 GLchar *Label; /**< GL_KHR_debug */
2231 GLboolean DeletePending;
2232 GLboolean CompileStatus;
2233 bool IsES; /**< True if this shader uses GLSL ES */
2234
2235 GLuint SourceChecksum; /**< for debug/logging purposes */
2236 const GLchar *Source; /**< Source code string */
2237
2238 struct gl_program *Program; /**< Post-compile assembly code */
2239 GLchar *InfoLog;
2240
2241 unsigned Version; /**< GLSL version used for linking */
2242
2243 /**
2244 * \name Sampler tracking
2245 *
2246 * \note Each of these fields is only set post-linking.
2247 */
2248 /*@{*/
2249 unsigned num_samplers; /**< Number of samplers used by this shader. */
2250 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2251 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2252 /*@}*/
2253
2254 /**
2255 * Map from sampler unit to texture unit (set by glUniform1i())
2256 *
2257 * A sampler unit is associated with each sampler uniform by the linker.
2258 * The sampler unit associated with each uniform is stored in the
2259 * \c gl_uniform_storage::sampler field.
2260 */
2261 GLubyte SamplerUnits[MAX_SAMPLERS];
2262 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2263 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2264
2265 /**
2266 * Number of default uniform block components used by this shader.
2267 *
2268 * This field is only set post-linking.
2269 */
2270 unsigned num_uniform_components;
2271
2272 /**
2273 * Number of combined uniform components used by this shader.
2274 *
2275 * This field is only set post-linking. It is the sum of the uniform block
2276 * sizes divided by sizeof(float), and num_uniform_compoennts.
2277 */
2278 unsigned num_combined_uniform_components;
2279
2280 /**
2281 * This shader's uniform/ssbo block information.
2282 *
2283 * These fields are only set post-linking.
2284 *
2285 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2286 * useful during the linking process so that we don't have to handle SSBOs
2287 * specifically.
2288 *
2289 * UniformBlocks is a list of UBOs. This is useful for backends that need
2290 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2291 * API specifies.
2292 *
2293 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2294 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2295 * GL API specifies.
2296 *
2297 * UniformBlocks and ShaderStorageBlocks only have pointers into
2298 * BufferInterfaceBlocks so the actual resource information is not
2299 * duplicated.
2300 */
2301 unsigned NumBufferInterfaceBlocks;
2302 struct gl_uniform_block *BufferInterfaceBlocks;
2303
2304 unsigned NumUniformBlocks;
2305 struct gl_uniform_block **UniformBlocks;
2306
2307 unsigned NumShaderStorageBlocks;
2308 struct gl_uniform_block **ShaderStorageBlocks;
2309
2310 struct exec_list *ir;
2311 struct exec_list *packed_varyings;
2312 struct exec_list *fragdata_arrays;
2313 struct glsl_symbol_table *symbols;
2314
2315 bool uses_builtin_functions;
2316 bool uses_gl_fragcoord;
2317 bool redeclares_gl_fragcoord;
2318 bool ARB_fragment_coord_conventions_enable;
2319
2320 /**
2321 * Fragment shader state from GLSL 1.50 layout qualifiers.
2322 */
2323 bool origin_upper_left;
2324 bool pixel_center_integer;
2325
2326 /**
2327 * Tessellation Control shader state from layout qualifiers.
2328 */
2329 struct {
2330 /**
2331 * 0 - vertices not declared in shader, or
2332 * 1 .. GL_MAX_PATCH_VERTICES
2333 */
2334 GLint VerticesOut;
2335 } TessCtrl;
2336
2337 /**
2338 * Tessellation Evaluation shader state from layout qualifiers.
2339 */
2340 struct {
2341 /**
2342 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2343 * in this shader.
2344 */
2345 GLenum PrimitiveMode;
2346 /**
2347 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2348 * in this shader.
2349 */
2350 GLenum Spacing;
2351 /**
2352 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2353 */
2354 GLenum VertexOrder;
2355 /**
2356 * 1, 0, or -1 if it's not set in this shader.
2357 */
2358 int PointMode;
2359 } TessEval;
2360
2361 /**
2362 * Geometry shader state from GLSL 1.50 layout qualifiers.
2363 */
2364 struct {
2365 GLint VerticesOut;
2366 /**
2367 * 0 - Invocations count not declared in shader, or
2368 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2369 */
2370 GLint Invocations;
2371 /**
2372 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2373 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2374 * shader.
2375 */
2376 GLenum InputType;
2377 /**
2378 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2379 * it's not set in this shader.
2380 */
2381 GLenum OutputType;
2382 } Geom;
2383
2384 /**
2385 * Map from image uniform index to image unit (set by glUniform1i())
2386 *
2387 * An image uniform index is associated with each image uniform by
2388 * the linker. The image index associated with each uniform is
2389 * stored in the \c gl_uniform_storage::image field.
2390 */
2391 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2392
2393 /**
2394 * Access qualifier specified in the shader for each image uniform
2395 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2396 * GL_READ_WRITE.
2397 *
2398 * It may be different, though only more strict than the value of
2399 * \c gl_image_unit::Access for the corresponding image unit.
2400 */
2401 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2402
2403 /**
2404 * Number of image uniforms defined in the shader. It specifies
2405 * the number of valid elements in the \c ImageUnits and \c
2406 * ImageAccess arrays above.
2407 */
2408 GLuint NumImages;
2409
2410 struct gl_active_atomic_buffer **AtomicBuffers;
2411 unsigned NumAtomicBuffers;
2412
2413 /**
2414 * Whether early fragment tests are enabled as defined by
2415 * ARB_shader_image_load_store.
2416 */
2417 bool EarlyFragmentTests;
2418
2419 /**
2420 * Compute shader state from ARB_compute_shader layout qualifiers.
2421 */
2422 struct {
2423 /**
2424 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2425 * it's not set in this shader.
2426 */
2427 unsigned LocalSize[3];
2428 } Comp;
2429
2430 /**
2431 * Number of types for subroutine uniforms.
2432 */
2433 GLuint NumSubroutineUniformTypes;
2434
2435 /**
2436 * Subroutine uniform remap table
2437 * based on the program level uniform remap table.
2438 */
2439 GLuint NumSubroutineUniformRemapTable;
2440 struct gl_uniform_storage **SubroutineUniformRemapTable;
2441
2442 /**
2443 * Num of subroutine functions for this stage
2444 * and storage for them.
2445 */
2446 GLuint NumSubroutineFunctions;
2447 struct gl_subroutine_function *SubroutineFunctions;
2448 };
2449
2450
2451 struct gl_uniform_buffer_variable
2452 {
2453 char *Name;
2454
2455 /**
2456 * Name of the uniform as seen by glGetUniformIndices.
2457 *
2458 * glGetUniformIndices requires that the block instance index \b not be
2459 * present in the name of queried uniforms.
2460 *
2461 * \note
2462 * \c gl_uniform_buffer_variable::IndexName and
2463 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2464 */
2465 char *IndexName;
2466
2467 const struct glsl_type *Type;
2468 unsigned int Offset;
2469 GLboolean RowMajor;
2470 };
2471
2472
2473 enum gl_uniform_block_packing
2474 {
2475 ubo_packing_std140,
2476 ubo_packing_shared,
2477 ubo_packing_packed,
2478 ubo_packing_std430
2479 };
2480
2481
2482 struct gl_uniform_block
2483 {
2484 /** Declared name of the uniform block */
2485 char *Name;
2486
2487 /** Array of supplemental information about UBO ir_variables. */
2488 struct gl_uniform_buffer_variable *Uniforms;
2489 GLuint NumUniforms;
2490
2491 /**
2492 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2493 * with glBindBufferBase to bind a buffer object to this uniform block. When
2494 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2495 */
2496 GLuint Binding;
2497
2498 /**
2499 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2500 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2501 */
2502 GLuint UniformBufferSize;
2503
2504 /**
2505 * Is this actually an interface block for a shader storage buffer?
2506 */
2507 bool IsShaderStorage;
2508
2509 /**
2510 * Layout specified in the shader
2511 *
2512 * This isn't accessible through the API, but it is used while
2513 * cross-validating uniform blocks.
2514 */
2515 enum gl_uniform_block_packing _Packing;
2516 };
2517
2518 /**
2519 * Structure that represents a reference to an atomic buffer from some
2520 * shader program.
2521 */
2522 struct gl_active_atomic_buffer
2523 {
2524 /** Uniform indices of the atomic counters declared within it. */
2525 GLuint *Uniforms;
2526 GLuint NumUniforms;
2527
2528 /** Binding point index associated with it. */
2529 GLuint Binding;
2530
2531 /** Minimum reasonable size it is expected to have. */
2532 GLuint MinimumSize;
2533
2534 /** Shader stages making use of it. */
2535 GLboolean StageReferences[MESA_SHADER_STAGES];
2536 };
2537
2538 /**
2539 * Data container for shader queries. This holds only the minimal
2540 * amount of required information for resource queries to work.
2541 */
2542 struct gl_shader_variable
2543 {
2544 /**
2545 * Declared type of the variable
2546 */
2547 const struct glsl_type *type;
2548
2549 /**
2550 * Declared name of the variable
2551 */
2552 char *name;
2553
2554 /**
2555 * Storage location of the base of this variable
2556 *
2557 * The precise meaning of this field depends on the nature of the variable.
2558 *
2559 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2560 * - Vertex shader output: one of the values from \c gl_varying_slot.
2561 * - Geometry shader input: one of the values from \c gl_varying_slot.
2562 * - Geometry shader output: one of the values from \c gl_varying_slot.
2563 * - Fragment shader input: one of the values from \c gl_varying_slot.
2564 * - Fragment shader output: one of the values from \c gl_frag_result.
