mesa: reorder things in mtypes.h
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS \
199 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216 typedef enum
217 {
218 VERT_RESULT_HPOS = 0,
219 VERT_RESULT_COL0 = 1,
220 VERT_RESULT_COL1 = 2,
221 VERT_RESULT_FOGC = 3,
222 VERT_RESULT_TEX0 = 4,
223 VERT_RESULT_TEX1 = 5,
224 VERT_RESULT_TEX2 = 6,
225 VERT_RESULT_TEX3 = 7,
226 VERT_RESULT_TEX4 = 8,
227 VERT_RESULT_TEX5 = 9,
228 VERT_RESULT_TEX6 = 10,
229 VERT_RESULT_TEX7 = 11,
230 VERT_RESULT_PSIZ = 12,
231 VERT_RESULT_BFC0 = 13,
232 VERT_RESULT_BFC1 = 14,
233 VERT_RESULT_EDGE = 15,
234 VERT_RESULT_CLIP_VERTEX = 16,
235 VERT_RESULT_CLIP_DIST0 = 17,
236 VERT_RESULT_CLIP_DIST1 = 18,
237 VERT_RESULT_VAR0 = 19, /**< shader varying */
238 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
249 GEOM_ATTRIB_POSITION = 0,
250 GEOM_ATTRIB_COLOR0 = 1,
251 GEOM_ATTRIB_COLOR1 = 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255 GEOM_ATTRIB_POINT_SIZE = 6,
256 GEOM_ATTRIB_CLIP_VERTEX = 7,
257 GEOM_ATTRIB_PRIMITIVE_ID = 8,
258 GEOM_ATTRIB_TEX_COORD = 9,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
291 GEOM_RESULT_COL0 = 1,
292 GEOM_RESULT_COL1 = 2,
293 GEOM_RESULT_SCOL0 = 3,
294 GEOM_RESULT_SCOL1 = 4,
295 GEOM_RESULT_FOGC = 5,
296 GEOM_RESULT_TEX0 = 6,
297 GEOM_RESULT_TEX1 = 7,
298 GEOM_RESULT_TEX2 = 8,
299 GEOM_RESULT_TEX3 = 9,
300 GEOM_RESULT_TEX4 = 10,
301 GEOM_RESULT_TEX5 = 11,
302 GEOM_RESULT_TEX6 = 12,
303 GEOM_RESULT_TEX7 = 13,
304 GEOM_RESULT_PSIZ = 14,
305 GEOM_RESULT_CLPV = 15,
306 GEOM_RESULT_PRID = 16,
307 GEOM_RESULT_LAYR = 17,
308 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312
313
314 /**
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319 typedef enum
320 {
321 FRAG_ATTRIB_WPOS = 0,
322 FRAG_ATTRIB_COL0 = 1,
323 FRAG_ATTRIB_COL1 = 2,
324 FRAG_ATTRIB_FOGC = 3,
325 FRAG_ATTRIB_TEX0 = 4,
326 FRAG_ATTRIB_TEX1 = 5,
327 FRAG_ATTRIB_TEX2 = 6,
328 FRAG_ATTRIB_TEX3 = 7,
329 FRAG_ATTRIB_TEX4 = 8,
330 FRAG_ATTRIB_TEX5 = 9,
331 FRAG_ATTRIB_TEX6 = 10,
332 FRAG_ATTRIB_TEX7 = 11,
333 FRAG_ATTRIB_FACE = 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0 = 14,
336 FRAG_ATTRIB_CLIP_DIST1 = 15,
337 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
338 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354 if (vert_result >= VERT_RESULT_CLIP_DIST0)
355 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356 else if (vert_result <= VERT_RESULT_TEX7)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
422 FRAG_RESULT_DEPTH = 0,
423 FRAG_RESULT_STENCIL = 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
426 */
427 FRAG_RESULT_COLOR = 2,
428
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
523 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
524 GLuint redMask, greenMask, blueMask, alphaMask;
525 GLint rgbBits; /* total bits for rgb */
526 GLint indexBits; /* total bits for colorindex */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel;
541 /* colors are floats scaled to ints */
542 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543 GLint transparentIndex;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth;
551 GLint maxPbufferHeight;
552 GLint maxPbufferPixels;
553 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
588
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
620
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
633 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
634
635 /**
636 * Material shininess lookup table.