2565 * - Uniforms: Per-stage uniform slot number for default uniform block.
2566 * - Uniforms: Index within the uniform block definition for UBO members.
2567 * - Non-UBO Uniforms: explicit location until linking then reused to
2568 * store uniform slot number.
2569 * - Other: This field is not currently used.
2570 *
2571 * If the variable is a uniform, shader input, or shader output, and the
2572 * slot has not been assigned, the value will be -1.
2573 */
2574 int location;
2575
2576 /**
2577 * Output index for dual source blending.
2578 *
2579 * \note
2580 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2581 * source blending.
2582 */
2583 unsigned index:1;
2584
2585 /**
2586 * Specifies whether a shader input/output is per-patch in tessellation
2587 * shader stages.
2588 */
2589 unsigned patch:1;
2590
2591 /**
2592 * Storage class of the variable.
2593 *
2594 * \sa (n)ir_variable_mode
2595 */
2596 unsigned mode:4;
2597 };
2598
2599 /**
2600 * Active resource in a gl_shader_program
2601 */
2602 struct gl_program_resource
2603 {
2604 GLenum Type; /** Program interface type. */
2605 const void *Data; /** Pointer to resource associated data structure. */
2606 uint8_t StageReferences; /** Bitmask of shader stage references. */
2607 };
2608
2609 /**
2610 * A GLSL program object.
2611 * Basically a linked collection of vertex and fragment shaders.
2612 */
2613 struct gl_shader_program
2614 {
2615 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2616 GLuint Name; /**< aka handle or ID */
2617 GLchar *Label; /**< GL_KHR_debug */
2618 GLint RefCount; /**< Reference count */
2619 GLboolean DeletePending;
2620
2621 /**
2622 * Is the application intending to glGetProgramBinary this program?
2623 */
2624 GLboolean BinaryRetreivableHint;
2625
2626 /**
2627 * Indicates whether program can be bound for individual pipeline stages
2628 * using UseProgramStages after it is next linked.
2629 */
2630 GLboolean SeparateShader;
2631
2632 GLuint NumShaders; /**< number of attached shaders */
2633 struct gl_shader **Shaders; /**< List of attached the shaders */
2634
2635 /**
2636 * User-defined attribute bindings
2637 *
2638 * These are set via \c glBindAttribLocation and are used to direct the
2639 * GLSL linker. These are \b not the values used in the compiled shader,
2640 * and they are \b not the values returned by \c glGetAttribLocation.
2641 */
2642 struct string_to_uint_map *AttributeBindings;
2643
2644 /**
2645 * User-defined fragment data bindings
2646 *
2647 * These are set via \c glBindFragDataLocation and are used to direct the
2648 * GLSL linker. These are \b not the values used in the compiled shader,
2649 * and they are \b not the values returned by \c glGetFragDataLocation.
2650 */
2651 struct string_to_uint_map *FragDataBindings;
2652 struct string_to_uint_map *FragDataIndexBindings;
2653
2654 /**
2655 * Transform feedback varyings last specified by
2656 * glTransformFeedbackVaryings().
2657 *
2658 * For the current set of transform feedback varyings used for transform
2659 * feedback output, see LinkedTransformFeedback.
2660 */
2661 struct {
2662 GLenum BufferMode;
2663 GLuint NumVarying;
2664 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2665 } TransformFeedback;
2666
2667 /** Post-link transform feedback info. */
2668 struct gl_transform_feedback_info LinkedTransformFeedback;
2669
2670 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2671 enum gl_frag_depth_layout FragDepthLayout;
2672
2673 /**
2674 * Tessellation Control shader state from layout qualifiers.
2675 */
2676 struct {
2677 /**
2678 * 0 - vertices not declared in shader, or
2679 * 1 .. GL_MAX_PATCH_VERTICES
2680 */
2681 GLint VerticesOut;
2682 } TessCtrl;
2683
2684 /**
2685 * Tessellation Evaluation shader state from layout qualifiers.
2686 */
2687 struct {
2688 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2689 GLenum PrimitiveMode;
2690 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2691 GLenum Spacing;
2692 /** GL_CW or GL_CCW */
2693 GLenum VertexOrder;
2694 bool PointMode;
2695 /**
2696 * True if gl_ClipDistance is written to. Copied into
2697 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2698 */
2699 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2700 0 if not present. */
2701 } TessEval;
2702
2703 /**
2704 * Geometry shader state - copied into gl_geometry_program by
2705 * _mesa_copy_linked_program_data().
2706 */
2707 struct {
2708 GLint VerticesIn;
2709 GLint VerticesOut;
2710 /**
2711 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2712 */
2713 GLint Invocations;
2714 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2715 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2716 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2717 /**
2718 * True if gl_ClipDistance is written to. Copied into
2719 * gl_geometry_program by _mesa_copy_linked_program_data().
2720 */
2721 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2722 0 if not present. */
2723 bool UsesEndPrimitive;
2724 bool UsesStreams;
2725 } Geom;
2726
2727 /** Vertex shader state */
2728 struct {
2729 /**
2730 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2731 * by _mesa_copy_linked_program_data().
2732 */
2733 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2734 0 if not present. */
2735 } Vert;
2736
2737 /**
2738 * Compute shader state - copied into gl_compute_program by
2739 * _mesa_copy_linked_program_data().
2740 */
2741 struct {
2742 /**
2743 * If this shader contains a compute stage, size specified using
2744 * local_size_{x,y,z}. Otherwise undefined.
2745 */
2746 unsigned LocalSize[3];
2747 /**
2748 * Size of shared variables accessed by the compute shader.
2749 */
2750 unsigned SharedSize;
2751 } Comp;
2752
2753 /* post-link info: */
2754 unsigned NumUniformStorage;
2755 unsigned NumHiddenUniforms;
2756 struct gl_uniform_storage *UniformStorage;
2757
2758 /**
2759 * Mapping from GL uniform locations returned by \c glUniformLocation to
2760 * UniformStorage entries. Arrays will have multiple contiguous slots
2761 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2762 */
2763 unsigned NumUniformRemapTable;
2764 struct gl_uniform_storage **UniformRemapTable;
2765
2766 /**
2767 * Size of the gl_ClipDistance array that is output from the last pipeline
2768 * stage before the fragment shader.
2769 */
2770 unsigned LastClipDistanceArraySize;
2771
2772 /**
2773 * This shader's uniform/ssbo block information.
2774 *
2775 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2776 * useful during the linking process so that we don't have to handle SSBOs
2777 * specifically.
2778 *
2779 * UniformBlocks is a list of UBOs. This is useful for backends that need
2780 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2781 * API specifies.
2782 *
2783 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2784 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2785 * GL API specifies.
2786 *
2787 * UniformBlocks and ShaderStorageBlocks only have pointers into
2788 * BufferInterfaceBlocks so the actual resource information is not
2789 * duplicated and are only set after linking.
2790 */
2791 unsigned NumBufferInterfaceBlocks;
2792 struct gl_uniform_block *BufferInterfaceBlocks;
2793
2794 unsigned NumUniformBlocks;
2795 struct gl_uniform_block **UniformBlocks;
2796
2797 unsigned NumShaderStorageBlocks;
2798 struct gl_uniform_block **ShaderStorageBlocks;
2799
2800 /**
2801 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2802 * used in, or -1.
2803 *
2804 * This is used to maintain the Binding values of the stage's
2805 * BufferInterfaceBlocks[] and to answer the
2806 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2807 */
2808 int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
2809
2810 /**
2811 * Indices into the BufferInterfaceBlocks[] array for Uniform Buffer
2812 * Objects and Shader Storage Buffer Objects.
2813 */
2814 unsigned *UboInterfaceBlockIndex;
2815 unsigned *SsboInterfaceBlockIndex;
2816
2817 /**
2818 * Map of active uniform names to locations
2819 *
2820 * Maps any active uniform that is not an array element to a location.
2821 * Each active uniform, including individual structure members will appear
2822 * in this map. This roughly corresponds to the set of names that would be
2823 * enumerated by \c glGetActiveUniform.
2824 */
2825 struct string_to_uint_map *UniformHash;
2826
2827 struct gl_active_atomic_buffer *AtomicBuffers;
2828 unsigned NumAtomicBuffers;
2829
2830 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2831 GLboolean Validated;
2832 GLboolean _Used; /**< Ever used for drawing? */
2833 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2834 GLchar *InfoLog;
2835
2836 unsigned Version; /**< GLSL version used for linking */
2837 bool IsES; /**< True if this program uses GLSL ES */
2838
2839 /**
2840 * Per-stage shaders resulting from the first stage of linking.
2841 *
2842 * Set of linked shaders for this program. The array is accessed using the
2843 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2844 * \c NULL.
2845 */
2846 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2847
2848 /** List of all active resources after linking. */
2849 struct gl_program_resource *ProgramResourceList;
2850 unsigned NumProgramResourceList;
2851
2852 /* True if any of the fragment shaders attached to this program use:
2853 * #extension ARB_fragment_coord_conventions: enable
2854 */
2855 GLboolean ARB_fragment_coord_conventions_enable;
2856 };
2857
2858
2859 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2860 #define GLSL_LOG 0x2 /**< Write shaders to files */
2861 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2862 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2863 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2864 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2865 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2866 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2867 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2868 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2869
2870
2871 /**
2872 * Context state for GLSL vertex/fragment shaders.
2873 * Extended to support pipeline object
2874 */
2875 struct gl_pipeline_object
2876 {
2877 /** Name of the pipeline object as received from glGenProgramPipelines.
2878 * It would be 0 for shaders without separate shader objects.
2879 */
2880 GLuint Name;
2881
2882 GLint RefCount;
2883
2884 mtx_t Mutex;
2885
2886 GLchar *Label; /**< GL_KHR_debug */
2887
2888 /**
2889 * Programs used for rendering
2890 *
2891 * There is a separate program set for each shader stage.
2892 */
2893 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2894
2895 struct gl_shader_program *_CurrentFragmentProgram;
2896
2897 /**
2898 * Program used by glUniform calls.
2899 *
2900 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2901 */
2902 struct gl_shader_program *ActiveProgram;
2903
2904 GLbitfield Flags; /**< Mask of GLSL_x flags */
2905
2906 GLboolean EverBound; /**< Has the pipeline object been created */
2907
2908 GLboolean Validated; /**< Pipeline Validation status */
2909
2910 GLchar *InfoLog;
2911 };
2912
2913 /**
2914 * Context state for GLSL pipeline shaders.
2915 */
2916 struct gl_pipeline_shader_state
2917 {
2918 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2919 struct gl_pipeline_object *Current;
2920
2921 /* Default Object to ensure that _Shader is never NULL */
2922 struct gl_pipeline_object *Default;
2923
2924 /** Pipeline objects */
2925 struct _mesa_HashTable *Objects;
2926 };
2927
2928 /**
2929 * Compiler options for a single GLSL shaders type
2930 */
2931 struct gl_shader_compiler_options
2932 {
2933 /** Driver-selectable options: */
2934 GLboolean EmitCondCodes; /**< Use condition codes? */
2935 GLboolean EmitNoLoops;
2936 GLboolean EmitNoFunctions;
2937 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2938 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2939 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2940 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2941 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2942 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2943
2944 /**
2945 * \name Forms of indirect addressing the driver cannot do.
2946 */
2947 /*@{*/
2948 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2949 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2950 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2951 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2952 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2953 /*@}*/
2954
2955 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2956 GLuint MaxUnrollIterations;
2957
2958 /**
2959 * Optimize code for array of structures backends.
2960 *
2961 * This is a proxy for:
2962 * - preferring DP4 instructions (rather than MUL/MAD) for
2963 * matrix * vector operations, such as position transformation.
2964 */
2965 GLboolean OptimizeForAOS;
2966
2967 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2968
2969 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2970 * variable access to intrinsics. */
2971
2972 const struct nir_shader_compiler_options *NirOptions;
2973 };
2974
2975
2976 /**
2977 * Occlusion/timer query object.
2978 */
2979 struct gl_query_object
2980 {
2981 GLenum Target; /**< The query target, when active */
2982 GLuint Id; /**< hash table ID/name */
2983 GLchar *Label; /**< GL_KHR_debug */
2984 GLuint64EXT Result; /**< the counter */
2985 GLboolean Active; /**< inside Begin/EndQuery */
2986 GLboolean Ready; /**< result is ready? */
2987 GLboolean EverBound;/**< has query object ever been bound */
2988 GLuint Stream; /**< The stream */
2989 };
2990
2991
2992 /**
2993 * Context state for query objects.
2994 */
2995 struct gl_query_state
2996 {
2997 struct _mesa_HashTable *QueryObjects;
2998 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2999 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3000
3001 /** GL_NV_conditional_render */
3002 struct gl_query_object *CondRenderQuery;
3003
3004 /** GL_EXT_transform_feedback */
3005 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3006 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3007
3008 /** GL_ARB_timer_query */
3009 struct gl_query_object *TimeElapsed;
3010
3011 /** GL_ARB_pipeline_statistics_query */
3012 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3013
3014 GLenum CondRenderMode;
3015 };
3016
3017
3018 /** Sync object state */
3019 struct gl_sync_object
3020 {
3021 GLenum Type; /**< GL_SYNC_FENCE */
3022 GLuint Name; /**< Fence name */
3023 GLchar *Label; /**< GL_KHR_debug */
3024 GLint RefCount; /**< Reference count */
3025 GLboolean DeletePending; /**< Object was deleted while there were still
3026 * live references (e.g., sync not yet finished)
3027 */
3028 GLenum SyncCondition;
3029 GLbitfield Flags; /**< Flags passed to glFenceSync */
3030 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3031 };
3032
3033
3034 /**
3035 * State which can be shared by multiple contexts:
3036 */
3037 struct gl_shared_state
3038 {
3039 mtx_t Mutex; /**< for thread safety */
3040 GLint RefCount; /**< Reference count */
3041 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3042 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3043
3044 /** Default texture objects (shared by all texture units) */
3045 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3046
3047 /** Fallback texture used when a bound texture is incomplete */
3048 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3049
3050 /**
3051 * \name Thread safety and statechange notification for texture
3052 * objects.
3053 *
3054 * \todo Improve the granularity of locking.
3055 */
3056 /*@{*/
3057 mtx_t TexMutex; /**< texobj thread safety */
3058 GLuint TextureStateStamp; /**< state notification for shared tex */
3059 /*@}*/
3060
3061 /** Default buffer object for vertex arrays that aren't in VBOs */
3062 struct gl_buffer_object *NullBufferObj;
3063
3064 /**
3065 * \name Vertex/geometry/fragment programs
3066 */
3067 /*@{*/
3068 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3069 struct gl_vertex_program *DefaultVertexProgram;
3070 struct gl_fragment_program *DefaultFragmentProgram;
3071 /*@}*/
3072
3073 /* GL_ATI_fragment_shader */
3074 struct _mesa_HashTable *ATIShaders;
3075 struct ati_fragment_shader *DefaultFragmentShader;
3076
3077 struct _mesa_HashTable *BufferObjects;
3078
3079 /** Table of both gl_shader and gl_shader_program objects */
3080 struct _mesa_HashTable *ShaderObjects;
3081
3082 /* GL_EXT_framebuffer_object */
3083 struct _mesa_HashTable *RenderBuffers;
3084 struct _mesa_HashTable *FrameBuffers;
3085
3086 /* GL_ARB_sync */
3087 struct set *SyncObjects;
3088
3089 /** GL_ARB_sampler_objects */
3090 struct _mesa_HashTable *SamplerObjects;
3091
3092 /**
3093 * Some context in this share group was affected by a GPU reset
3094 *
3095 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3096 * been affected by a GPU reset must also return
3097 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3098 *
3099 * Once this field becomes true, it is never reset to false.
3100 */
3101 bool ShareGroupReset;
3102 };
3103
3104
3105
3106 /**
3107 * Renderbuffers represent drawing surfaces such as color, depth and/or
3108 * stencil. A framebuffer object has a set of renderbuffers.
3109 * Drivers will typically derive subclasses of this type.
3110 */
3111 struct gl_renderbuffer
3112 {
3113 mtx_t Mutex; /**< for thread safety */
3114 GLuint ClassID; /**< Useful for drivers */
3115 GLuint Name;
3116 GLchar *Label; /**< GL_KHR_debug */
3117 GLint RefCount;
3118 GLuint Width, Height;
3119 GLuint Depth;
3120 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3121 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3122 /**
3123 * True for renderbuffers that wrap textures, giving the driver a chance to
3124 * flush render caches through the FinishRenderTexture hook.
3125 *
3126 * Drivers may also set this on renderbuffers other than those generated by
3127 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3128 * called without a rb->TexImage.
3129 */
3130 GLboolean NeedsFinishRenderTexture;
3131 GLubyte NumSamples;
3132 GLenum InternalFormat; /**< The user-specified format */
3133 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3134 GL_STENCIL_INDEX. */
3135 mesa_format Format; /**< The actual renderbuffer memory format */
3136 /**
3137 * Pointer to the texture image if this renderbuffer wraps a texture,
3138 * otherwise NULL.
3139 *
3140 * Note that the reference on the gl_texture_object containing this
3141 * TexImage is held by the gl_renderbuffer_attachment.
3142 */
3143 struct gl_texture_image *TexImage;
3144
3145 /** Delete this renderbuffer */
3146 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3147
3148 /** Allocate new storage for this renderbuffer */
3149 GLboolean (*AllocStorage)(struct gl_context *ctx,
3150 struct gl_renderbuffer *rb,
3151 GLenum internalFormat,
3152 GLuint width, GLuint height);
3153 };
3154
3155
3156 /**
3157 * A renderbuffer attachment points to either a texture object (and specifies
3158 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3159 */
3160 struct gl_renderbuffer_attachment
3161 {
3162 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3163 GLboolean Complete;
3164
3165 /**
3166 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3167 * application supplied renderbuffer object.
3168 */
3169 struct gl_renderbuffer *Renderbuffer;
3170
3171 /**
3172 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3173 * supplied texture object.
3174 */
3175 struct gl_texture_object *Texture;
3176 GLuint TextureLevel; /**< Attached mipmap level. */
3177 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3178 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3179 * and 2D array textures */
3180 GLboolean Layered;
3181 };
3182
3183
3184 /**
3185 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3186 * In C++ terms, think of this as a base class from which device drivers
3187 * will make derived classes.
3188 */
3189 struct gl_framebuffer
3190 {
3191 mtx_t Mutex; /**< for thread safety */
3192 /**
3193 * If zero, this is a window system framebuffer. If non-zero, this
3194 * is a FBO framebuffer; note that for some devices (i.e. those with
3195 * a natural pixel coordinate system for FBOs that differs from the
3196 * OpenGL/Mesa coordinate system), this means that the viewport,
3197 * polygon face orientation, and polygon stipple will have to be inverted.
3198 */
3199 GLuint Name;
3200 GLint RefCount;
3201
3202 GLchar *Label; /**< GL_KHR_debug */
3203
3204 GLboolean DeletePending;
3205
3206 /**
3207 * The framebuffer's visual. Immutable if this is a window system buffer.
3208 * Computed from attachments if user-made FBO.
3209 */
3210 struct gl_config Visual;
3211
3212 /**
3213 * Size of frame buffer in pixels. If there are no attachments, then both
3214 * of these are 0.