637 */
638 struct gl_shine_tab
639 {
640 struct gl_shine_tab *next, *prev;
641 GLfloat tab[SHINE_TABLE_SIZE+1];
642 GLfloat shininess;
643 GLuint refcount;
644 };
645
646
647 /**
648 * Light source state.
649 */
650 struct gl_light
651 {
652 struct gl_light *next; /**< double linked list with sentinel */
653 struct gl_light *prev;
654
655 GLfloat Ambient[4]; /**< ambient color */
656 GLfloat Diffuse[4]; /**< diffuse color */
657 GLfloat Specular[4]; /**< specular color */
658 GLfloat EyePosition[4]; /**< position in eye coordinates */
659 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
660 GLfloat SpotExponent;
661 GLfloat SpotCutoff; /**< in degrees */
662 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
663 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
664 GLfloat ConstantAttenuation;
665 GLfloat LinearAttenuation;
666 GLfloat QuadraticAttenuation;
667 GLboolean Enabled; /**< On/off flag */
668
669 /**
670 * \name Derived fields
671 */
672 /*@{*/
673 GLbitfield _Flags; /**< State */
674
675 GLfloat _Position[4]; /**< position in eye/obj coordinates */
676 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
677 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
678 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
679 GLfloat _VP_inf_spot_attenuation;
680
681 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
682 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
683 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
684 /*@}*/
685 };
686
687
688 /**
689 * Light model state.
690 */
691 struct gl_lightmodel
692 {
693 GLfloat Ambient[4]; /**< ambient color */
694 GLboolean LocalViewer; /**< Local (or infinite) view point? */
695 GLboolean TwoSide; /**< Two (or one) sided lighting? */
696 GLenum ColorControl; /**< either GL_SINGLE_COLOR
697 * or GL_SEPARATE_SPECULAR_COLOR */
698 };
699
700
701 /**
702 * Material state.
703 */
704 struct gl_material
705 {
706 GLfloat Attrib[MAT_ATTRIB_MAX][4];
707 };
708
709
710 /**
711 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
712 */
713 struct gl_accum_attrib
714 {
715 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
716 };
717
718
719 /**
720 * Used for storing clear color, texture border color, etc.
721 * The float values are typically unclamped.
722 */
723 union gl_color_union
724 {
725 GLfloat f[4];
726 GLint i[4];
727 GLuint ui[4];
728 };
729
730
731 /**
732 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
733 */
734 struct gl_colorbuffer_attrib
735 {
736 GLuint ClearIndex; /**< Index for glClear */
737 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
738 GLuint IndexMask; /**< Color index write mask */
739 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
740
741 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
742
743 /**
744 * \name alpha testing
745 */
746 /*@{*/
747 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
748 GLenum AlphaFunc; /**< Alpha test function */
749 GLfloat AlphaRefUnclamped;
750 GLclampf AlphaRef; /**< Alpha reference value */
751 /*@}*/
752
753 /**
754 * \name Blending
755 */
756 /*@{*/
757 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
758
759 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
760 * control, only on the fixed-pointness of the render target.
761 * The query does however depend on fragment color clamping.
762 */
763 GLfloat BlendColorUnclamped[4]; /**< Blending color */
764 GLfloat BlendColor[4]; /**< Blending color */
765
766 struct
767 {
768 GLenum SrcRGB; /**< RGB blend source term */
769 GLenum DstRGB; /**< RGB blend dest term */
770 GLenum SrcA; /**< Alpha blend source term */
771 GLenum DstA; /**< Alpha blend dest term */
772 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
773 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
774 } Blend[MAX_DRAW_BUFFERS];
775 /** Are the blend func terms currently different for each buffer/target? */
776 GLboolean _BlendFuncPerBuffer;
777 /** Are the blend equations currently different for each buffer/target? */
778 GLboolean _BlendEquationPerBuffer;
779 /*@}*/
780
781 /**
782 * \name Logic op
783 */
784 /*@{*/
785 GLenum LogicOp; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
788 /*@}*/
789
790 GLboolean DitherFlag; /**< Dither enable flag */
791
792 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
794 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
796
797 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
798 };
799
800
801 /**
802 * Current attribute group (GL_CURRENT_BIT).
803 */
804 struct gl_current_attrib
805 {
806 /**
807 * \name Current vertex attributes.