3215 */
3216 GLuint Width, Height;
3217
3218 /**
3219 * In the case that the framebuffer has no attachment (i.e.
3220 * GL_ARB_framebuffer_no_attachments) then the geometry of
3221 * the framebuffer is specified by the default values.
3222 */
3223 struct {
3224 GLuint Width, Height, Layers, NumSamples;
3225 GLboolean FixedSampleLocations;
3226 /* Derived from NumSamples by the driver so that it can choose a valid
3227 * value for the hardware.
3228 */
3229 GLuint _NumSamples;
3230 } DefaultGeometry;
3231
3232 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3233 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3234 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3235 */
3236 /*@{*/
3237 GLint _Xmin, _Xmax;
3238 GLint _Ymin, _Ymax;
3239 /*@}*/
3240
3241 /** \name Derived Z buffer stuff */
3242 /*@{*/
3243 GLuint _DepthMax; /**< Max depth buffer value */
3244 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3245 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3246 /*@}*/
3247
3248 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3249 GLenum _Status;
3250
3251 /** Whether one of Attachment has Type != GL_NONE
3252 * NOTE: the values for Width and Height are set to 0 in case of having
3253 * no attachments, a backend driver supporting the extension
3254 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3255 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3256 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3257 * _Ymax do NOT take into account _HasAttachments being false). To get the
3258 * geometry of the framebuffer, the helper functions
3259 * _mesa_geometric_width(),
3260 * _mesa_geometric_height(),
3261 * _mesa_geometric_samples() and
3262 * _mesa_geometric_layers()
3263 * are available that check _HasAttachments.
3264 */
3265 bool _HasAttachments;
3266
3267 /** Integer color values */
3268 GLboolean _IntegerColor;
3269
3270 /* ARB_color_buffer_float */
3271 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3272 GLboolean _HasSNormOrFloatColorBuffer;
3273
3274 /**
3275 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3276 * is not layered. For cube maps and cube map arrays, each cube face
3277 * counts as a layer. As the case for Width, Height a backend driver
3278 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3279 * in the case that _HasAttachments is false
3280 */
3281 GLuint MaxNumLayers;
3282
3283 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3284 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3285
3286 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3287 * attribute group and GL_PIXEL attribute group, respectively.
3288 */
3289 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3290 GLenum ColorReadBuffer;
3291
3292 /** Computed from ColorDraw/ReadBuffer above */
3293 GLuint _NumColorDrawBuffers;
3294 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3295 GLint _ColorReadBufferIndex; /* -1 = None */
3296 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3297 struct gl_renderbuffer *_ColorReadBuffer;
3298
3299 /** Delete this framebuffer */
3300 void (*Delete)(struct gl_framebuffer *fb);
3301 };
3302
3303
3304 /**
3305 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3306 */
3307 struct gl_precision
3308 {
3309 GLushort RangeMin; /**< min value exponent */
3310 GLushort RangeMax; /**< max value exponent */
3311 GLushort Precision; /**< number of mantissa bits */
3312 };
3313
3314
3315 /**
3316 * Limits for vertex, geometry and fragment programs/shaders.
3317 */
3318 struct gl_program_constants
3319 {
3320 /* logical limits */
3321 GLuint MaxInstructions;
3322 GLuint MaxAluInstructions;
3323 GLuint MaxTexInstructions;
3324 GLuint MaxTexIndirections;
3325 GLuint MaxAttribs;
3326 GLuint MaxTemps;
3327 GLuint MaxAddressRegs;
3328 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3329 GLuint MaxParameters;
3330 GLuint MaxLocalParams;
3331 GLuint MaxEnvParams;
3332 /* native/hardware limits */
3333 GLuint MaxNativeInstructions;
3334 GLuint MaxNativeAluInstructions;
3335 GLuint MaxNativeTexInstructions;
3336 GLuint MaxNativeTexIndirections;
3337 GLuint MaxNativeAttribs;
3338 GLuint MaxNativeTemps;
3339 GLuint MaxNativeAddressRegs;
3340 GLuint MaxNativeParameters;
3341 /* For shaders */
3342 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3343
3344 /**
3345 * \name Per-stage input / output limits
3346 *
3347 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3348 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3349 * ES). This is stored as \c gl_constants::MaxVarying.
3350 *
3351 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3352 * variables. Each stage as a certain number of outputs that it can feed
3353 * to the next stage and a certain number inputs that it can consume from
3354 * the previous stage.
3355 *
3356 * Vertex shader inputs do not participate this in this accounting.
3357 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3358 *
3359 * Fragment shader outputs do not participate this in this accounting.
3360 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3361 */
3362 /*@{*/
3363 GLuint MaxInputComponents;
3364 GLuint MaxOutputComponents;
3365 /*@}*/
3366
3367 /* ES 2.0 and GL_ARB_ES2_compatibility */
3368 struct gl_precision LowFloat, MediumFloat, HighFloat;
3369 struct gl_precision LowInt, MediumInt, HighInt;
3370 /* GL_ARB_uniform_buffer_object */
3371 GLuint MaxUniformBlocks;
3372 GLuint MaxCombinedUniformComponents;
3373 GLuint MaxTextureImageUnits;
3374
3375 /* GL_ARB_shader_atomic_counters */
3376 GLuint MaxAtomicBuffers;
3377 GLuint MaxAtomicCounters;
3378
3379 /* GL_ARB_shader_image_load_store */
3380 GLuint MaxImageUniforms;
3381
3382 /* GL_ARB_shader_storage_buffer_object */
3383 GLuint MaxShaderStorageBlocks;
3384 };
3385
3386
3387 /**
3388 * Constants which may be overridden by device driver during context creation
3389 * but are never changed after that.
3390 */
3391 struct gl_constants
3392 {
3393 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3394 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3395 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3396 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3397 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3398 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3399 GLuint MaxTextureCoordUnits;
3400 GLuint MaxCombinedTextureImageUnits;
3401 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3402 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3403 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3404 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3405
3406 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3407
3408 GLuint MaxArrayLockSize;
3409
3410 GLint SubPixelBits;
3411
3412 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3413 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3414 GLfloat PointSizeGranularity;
3415 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3416 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3417 GLfloat LineWidthGranularity;
3418
3419 GLuint MaxClipPlanes;
3420 GLuint MaxLights;
3421 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3422 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3423
3424 GLuint MaxViewportWidth, MaxViewportHeight;
3425 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3426 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3427 struct {
3428 GLfloat Min;
3429 GLfloat Max;
3430 } ViewportBounds; /**< GL_ARB_viewport_array */
3431
3432 struct gl_program_constants Program[MESA_SHADER_STAGES];
3433 GLuint MaxProgramMatrices;
3434 GLuint MaxProgramMatrixStackDepth;
3435
3436 struct {
3437 GLuint SamplesPassed;
3438 GLuint TimeElapsed;
3439 GLuint Timestamp;
3440 GLuint PrimitivesGenerated;
3441 GLuint PrimitivesWritten;
3442 GLuint VerticesSubmitted;
3443 GLuint PrimitivesSubmitted;
3444 GLuint VsInvocations;
3445 GLuint TessPatches;
3446 GLuint TessInvocations;
3447 GLuint GsInvocations;
3448 GLuint GsPrimitives;
3449 GLuint FsInvocations;
3450 GLuint ComputeInvocations;
3451 GLuint ClInPrimitives;
3452 GLuint ClOutPrimitives;
3453 } QueryCounterBits;
3454
3455 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3456
3457 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3458 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3459 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3460
3461 /**
3462 * GL_ARB_framebuffer_no_attachments
3463 */
3464 GLuint MaxFramebufferWidth;
3465 GLuint MaxFramebufferHeight;
3466 GLuint MaxFramebufferLayers;
3467 GLuint MaxFramebufferSamples;
3468
3469 /** Number of varying vectors between any two shader stages. */
3470 GLuint MaxVarying;
3471
3472 /** @{
3473 * GL_ARB_uniform_buffer_object
3474 */
3475 GLuint MaxCombinedUniformBlocks;
3476 GLuint MaxUniformBufferBindings;
3477 GLuint MaxUniformBlockSize;
3478 GLuint UniformBufferOffsetAlignment;
3479 /** @} */
3480
3481 /** @{
3482 * GL_ARB_shader_storage_buffer_object
3483 */
3484 GLuint MaxCombinedShaderStorageBlocks;
3485 GLuint MaxShaderStorageBufferBindings;
3486 GLuint MaxShaderStorageBlockSize;
3487 GLuint ShaderStorageBufferOffsetAlignment;
3488 /** @} */
3489
3490 /**
3491 * GL_ARB_explicit_uniform_location
3492 */
3493 GLuint MaxUserAssignableUniformLocations;
3494
3495 /** geometry shader */
3496 GLuint MaxGeometryOutputVertices;
3497 GLuint MaxGeometryTotalOutputComponents;
3498
3499 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3500
3501 /**
3502 * Changes default GLSL extension behavior from "error" to "warn". It's out
3503 * of spec, but it can make some apps work that otherwise wouldn't.
3504 */
3505 GLboolean ForceGLSLExtensionsWarn;
3506
3507 /**
3508 * If non-zero, forces GLSL shaders to behave as if they began
3509 * with "#version ForceGLSLVersion".
3510 */
3511 GLuint ForceGLSLVersion;
3512
3513 /**
3514 * Allow GLSL #extension directives in the middle of shaders.
3515 */
3516 GLboolean AllowGLSLExtensionDirectiveMidShader;
3517
3518 /**
3519 * Does the driver support real 32-bit integers? (Otherwise, integers are
3520 * simulated via floats.)
3521 */
3522 GLboolean NativeIntegers;
3523
3524 /**
3525 * Does VertexID count from zero or from base vertex?
3526 *
3527 * \note
3528 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3529 * ignored and need not be set.
3530 */
3531 bool VertexID_is_zero_based;
3532
3533 /**
3534 * If the driver supports real 32-bit integers, what integer value should be
3535 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3536 */
3537 GLuint UniformBooleanTrue;
3538
3539 /**
3540 * Maximum amount of time, measured in nanseconds, that the server can wait.
3541 */
3542 GLuint64 MaxServerWaitTimeout;
3543
3544 /** GL_EXT_provoking_vertex */
3545 GLboolean QuadsFollowProvokingVertexConvention;
3546
3547 /** GL_ARB_viewport_array */
3548 GLenum LayerAndVPIndexProvokingVertex;
3549
3550 /** OpenGL version 3.0 */
3551 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3552
3553 /** OpenGL version 3.2 */
3554 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3555
3556 /** OpenGL version 4.4 */
3557 GLuint MaxVertexAttribStride;
3558
3559 /** GL_EXT_transform_feedback */
3560 GLuint MaxTransformFeedbackBuffers;
3561 GLuint MaxTransformFeedbackSeparateComponents;
3562 GLuint MaxTransformFeedbackInterleavedComponents;
3563 GLuint MaxVertexStreams;
3564
3565 /** GL_EXT_gpu_shader4 */
3566 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3567
3568 /** GL_ARB_texture_gather */
3569 GLuint MinProgramTextureGatherOffset;
3570 GLuint MaxProgramTextureGatherOffset;
3571 GLuint MaxProgramTextureGatherComponents;
3572
3573 /* GL_ARB_robustness */
3574 GLenum ResetStrategy;
3575
3576 /* GL_ARB_blend_func_extended */
3577 GLuint MaxDualSourceDrawBuffers;
3578
3579 /**
3580 * Whether the implementation strips out and ignores texture borders.
3581 *
3582 * Many GPU hardware implementations don't support rendering with texture
3583 * borders and mipmapped textures. (Note: not static border color, but the
3584 * old 1-pixel border around each edge). Implementations then have to do
3585 * slow fallbacks to be correct, or just ignore the border and be fast but
3586 * wrong. Setting the flag strips the border off of TexImage calls,
3587 * providing "fast but wrong" at significantly reduced driver complexity.
3588 *
3589 * Texture borders are deprecated in GL 3.0.
3590 **/
3591 GLboolean StripTextureBorder;
3592
3593 /**
3594 * For drivers which can do a better job at eliminating unused uniforms
3595 * than the GLSL compiler.
3596 *
3597 * XXX Remove these as soon as a better solution is available.
3598 */
3599 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3600
3601 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3602 bool GLSLFragCoordIsSysVal;
3603 bool GLSLFrontFacingIsSysVal;
3604
3605 /**
3606 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3607 * than passing the transform feedback object to the drawing function.
3608 */
3609 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3610
3611 /** GL_ARB_map_buffer_alignment */
3612 GLuint MinMapBufferAlignment;
3613
3614 /**
3615 * Disable varying packing. This is out of spec, but potentially useful
3616 * for older platforms that supports a limited number of texture
3617 * indirections--on these platforms, unpacking the varyings in the fragment
3618 * shader increases the number of texture indirections by 1, which might
3619 * make some shaders not executable at all.
3620 *
3621 * Drivers that support transform feedback must set this value to GL_FALSE.
3622 */
3623 GLboolean DisableVaryingPacking;
3624
3625 /**
3626 * Should meaningful names be generated for compiler temporary variables?
3627 *
3628 * Generally, it is not useful to have the compiler generate "meaningful"
3629 * names for temporary variables that it creates. This can, however, be a
3630 * useful debugging aid. In Mesa debug builds or release builds when
3631 * MESA_GLSL is set at run-time, meaningful names will be generated.
3632 * Drivers can also force names to be generated by setting this field.
3633 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3634 * vertex shader assembly) is set at run-time.
3635 */
3636 bool GenerateTemporaryNames;
3637
3638 /*
3639 * Maximum value supported for an index in DrawElements and friends.
3640 *
3641 * This must be at least (1ull<<24)-1. The default value is
3642 * (1ull<<32)-1.
3643 *
3644 * \since ES 3.0 or GL_ARB_ES3_compatibility
3645 * \sa _mesa_init_constants
3646 */
3647 GLuint64 MaxElementIndex;
3648
3649 /**
3650 * Disable interpretation of line continuations (lines ending with a
3651 * backslash character ('\') in GLSL source.
3652 */
3653 GLboolean DisableGLSLLineContinuations;
3654
3655 /** GL_ARB_texture_multisample */
3656 GLint MaxColorTextureSamples;
3657 GLint MaxDepthTextureSamples;
3658 GLint MaxIntegerSamples;
3659
3660 /**
3661 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3662 * samples are laid out in a rectangular grid roughly corresponding to
3663 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3664 * are used to map indices of rectangular grid to sample numbers within
3665 * a pixel. This mapping of indices to sample numbers must be initialized
3666 * by the driver for the target hardware. For example, if we have the 8X
3667 * MSAA sample number layout (sample positions) for XYZ hardware:
3668 *
3669 * sample indices layout sample number layout
3670 * --------- ---------
3671 * | 0 | 1 | | a | b |
3672 * --------- ---------
3673 * | 2 | 3 | | c | d |
3674 * --------- ---------
3675 * | 4 | 5 | | e | f |
3676 * --------- ---------
3677 * | 6 | 7 | | g | h |
3678 * --------- ---------
3679 *
3680 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3681 *
3682 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3683 * below:
3684 * SampleMap8x = {a, b, c, d, e, f, g, h};
3685 *
3686 * Follow the logic for sample counts 2-8.
3687 *
3688 * For 16x the sample indices layout as a 4x4 grid as follows:
3689 *
3690 * -----------------
3691 * | 0 | 1 | 2 | 3 |
3692 * -----------------
3693 * | 4 | 5 | 6 | 7 |
3694 * -----------------
3695 * | 8 | 9 |10 |11 |
3696 * -----------------
3697 * |12 |13 |14 |15 |
3698 * -----------------
3699 */
3700 uint8_t SampleMap2x[2];
3701 uint8_t SampleMap4x[4];
3702 uint8_t SampleMap8x[8];
3703 uint8_t SampleMap16x[16];
3704
3705 /** GL_ARB_shader_atomic_counters */
3706 GLuint MaxAtomicBufferBindings;
3707 GLuint MaxAtomicBufferSize;
3708 GLuint MaxCombinedAtomicBuffers;
3709 GLuint MaxCombinedAtomicCounters;
3710
3711 /** GL_ARB_vertex_attrib_binding */
3712 GLint MaxVertexAttribRelativeOffset;
3713 GLint MaxVertexAttribBindings;
3714
3715 /* GL_ARB_shader_image_load_store */
3716 GLuint MaxImageUnits;
3717 GLuint MaxCombinedShaderOutputResources;
3718 GLuint MaxImageSamples;
3719 GLuint MaxCombinedImageUniforms;
3720
3721 /** GL_ARB_compute_shader */
3722 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3723 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3724 GLuint MaxComputeWorkGroupInvocations;
3725
3726 /** GL_ARB_gpu_shader5 */
3727 GLfloat MinFragmentInterpolationOffset;
3728 GLfloat MaxFragmentInterpolationOffset;
3729
3730 GLboolean FakeSWMSAA;
3731
3732 /** GL_KHR_context_flush_control */
3733 GLenum ContextReleaseBehavior;
3734
3735 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3736
3737 /** GL_ARB_tessellation_shader */
3738 GLuint MaxPatchVertices;
3739 GLuint MaxTessGenLevel;
3740 GLuint MaxTessPatchComponents;
3741 GLuint MaxTessControlTotalOutputComponents;
3742 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3743 };
3744
3745
3746 /**
3747 * Enable flag for each OpenGL extension. Different device drivers will
3748 * enable different extensions at runtime.