808 * \note Values are valid only after FLUSH_VERTICES has been called.
809 * \note Index and Edgeflag current values are stored as floats in the
810 * SIX and SEVEN attribute slots.
811 */
812 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
813
814 /**
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
817 */
818 /*@{*/
819 GLfloat RasterPos[4];
820 GLfloat RasterDistance;
821 GLfloat RasterColor[4];
822 GLfloat RasterSecondaryColor[4];
823 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
824 GLboolean RasterPosValid;
825 /*@}*/
826 };
827
828
829 /**
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831 */
832 struct gl_depthbuffer_attrib
833 {
834 GLenum Func; /**< Function for depth buffer compare */
835 GLclampd Clear; /**< Value to clear depth buffer to */
836 GLboolean Test; /**< Depth buffering enabled flag */
837 GLboolean Mask; /**< Depth buffer writable? */
838 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
839 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
840 };
841
842
843 /**
844 * Evaluator attribute group (GL_EVAL_BIT).
845 */
846 struct gl_eval_attrib
847 {
848 /**
849 * \name Enable bits
850 */
851 /*@{*/
852 GLboolean Map1Color4;
853 GLboolean Map1Index;
854 GLboolean Map1Normal;
855 GLboolean Map1TextureCoord1;
856 GLboolean Map1TextureCoord2;
857 GLboolean Map1TextureCoord3;
858 GLboolean Map1TextureCoord4;
859 GLboolean Map1Vertex3;
860 GLboolean Map1Vertex4;
861 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
862 GLboolean Map2Color4;
863 GLboolean Map2Index;
864 GLboolean Map2Normal;
865 GLboolean Map2TextureCoord1;
866 GLboolean Map2TextureCoord2;
867 GLboolean Map2TextureCoord3;
868 GLboolean Map2TextureCoord4;
869 GLboolean Map2Vertex3;
870 GLboolean Map2Vertex4;
871 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
872 GLboolean AutoNormal;
873 /*@}*/
874
875 /**
876 * \name Map Grid endpoints and divisions and calculated du values
877 */
878 /*@{*/
879 GLint MapGrid1un;
880 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
881 GLint MapGrid2un, MapGrid2vn;
882 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
883 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
884 /*@}*/
885 };
886
887
888 /**
889 * Fog attribute group (GL_FOG_BIT).
890 */
891 struct gl_fog_attrib
892 {
893 GLboolean Enabled; /**< Fog enabled flag */
894 GLfloat ColorUnclamped[4]; /**< Fog color */
895 GLfloat Color[4]; /**< Fog color */
896 GLfloat Density; /**< Density >= 0.0 */
897 GLfloat Start; /**< Start distance in eye coords */
898 GLfloat End; /**< End distance in eye coords */
899 GLfloat Index; /**< Fog index */
900 GLenum Mode; /**< Fog mode */
901 GLboolean ColorSumEnabled;
902 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
903 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
904 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
905 };
906
907
908 /**
909 * Hint attribute group (GL_HINT_BIT).
910 *
911 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
912 */
913 struct gl_hint_attrib
914 {
915 GLenum PerspectiveCorrection;
916 GLenum PointSmooth;
917 GLenum LineSmooth;
918 GLenum PolygonSmooth;
919 GLenum Fog;
920 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
921 GLenum TextureCompression; /**< GL_ARB_texture_compression */
922 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
923 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
924 };
925
926 /**
927 * Light state flags.
928 */
929 /*@{*/
930 #define LIGHT_SPOT 0x1
931 #define LIGHT_LOCAL_VIEWER 0x2
932 #define LIGHT_POSITIONAL 0x4
933 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
934 /*@}*/
935
936
937 /**
938 * Lighting attribute group (GL_LIGHT_BIT).
939 */
940 struct gl_light_attrib
941 {
942 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
943 struct gl_lightmodel Model; /**< Lighting model */
944
945 /**
946 * Must flush FLUSH_VERTICES before referencing:
947 */
948 /*@{*/
949 struct gl_material Material; /**< Includes front & back values */
950 /*@}*/
951
952 GLboolean Enabled; /**< Lighting enabled flag */
953 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
954 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
955 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
956 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
957 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
958 GLboolean ColorMaterialEnabled;
959 GLenum ClampVertexColor;
960 GLboolean _ClampVertexColor;
961
962 struct gl_light EnabledList; /**< List sentinel */
963
964 /**
965 * Derived state for optimizations:
966 */
967 /*@{*/
968 GLboolean _NeedEyeCoords;
969 GLboolean _NeedVertices; /**< Use fast shader? */
970 GLbitfield _Flags; /**< LIGHT_* flags, see above */
971 GLfloat _BaseColor[2][3];
972 /*@}*/
973 };
974
975
976 /**
977 * Line attribute group (GL_LINE_BIT).