3749 */
3750 struct gl_extensions
3751 {
3752 GLboolean dummy; /* don't remove this! */
3753 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3754 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3755 GLboolean ANGLE_texture_compression_dxt;
3756 GLboolean ARB_ES2_compatibility;
3757 GLboolean ARB_ES3_compatibility;
3758 GLboolean ARB_arrays_of_arrays;
3759 GLboolean ARB_base_instance;
3760 GLboolean ARB_blend_func_extended;
3761 GLboolean ARB_buffer_storage;
3762 GLboolean ARB_clear_texture;
3763 GLboolean ARB_clip_control;
3764 GLboolean ARB_color_buffer_float;
3765 GLboolean ARB_compute_shader;
3766 GLboolean ARB_conditional_render_inverted;
3767 GLboolean ARB_conservative_depth;
3768 GLboolean ARB_copy_image;
3769 GLboolean ARB_depth_buffer_float;
3770 GLboolean ARB_depth_clamp;
3771 GLboolean ARB_depth_texture;
3772 GLboolean ARB_derivative_control;
3773 GLboolean ARB_draw_buffers_blend;
3774 GLboolean ARB_draw_elements_base_vertex;
3775 GLboolean ARB_draw_indirect;
3776 GLboolean ARB_draw_instanced;
3777 GLboolean ARB_fragment_coord_conventions;
3778 GLboolean ARB_fragment_layer_viewport;
3779 GLboolean ARB_fragment_program;
3780 GLboolean ARB_fragment_program_shadow;
3781 GLboolean ARB_fragment_shader;
3782 GLboolean ARB_framebuffer_no_attachments;
3783 GLboolean ARB_framebuffer_object;
3784 GLboolean ARB_enhanced_layouts;
3785 GLboolean ARB_explicit_attrib_location;
3786 GLboolean ARB_explicit_uniform_location;
3787 GLboolean ARB_gpu_shader5;
3788 GLboolean ARB_gpu_shader_fp64;
3789 GLboolean ARB_half_float_vertex;
3790 GLboolean ARB_indirect_parameters;
3791 GLboolean ARB_instanced_arrays;
3792 GLboolean ARB_internalformat_query;
3793 GLboolean ARB_map_buffer_range;
3794 GLboolean ARB_occlusion_query;
3795 GLboolean ARB_occlusion_query2;
3796 GLboolean ARB_pipeline_statistics_query;
3797 GLboolean ARB_point_sprite;
3798 GLboolean ARB_query_buffer_object;
3799 GLboolean ARB_sample_shading;
3800 GLboolean ARB_seamless_cube_map;
3801 GLboolean ARB_shader_atomic_counters;
3802 GLboolean ARB_shader_bit_encoding;
3803 GLboolean ARB_shader_clock;
3804 GLboolean ARB_shader_draw_parameters;
3805 GLboolean ARB_shader_image_load_store;
3806 GLboolean ARB_shader_image_size;
3807 GLboolean ARB_shader_precision;
3808 GLboolean ARB_shader_stencil_export;
3809 GLboolean ARB_shader_storage_buffer_object;
3810 GLboolean ARB_shader_subroutine;
3811 GLboolean ARB_shader_texture_image_samples;
3812 GLboolean ARB_shader_texture_lod;
3813 GLboolean ARB_shading_language_packing;
3814 GLboolean ARB_shading_language_420pack;
3815 GLboolean ARB_shadow;
3816 GLboolean ARB_stencil_texturing;
3817 GLboolean ARB_sync;
3818 GLboolean ARB_tessellation_shader;
3819 GLboolean ARB_texture_border_clamp;
3820 GLboolean ARB_texture_buffer_object;
3821 GLboolean ARB_texture_buffer_object_rgb32;
3822 GLboolean ARB_texture_buffer_range;
3823 GLboolean ARB_texture_compression_bptc;
3824 GLboolean ARB_texture_compression_rgtc;
3825 GLboolean ARB_texture_cube_map;
3826 GLboolean ARB_texture_cube_map_array;
3827 GLboolean ARB_texture_env_combine;
3828 GLboolean ARB_texture_env_crossbar;
3829 GLboolean ARB_texture_env_dot3;
3830 GLboolean ARB_texture_float;
3831 GLboolean ARB_texture_gather;
3832 GLboolean ARB_texture_mirror_clamp_to_edge;
3833 GLboolean ARB_texture_multisample;
3834 GLboolean ARB_texture_non_power_of_two;
3835 GLboolean ARB_texture_stencil8;
3836 GLboolean ARB_texture_query_levels;
3837 GLboolean ARB_texture_query_lod;
3838 GLboolean ARB_texture_rg;
3839 GLboolean ARB_texture_rgb10_a2ui;
3840 GLboolean ARB_texture_view;
3841 GLboolean ARB_timer_query;
3842 GLboolean ARB_transform_feedback2;
3843 GLboolean ARB_transform_feedback3;
3844 GLboolean ARB_transform_feedback_instanced;
3845 GLboolean ARB_uniform_buffer_object;
3846 GLboolean ARB_vertex_attrib_64bit;
3847 GLboolean ARB_vertex_program;
3848 GLboolean ARB_vertex_shader;
3849 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3850 GLboolean ARB_vertex_type_2_10_10_10_rev;
3851 GLboolean ARB_viewport_array;
3852 GLboolean EXT_blend_color;
3853 GLboolean EXT_blend_equation_separate;
3854 GLboolean EXT_blend_func_separate;
3855 GLboolean EXT_blend_minmax;
3856 GLboolean EXT_depth_bounds_test;
3857 GLboolean EXT_draw_buffers2;
3858 GLboolean EXT_framebuffer_multisample;
3859 GLboolean EXT_framebuffer_multisample_blit_scaled;
3860 GLboolean EXT_framebuffer_sRGB;
3861 GLboolean EXT_gpu_program_parameters;
3862 GLboolean EXT_gpu_shader4;
3863 GLboolean EXT_packed_float;
3864 GLboolean EXT_pixel_buffer_object;
3865 GLboolean EXT_point_parameters;
3866 GLboolean EXT_polygon_offset_clamp;
3867 GLboolean EXT_provoking_vertex;
3868 GLboolean EXT_shader_integer_mix;
3869 GLboolean EXT_shader_samples_identical;
3870 GLboolean EXT_stencil_two_side;
3871 GLboolean EXT_texture_array;
3872 GLboolean EXT_texture_compression_latc;
3873 GLboolean EXT_texture_compression_s3tc;
3874 GLboolean EXT_texture_env_dot3;
3875 GLboolean EXT_texture_filter_anisotropic;
3876 GLboolean EXT_texture_integer;
3877 GLboolean EXT_texture_mirror_clamp;
3878 GLboolean EXT_texture_shared_exponent;
3879 GLboolean EXT_texture_snorm;
3880 GLboolean EXT_texture_sRGB;
3881 GLboolean EXT_texture_sRGB_decode;
3882 GLboolean EXT_texture_swizzle;
3883 GLboolean EXT_transform_feedback;
3884 GLboolean EXT_timer_query;
3885 GLboolean EXT_vertex_array_bgra;
3886 GLboolean OES_standard_derivatives;
3887 /* vendor extensions */
3888 GLboolean AMD_performance_monitor;
3889 GLboolean AMD_pinned_memory;
3890 GLboolean AMD_seamless_cubemap_per_texture;
3891 GLboolean AMD_vertex_shader_layer;
3892 GLboolean AMD_vertex_shader_viewport_index;
3893 GLboolean APPLE_object_purgeable;
3894 GLboolean ATI_meminfo;
3895 GLboolean ATI_texture_compression_3dc;
3896 GLboolean ATI_texture_mirror_once;
3897 GLboolean ATI_texture_env_combine3;
3898 GLboolean ATI_fragment_shader;
3899 GLboolean ATI_separate_stencil;
3900 GLboolean GREMEDY_string_marker;
3901 GLboolean INTEL_performance_query;
3902 GLboolean KHR_texture_compression_astc_hdr;
3903 GLboolean KHR_texture_compression_astc_ldr;
3904 GLboolean MESA_pack_invert;
3905 GLboolean MESA_ycbcr_texture;
3906 GLboolean NV_conditional_render;
3907 GLboolean NV_fog_distance;
3908 GLboolean NV_fragment_program_option;
3909 GLboolean NV_point_sprite;
3910 GLboolean NV_primitive_restart;
3911 GLboolean NV_texture_barrier;
3912 GLboolean NV_texture_env_combine4;
3913 GLboolean NV_texture_rectangle;
3914 GLboolean NV_vdpau_interop;
3915 GLboolean NVX_gpu_memory_info;
3916 GLboolean TDFX_texture_compression_FXT1;
3917 GLboolean OES_EGL_image;
3918 GLboolean OES_draw_texture;
3919 GLboolean OES_depth_texture_cube_map;
3920 GLboolean OES_EGL_image_external;
3921 GLboolean OES_texture_float;
3922 GLboolean OES_texture_float_linear;
3923 GLboolean OES_texture_half_float;
3924 GLboolean OES_texture_half_float_linear;
3925 GLboolean OES_compressed_ETC1_RGB8_texture;
3926 GLboolean OES_geometry_shader;
3927 GLboolean extension_sentinel;
3928 /** The extension string */
3929 const GLubyte *String;
3930 /** Number of supported extensions */
3931 GLuint Count;
3932 /**
3933 * The context version which extension helper functions compare against.
3934 * By default, the value is equal to ctx->Version. This changes to ~0
3935 * while meta is in progress.
3936 */
3937 GLubyte Version;
3938 };
3939
3940
3941 /**
3942 * A stack of matrices (projection, modelview, color, texture, etc).
3943 */
3944 struct gl_matrix_stack
3945 {
3946 GLmatrix *Top; /**< points into Stack */
3947 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3948 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3949 GLuint MaxDepth; /**< size of Stack[] array */
3950 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3951 };
3952
3953
3954 /**
3955 * \name Bits for image transfer operations
3956 * \sa __struct gl_contextRec::ImageTransferState.
3957 */
3958 /*@{*/
3959 #define IMAGE_SCALE_BIAS_BIT 0x1
3960 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3961 #define IMAGE_MAP_COLOR_BIT 0x4
3962 #define IMAGE_CLAMP_BIT 0x800
3963
3964
3965 /** Pixel Transfer ops */
3966 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3967 IMAGE_SHIFT_OFFSET_BIT | \
3968 IMAGE_MAP_COLOR_BIT)
3969
3970 /**
3971 * \name Bits to indicate what state has changed.
3972 */
3973 /*@{*/
3974 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3975 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3976 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3977 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3978 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3979 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3980 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3981 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3982 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3983 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3984 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3985 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3986 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3987 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3988 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3989 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3990 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3991 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3992 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3993 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3994 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3995 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3996 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3997 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3998 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3999 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4000 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4001 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4002 #define _NEW_BUFFER_OBJECT (1 << 28)
4003 #define _NEW_FRAG_CLAMP (1 << 29)
4004 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4005 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4006 #define _NEW_ALL ~0
4007 /*@}*/
4008
4009
4010 /**
4011 * Composite state flags
4012 */
4013 /*@{*/
4014 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4015 _NEW_TEXTURE | \
4016 _NEW_POINT | \
4017 _NEW_PROGRAM | \
4018 _NEW_MODELVIEW)
4019
4020 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4021 _NEW_FOG | \
4022 _NEW_PROGRAM)
4023
4024
4025 /*@}*/
4026
4027
4028
4029
4030 /* This has to be included here. */
4031 #include "dd.h"
4032
4033
4034 /**
4035 * Display list flags.
4036 * Strictly this is a tnl-private concept, but it doesn't seem
4037 * worthwhile adding a tnl private structure just to hold this one bit
4038 * of information:
4039 */
4040 #define DLIST_DANGLING_REFS 0x1
4041
4042
4043 /** Opaque declaration of display list payload data type */
4044 union gl_dlist_node;
4045
4046
4047 /**
4048 * Provide a location where information about a display list can be
4049 * collected. Could be extended with driverPrivate structures,
4050 * etc. in the future.
4051 */
4052 struct gl_display_list
4053 {
4054 GLuint Name;
4055 GLchar *Label; /**< GL_KHR_debug */
4056 GLbitfield Flags; /**< DLIST_x flags */
4057 /** The dlist commands are in a linked list of nodes */
4058 union gl_dlist_node *Head;
4059 };
4060
4061
4062 /**
4063 * State used during display list compilation and execution.
4064 */
4065 struct gl_dlist_state
4066 {
4067 GLuint CallDepth; /**< Current recursion calling depth */
4068
4069 struct gl_display_list *CurrentList; /**< List currently being compiled */
4070 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4071 GLuint CurrentPos; /**< Index into current block of nodes */
4072
4073 GLvertexformat ListVtxfmt;
4074
4075 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4076 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4077
4078 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4079 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4080
4081 struct {
4082 /* State known to have been set by the currently-compiling display
4083 * list. Used to eliminate some redundant state changes.
4084 */
4085 GLenum ShadeModel;
4086 } Current;
4087 };
4088
4089 /** @{
4090 *
4091 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4092 * to small enums suitable for use as an array index.
4093 */
4094
4095 enum mesa_debug_source {
4096 MESA_DEBUG_SOURCE_API,
4097 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4098 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4099 MESA_DEBUG_SOURCE_THIRD_PARTY,
4100 MESA_DEBUG_SOURCE_APPLICATION,
4101 MESA_DEBUG_SOURCE_OTHER,
4102 MESA_DEBUG_SOURCE_COUNT
4103 };
4104
4105 enum mesa_debug_type {
4106 MESA_DEBUG_TYPE_ERROR,
4107 MESA_DEBUG_TYPE_DEPRECATED,
4108 MESA_DEBUG_TYPE_UNDEFINED,
4109 MESA_DEBUG_TYPE_PORTABILITY,
4110 MESA_DEBUG_TYPE_PERFORMANCE,
4111 MESA_DEBUG_TYPE_OTHER,
4112 MESA_DEBUG_TYPE_MARKER,
4113 MESA_DEBUG_TYPE_PUSH_GROUP,
4114 MESA_DEBUG_TYPE_POP_GROUP,
4115 MESA_DEBUG_TYPE_COUNT
4116 };
4117
4118 enum mesa_debug_severity {
4119 MESA_DEBUG_SEVERITY_LOW,
4120 MESA_DEBUG_SEVERITY_MEDIUM,
4121 MESA_DEBUG_SEVERITY_HIGH,
4122 MESA_DEBUG_SEVERITY_NOTIFICATION,
4123 MESA_DEBUG_SEVERITY_COUNT
4124 };
4125
4126 /** @} */
4127
4128 /**
4129 * Driver-specific state flags.
4130 *
4131 * These are or'd with gl_context::NewDriverState to notify a driver about
4132 * a state change. The driver sets the flags at context creation and
4133 * the meaning of the bits set is opaque to core Mesa.
4134 */
4135 struct gl_driver_flags
4136 {
4137 /** gl_context::Array::_DrawArrays (vertex array state) */
4138 uint64_t NewArray;
4139
4140 /** gl_context::TransformFeedback::CurrentObject */
4141 uint64_t NewTransformFeedback;
4142
4143 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4144 uint64_t NewTransformFeedbackProg;
4145
4146 /** gl_context::RasterDiscard */
4147 uint64_t NewRasterizerDiscard;
4148
4149 /**
4150 * gl_context::UniformBufferBindings
4151 * gl_shader_program::UniformBlocks
4152 */
4153 uint64_t NewUniformBuffer;
4154
4155 /**
4156 * gl_context::ShaderStorageBufferBindings
4157 * gl_shader_program::ShaderStorageBlocks
4158 */
4159 uint64_t NewShaderStorageBuffer;
4160
4161 uint64_t NewTextureBuffer;
4162
4163 /**
4164 * gl_context::AtomicBufferBindings
4165 */
4166 uint64_t NewAtomicBuffer;
4167
4168 /**
4169 * gl_context::ImageUnits
4170 */
4171 uint64_t NewImageUnits;
4172
4173 /**
4174 * gl_context::TessCtrlProgram::patch_default_*
4175 */
4176 uint64_t NewDefaultTessLevels;
4177 };
4178
4179 struct gl_uniform_buffer_binding
4180 {
4181 struct gl_buffer_object *BufferObject;
4182 /** Start of uniform block data in the buffer */
4183 GLintptr Offset;
4184 /** Size of data allowed to be referenced from the buffer (in bytes) */
4185 GLsizeiptr Size;
4186 /**
4187 * glBindBufferBase() indicates that the Size should be ignored and only
4188 * limited by the current size of the BufferObject.
4189 */
4190 GLboolean AutomaticSize;
4191 };
4192
4193 struct gl_shader_storage_buffer_binding
4194 {
4195 struct gl_buffer_object *BufferObject;
4196 /** Start of shader storage block data in the buffer */
4197 GLintptr Offset;
4198 /** Size of data allowed to be referenced from the buffer (in bytes) */
4199 GLsizeiptr Size;
4200 /**
4201 * glBindBufferBase() indicates that the Size should be ignored and only
4202 * limited by the current size of the BufferObject.
4203 */
4204 GLboolean AutomaticSize;
4205 };
4206
4207 /**
4208 * ARB_shader_image_load_store image unit.
4209 */
4210 struct gl_image_unit
4211 {
4212 /**
4213 * Texture object bound to this unit.
4214 */
4215 struct gl_texture_object *TexObj;
4216
4217 /**
4218 * Level of the texture object bound to this unit.
4219 */
4220 GLuint Level;
4221
4222 /**
4223 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4224 * GL_FALSE if only some specific layer of the texture is bound.
4225 * \sa Layer
4226 */
4227 GLboolean Layered;
4228
4229 /**
4230 * Layer of the texture object bound to this unit as specified by the
4231 * application.
4232 */
4233 GLuint Layer;
4234
4235 /**
4236 * Layer of the texture object bound to this unit, or zero if the
4237 * whole level is bound.
4238 */
4239 GLuint _Layer;
4240
4241 /**
4242 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4243 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4244 */
4245 GLenum Access;
4246
4247 /**
4248 * GL internal format that determines the interpretation of the
4249 * image memory when shader image operations are performed through
4250 * this unit.
4251 */
4252 GLenum Format;
4253
4254 /**
4255 * Mesa format corresponding to \c Format.
4256 */
4257 mesa_format _ActualFormat;
4258
4259 };
4260
4261 /**
4262 * Binding point for an atomic counter buffer object.
4263 */
4264 struct gl_atomic_buffer_binding
4265 {
4266 struct gl_buffer_object *BufferObject;
4267 GLintptr Offset;
4268 GLsizeiptr Size;
4269 };
4270
4271 /**
4272 * Mesa rendering context.
4273 *
4274 * This is the central context data structure for Mesa. Almost all
4275 * OpenGL state is contained in this structure.
4276 * Think of this as a base class from which device drivers will derive
4277 * sub classes.
4278 */
4279 struct gl_context
4280 {
4281 /** State possibly shared with other contexts in the address space */
4282 struct gl_shared_state *Shared;
4283
4284 /** \name API function pointer tables */
4285 /*@{*/
4286 gl_api API;
4287 /**
4288 * The current dispatch table for non-displaylist-saving execution, either
4289 * BeginEnd or OutsideBeginEnd
4290 */
4291 struct _glapi_table *Exec;
4292 /**
4293 * The normal dispatch table for non-displaylist-saving, non-begin/end
4294 */
4295 struct _glapi_table *OutsideBeginEnd;
4296 /** The dispatch table used between glNewList() and glEndList() */
4297 struct _glapi_table *Save;
4298 /**
4299 * The dispatch table used between glBegin() and glEnd() (outside of a
4300 * display list). Only valid functions between those two are set, which is
4301 * mostly just the set in a GLvertexformat struct.
4302 */
4303 struct _glapi_table *BeginEnd;
4304 /**
4305 * Tracks the current dispatch table out of the 3 above, so that it can be
4306 * re-set on glXMakeCurrent().
4307 */
4308 struct _glapi_table *CurrentDispatch;
4309 /*@}*/
4310
4311 struct gl_config Visual;
4312 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4313 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4314 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4315 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4316
4317 /**
4318 * Device driver function pointer table
4319 */
4320 struct dd_function_table Driver;
4321
4322 /** Core/Driver constants */
4323 struct gl_constants Const;
4324
4325 /** \name The various 4x4 matrix stacks */
4326 /*@{*/
4327 struct gl_matrix_stack ModelviewMatrixStack;
4328 struct gl_matrix_stack ProjectionMatrixStack;
4329 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4330 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4331 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4332 /*@}*/
4333
4334 /** Combined modelview and projection matrix */
4335 GLmatrix _ModelProjectMatrix;
4336
4337 /** \name Display lists */
4338 struct gl_dlist_state ListState;
4339
4340 GLboolean ExecuteFlag; /**< Execute GL commands? */
4341 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4342
4343 /** Extension information */
4344 struct gl_extensions Extensions;
4345
4346 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4347 GLuint Version;
4348 char *VersionString;
4349
4350 /** \name State attribute stack (for glPush/PopAttrib) */
4351 /*@{*/
4352 GLuint AttribStackDepth;
4353 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4354 /*@}*/
4355
4356 /** \name Renderer attribute groups
4357 *
4358 * We define a struct for each attribute group to make pushing and popping
4359 * attributes easy. Also it's a good organization.