978 */
979 struct gl_line_attrib
980 {
981 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
982 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
983 GLushort StipplePattern; /**< Stipple pattern */
984 GLint StippleFactor; /**< Stipple repeat factor */
985 GLfloat Width; /**< Line width */
986 };
987
988
989 /**
990 * Display list attribute group (GL_LIST_BIT).
991 */
992 struct gl_list_attrib
993 {
994 GLuint ListBase;
995 };
996
997
998 /**
999 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1000 */
1001 struct gl_multisample_attrib
1002 {
1003 GLboolean Enabled;
1004 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1005 GLboolean SampleAlphaToCoverage;
1006 GLboolean SampleAlphaToOne;
1007 GLboolean SampleCoverage;
1008 GLfloat SampleCoverageValue;
1009 GLboolean SampleCoverageInvert;
1010 };
1011
1012
1013 /**
1014 * A pixelmap (see glPixelMap)
1015 */
1016 struct gl_pixelmap
1017 {
1018 GLint Size;
1019 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1020 };
1021
1022
1023 /**
1024 * Collection of all pixelmaps
1025 */
1026 struct gl_pixelmaps
1027 {
1028 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1029 struct gl_pixelmap GtoG;
1030 struct gl_pixelmap BtoB;
1031 struct gl_pixelmap AtoA;
1032 struct gl_pixelmap ItoR;
1033 struct gl_pixelmap ItoG;
1034 struct gl_pixelmap ItoB;
1035 struct gl_pixelmap ItoA;
1036 struct gl_pixelmap ItoI;
1037 struct gl_pixelmap StoS;
1038 };
1039
1040
1041 /**
1042 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1043 */
1044 struct gl_pixel_attrib
1045 {
1046 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1047
1048 /*--- Begin Pixel Transfer State ---*/
1049 /* Fields are in the order in which they're applied... */
1050
1051 /** Scale & Bias (index shift, offset) */
1052 /*@{*/
1053 GLfloat RedBias, RedScale;
1054 GLfloat GreenBias, GreenScale;
1055 GLfloat BlueBias, BlueScale;
1056 GLfloat AlphaBias, AlphaScale;
1057 GLfloat DepthBias, DepthScale;
1058 GLint IndexShift, IndexOffset;
1059 /*@}*/
1060
1061 /* Pixel Maps */
1062 /* Note: actual pixel maps are not part of this attrib group */
1063 GLboolean MapColorFlag;
1064 GLboolean MapStencilFlag;
1065
1066 /*--- End Pixel Transfer State ---*/
1067
1068 /** glPixelZoom */
1069 GLfloat ZoomX, ZoomY;
1070 };
1071
1072
1073 /**
1074 * Point attribute group (GL_POINT_BIT).
1075 */
1076 struct gl_point_attrib
1077 {
1078 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1079 GLfloat Size; /**< User-specified point size */
1080 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1081 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1082 GLfloat Threshold; /**< GL_EXT_point_parameters */
1083 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1084 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1085 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1086 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1087 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1088 };
1089
1090
1091 /**
1092 * Polygon attribute group (GL_POLYGON_BIT).
1093 */
1094 struct gl_polygon_attrib
1095 {
1096 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1097 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1098 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1099 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1100 GLboolean CullFlag; /**< Culling on/off flag */
1101 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1102 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1103 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1104 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1105 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1106 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1107 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1108 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1109 };
1110
1111
1112 /**
1113 * Scissor attributes (GL_SCISSOR_BIT).
1114 */
1115 struct gl_scissor_attrib
1116 {
1117 GLboolean Enabled; /**< Scissor test enabled? */
1118 GLint X, Y; /**< Lower left corner of box */
1119 GLsizei Width, Height; /**< Size of box */
1120 };
1121
1122
1123 /**
1124 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1125 *
1126 * Three sets of stencil data are tracked so that OpenGL 2.0,
1127 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1128 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1129 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1130 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1131 * GL_EXT_stencil_two_side GL_BACK state.