4360 */
4361 /*@{*/
4362 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4363 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4364 struct gl_current_attrib Current; /**< Current attributes */
4365 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4366 struct gl_eval_attrib Eval; /**< Eval attributes */
4367 struct gl_fog_attrib Fog; /**< Fog attributes */
4368 struct gl_hint_attrib Hint; /**< Hint attributes */
4369 struct gl_light_attrib Light; /**< Light attributes */
4370 struct gl_line_attrib Line; /**< Line attributes */
4371 struct gl_list_attrib List; /**< List attributes */
4372 struct gl_multisample_attrib Multisample;
4373 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4374 struct gl_point_attrib Point; /**< Point attributes */
4375 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4376 GLuint PolygonStipple[32]; /**< Polygon stipple */
4377 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4378 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4379 struct gl_texture_attrib Texture; /**< Texture attributes */
4380 struct gl_transform_attrib Transform; /**< Transformation attributes */
4381 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4382 /*@}*/
4383
4384 /** \name Client attribute stack */
4385 /*@{*/
4386 GLuint ClientAttribStackDepth;
4387 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4388 /*@}*/
4389
4390 /** \name Client attribute groups */
4391 /*@{*/
4392 struct gl_array_attrib Array; /**< Vertex arrays */
4393 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4394 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4395 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4396 /*@}*/
4397
4398 /** \name Other assorted state (not pushed/popped on attribute stack) */
4399 /*@{*/
4400 struct gl_pixelmaps PixelMaps;
4401
4402 struct gl_evaluators EvalMap; /**< All evaluators */
4403 struct gl_feedback Feedback; /**< Feedback */
4404 struct gl_selection Select; /**< Selection */
4405
4406 struct gl_program_state Program; /**< general program state */
4407 struct gl_vertex_program_state VertexProgram;
4408 struct gl_fragment_program_state FragmentProgram;
4409 struct gl_geometry_program_state GeometryProgram;
4410 struct gl_compute_program_state ComputeProgram;
4411 struct gl_tess_ctrl_program_state TessCtrlProgram;
4412 struct gl_tess_eval_program_state TessEvalProgram;
4413 struct gl_ati_fragment_shader_state ATIFragmentShader;
4414
4415 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4416 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4417
4418 /**
4419 * Current active shader pipeline state
4420 *
4421 * Almost all internal users want ::_Shader instead of ::Shader. The
4422 * exceptions are bits of legacy GLSL API that do not know about separate
4423 * shader objects.
4424 *
4425 * If a program is active via \c glUseProgram, this will point to
4426 * \c ::Shader.
4427 *
4428 * If a program pipeline is active via \c glBindProgramPipeline, this will
4429 * point to \c ::Pipeline.Current.
4430 *
4431 * If neither a program nor a program pipeline is active, this will point to
4432 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4433 * \c NULL.
4434 */
4435 struct gl_pipeline_object *_Shader;
4436
4437 struct gl_query_state Query; /**< occlusion, timer queries */
4438
4439 struct gl_transform_feedback_state TransformFeedback;
4440
4441 struct gl_perf_monitor_state PerfMonitor;
4442
4443 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4444 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4445 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4446
4447 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4448 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4449
4450 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4451
4452 /**
4453 * Current GL_ARB_uniform_buffer_object binding referenced by
4454 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4455 */
4456 struct gl_buffer_object *UniformBuffer;
4457
4458 /**
4459 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4460 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4461 */
4462 struct gl_buffer_object *ShaderStorageBuffer;
4463
4464 /**
4465 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4466 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4467 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4468 * shader program.
4469 */
4470 struct gl_uniform_buffer_binding
4471 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4472
4473 /**
4474 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4475 * and GL 4.3. This is set up using glBindBufferRange() or
4476 * glBindBufferBase(). They are associated with shader storage blocks by
4477 * glShaderStorageBlockBinding()'s state in the shader program.
4478 */
4479 struct gl_shader_storage_buffer_binding
4480 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4481
4482 /**
4483 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4484 * target.
4485 */
4486 struct gl_buffer_object *AtomicBuffer;
4487
4488 /**
4489 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4490 * target.
4491 */
4492 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4493
4494 /**
4495 * Array of atomic counter buffer binding points.
4496 */
4497 struct gl_atomic_buffer_binding
4498 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4499
4500 /**
4501 * Array of image units for ARB_shader_image_load_store.
4502 */
4503 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4504
4505 /*@}*/
4506
4507 struct gl_meta_state *Meta; /**< for "meta" operations */
4508
4509 /* GL_EXT_framebuffer_object */
4510 struct gl_renderbuffer *CurrentRenderbuffer;
4511
4512 GLenum ErrorValue; /**< Last error code */
4513
4514 /**
4515 * Recognize and silence repeated error debug messages in buggy apps.
4516 */
4517 const char *ErrorDebugFmtString;
4518 GLuint ErrorDebugCount;
4519
4520 /* GL_ARB_debug_output/GL_KHR_debug */
4521 mtx_t DebugMutex;
4522 struct gl_debug_state *Debug;
4523
4524 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4525 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4526 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4527
4528 struct gl_driver_flags DriverFlags;
4529
4530 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4531
4532 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4533
4534 /** \name Derived state */
4535 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4536 GLfloat _EyeZDir[3];
4537 GLfloat _ModelViewInvScale;
4538 GLboolean _NeedEyeCoords;
4539 GLboolean _ForceEyeCoords;
4540
4541 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4542
4543 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4544
4545 /** \name For debugging/development only */
4546 /*@{*/
4547 GLboolean FirstTimeCurrent;
4548 /*@}*/
4549
4550 /**
4551 * False if this context was created without a config. This is needed
4552 * because the initial state of glDrawBuffers depends on this
4553 */
4554 GLboolean HasConfig;
4555
4556 /** software compression/decompression supported or not */
4557 GLboolean Mesa_DXTn;
4558
4559 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4560
4561 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4562
4563 /**
4564 * \name Hooks for module contexts.
4565 *
4566 * These will eventually live in the driver or elsewhere.
4567 */
4568 /*@{*/
4569 void *swrast_context;
4570 void *swsetup_context;
4571 void *swtnl_context;
4572 struct vbo_context *vbo_context;
4573 struct st_context *st;
4574 void *aelt_context;
4575 /*@}*/
4576
4577 /**
4578 * \name NV_vdpau_interop
4579 */
4580 /*@{*/
4581 const void *vdpDevice;
4582 const void *vdpGetProcAddress;
4583 struct set *vdpSurfaces;
4584 /*@}*/
4585
4586 /**
4587 * Has this context observed a GPU reset in any context in the share group?
4588 *
4589 * Once this field becomes true, it is never reset to false.
4590 */
4591 GLboolean ShareGroupReset;
4592 };
4593
4594 /**
4595 * Information about memory usage. All sizes are in kilobytes.
4596 */
4597 struct gl_memory_info
4598 {
4599 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4600 unsigned avail_device_memory; /**< free device memory at the moment */
4601 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4602 unsigned avail_staging_memory; /**< free staging memory at the moment */
4603 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4604 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4605 };
4606
4607 #ifdef DEBUG
4608 extern int MESA_VERBOSE;
4609 extern int MESA_DEBUG_FLAGS;
4610 # define MESA_FUNCTION __func__
4611 #else
4612 # define MESA_VERBOSE 0
4613 # define MESA_DEBUG_FLAGS 0
4614 # define MESA_FUNCTION "a function"
4615 #endif
4616
4617
4618 /** The MESA_VERBOSE var is a bitmask of these flags */
4619 enum _verbose
4620 {
4621 VERBOSE_VARRAY = 0x0001,
4622 VERBOSE_TEXTURE = 0x0002,
4623 VERBOSE_MATERIAL = 0x0004,
4624 VERBOSE_PIPELINE = 0x0008,
4625 VERBOSE_DRIVER = 0x0010,
4626 VERBOSE_STATE = 0x0020,
4627 VERBOSE_API = 0x0040,
4628 VERBOSE_DISPLAY_LIST = 0x0100,
4629 VERBOSE_LIGHTING = 0x0200,
4630 VERBOSE_PRIMS = 0x0400,
4631 VERBOSE_VERTS = 0x0800,
4632 VERBOSE_DISASSEM = 0x1000,
4633 VERBOSE_DRAW = 0x2000,
4634 VERBOSE_SWAPBUFFERS = 0x4000
4635 };
4636
4637
4638 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4639 enum _debug
4640 {
4641 DEBUG_SILENT = (1 << 0),
4642 DEBUG_ALWAYS_FLUSH = (1 << 1),
4643 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4644 DEBUG_INCOMPLETE_FBO = (1 << 3)
4645 };
4646
4647 /**
4648 * Checks if the active fragment shader program can have side effects due
4649 * to use of things like atomic buffers or images
4650 */
4651 static inline bool
4652 _mesa_active_fragment_shader_has_side_effects(const struct gl_context *ctx)
4653 {
4654 const struct gl_shader *sh;
4655
4656 if (!ctx->_Shader->_CurrentFragmentProgram)
4657 return false;
4658
4659 sh = ctx->_Shader->_CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
4660 return sh->NumAtomicBuffers > 0 ||
4661 sh->NumImages > 0 ||
4662 sh->NumShaderStorageBlocks > 0;
4663 }
4664
4665 #ifdef __cplusplus
4666 }
4667 #endif
4668
4669 #endif /* MTYPES_H */