1132 *
1133 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1134 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1135 *
1136 * The derived value \c _TestTwoSide is set when the front-face and back-face
1137 * stencil state are different.
1138 */
1139 struct gl_stencil_attrib
1140 {
1141 GLboolean Enabled; /**< Enabled flag */
1142 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1143 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1144 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1145 GLboolean _TestTwoSide;
1146 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1147 GLenum Function[3]; /**< Stencil function */
1148 GLenum FailFunc[3]; /**< Fail function */
1149 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1150 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1151 GLint Ref[3]; /**< Reference value */
1152 GLuint ValueMask[3]; /**< Value mask */
1153 GLuint WriteMask[3]; /**< Write mask */
1154 GLuint Clear; /**< Clear value */
1155 };
1156
1157
1158 /**
1159 * An index for each type of texture object. These correspond to the GL
1160 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1161 * Note: the order is from highest priority to lowest priority.
1162 */
1163 typedef enum
1164 {
1165 TEXTURE_BUFFER_INDEX,
1166 TEXTURE_2D_ARRAY_INDEX,
1167 TEXTURE_1D_ARRAY_INDEX,
1168 TEXTURE_EXTERNAL_INDEX,
1169 TEXTURE_CUBE_INDEX,
1170 TEXTURE_3D_INDEX,
1171 TEXTURE_RECT_INDEX,
1172 TEXTURE_2D_INDEX,
1173 TEXTURE_1D_INDEX,
1174 NUM_TEXTURE_TARGETS
1175 } gl_texture_index;
1176
1177
1178 /**
1179 * Bit flags for each type of texture object
1180 * Used for Texture.Unit[]._ReallyEnabled flags.
1181 */
1182 /*@{*/
1183 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1184 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1185 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1186 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1187 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1188 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1189 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1190 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1191 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1192 /*@}*/
1193
1194
1195 /**
1196 * TexGenEnabled flags.
1197 */
1198 /*@{*/
1199 #define S_BIT 1
1200 #define T_BIT 2
1201 #define R_BIT 4
1202 #define Q_BIT 8
1203 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1204 /*@}*/
1205
1206
1207 /**
1208 * Bit flag versions of the corresponding GL_ constants.
1209 */
1210 /*@{*/
1211 #define TEXGEN_SPHERE_MAP 0x1
1212 #define TEXGEN_OBJ_LINEAR 0x2
1213 #define TEXGEN_EYE_LINEAR 0x4
1214 #define TEXGEN_REFLECTION_MAP_NV 0x8
1215 #define TEXGEN_NORMAL_MAP_NV 0x10
1216
1217 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1218 TEXGEN_REFLECTION_MAP_NV | \
1219 TEXGEN_NORMAL_MAP_NV)
1220 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1221 TEXGEN_REFLECTION_MAP_NV | \
1222 TEXGEN_NORMAL_MAP_NV | \
1223 TEXGEN_EYE_LINEAR)
1224 /*@}*/
1225
1226
1227
1228 /** Tex-gen enabled for texture unit? */
1229 #define ENABLE_TEXGEN(unit) (1 << (unit))
1230
1231 /** Non-identity texture matrix for texture unit? */
1232 #define ENABLE_TEXMAT(unit) (1 << (unit))
1233
1234
1235 /**
1236 * Texture image state. Drivers will typically create a subclass of this
1237 * with extra fields for memory buffers, etc.
1238 */
1239 struct gl_texture_image
1240 {
1241 GLint InternalFormat; /**< Internal format as given by the user */
1242 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1243 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1244 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1245 * GL_DEPTH_STENCIL_EXT only. Used for
1246 * choosing TexEnv arithmetic.
1247 */
1248 gl_format TexFormat; /**< The actual texture memory format */
1249
1250 GLuint Border; /**< 0 or 1 */
1251 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1252 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1253 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1254 GLuint Width2; /**< = Width - 2*Border */
1255 GLuint Height2; /**< = Height - 2*Border */
1256 GLuint Depth2; /**< = Depth - 2*Border */
1257 GLuint WidthLog2; /**< = log2(Width2) */
1258 GLuint HeightLog2; /**< = log2(Height2) */
1259 GLuint DepthLog2; /**< = log2(Depth2) */
1260 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1261
1262 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1263 GLuint Level; /**< Which mipmap level am I? */
1264 /** Cube map face: index into gl_texture_object::Image[] array */
1265 GLuint Face;
1266 };
1267
1268
1269 /**
1270 * Indexes for cube map faces.
1271 */
1272 typedef enum
1273 {
1274 FACE_POS_X = 0,
1275 FACE_NEG_X = 1,
1276 FACE_POS_Y = 2,
1277 FACE_NEG_Y = 3,
1278 FACE_POS_Z = 4,
1279 FACE_NEG_Z = 5,
1280 MAX_FACES = 6
1281 } gl_face_index;
1282
1283
1284 /**
1285 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1286 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1287 */
1288 struct gl_sampler_object
1289 {
1290 GLuint Name;
1291 GLint RefCount;
1292
1293 GLenum WrapS; /**< S-axis texture image wrap mode */
1294 GLenum WrapT; /**< T-axis texture image wrap mode */
1295 GLenum WrapR; /**< R-axis texture image wrap mode */
1296 GLenum MinFilter; /**< minification filter */
1297 GLenum MagFilter; /**< magnification filter */
1298 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1299 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1300 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1301 GLfloat LodBias; /**< OpenGL 1.4 */
1302 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1303 GLenum CompareMode; /**< GL_ARB_shadow */
1304 GLenum CompareFunc; /**< GL_ARB_shadow */
1305 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1306 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1307 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1308
1309 /* deprecated sampler state */
1310 GLenum DepthMode; /**< GL_ARB_depth_texture */
1311 };
1312
1313
1314 /**
1315 * Texture object state. Contains the array of mipmap images, border color,
1316 * wrap modes, filter modes, and shadow/texcompare state.
1317 */
1318 struct gl_texture_object
1319 {
1320 _glthread_Mutex Mutex; /**< for thread safety */
1321 GLint RefCount; /**< reference count */
1322 GLuint Name; /**< the user-visible texture object ID */
1323 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1324
1325 struct gl_sampler_object Sampler;
1326
1327 GLfloat Priority; /**< in [0,1] */
1328 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1329 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1330 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1331 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1332 GLint CropRect[4]; /**< GL_OES_draw_texture */
1333 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1334 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1335 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1336 GLboolean _Complete; /**< Is texture object complete? */
1337 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1338 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1339 GLboolean Immutable; /**< GL_ARB_texture_storage */
1340
1341 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1342 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1343
1344 /** GL_ARB_texture_buffer_object */
1345 struct gl_buffer_object *BufferObject;
1346 GLenum BufferObjectFormat;
1347
1348 /** GL_OES_EGL_image_external */
1349 GLint RequiredTextureImageUnits;
1350 };
1351
1352
1353 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1354 #define MAX_COMBINER_TERMS 4
1355
1356
1357 /**
1358 * Texture combine environment state.
1359 */
1360 struct gl_tex_env_combine_state
1361 {
1362 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1363 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1364 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1365 GLenum SourceRGB[MAX_COMBINER_TERMS];
1366 GLenum SourceA[MAX_COMBINER_TERMS];
1367 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1368 GLenum OperandRGB[MAX_COMBINER_TERMS];
1369 GLenum OperandA[MAX_COMBINER_TERMS];
1370 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1371 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1372 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1373 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1374 };
1375
1376
1377 /**
1378 * Texture coord generation state.
1379 */
1380 struct gl_texgen
1381 {
1382 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1383 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1384 GLfloat ObjectPlane[4];
1385 GLfloat EyePlane[4];
1386 };
1387
1388
1389 /**
1390 * Texture unit state. Contains enable flags, texture environment/function/
1391 * combiners, texgen state, and pointers to current texture objects.
1392 */
1393 struct gl_texture_unit
1394 {
1395 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1396 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1397
1398 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1399 GLclampf EnvColor[4];
1400 GLfloat EnvColorUnclamped[4];
1401
1402 struct gl_texgen GenS;
1403 struct gl_texgen GenT;
1404 struct gl_texgen GenR;
1405 struct gl_texgen GenQ;
1406 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1407 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1408
1409 GLfloat LodBias; /**< for biasing mipmap levels */
1410 GLenum BumpTarget;
1411 GLfloat RotMatrix[4]; /* 2x2 matrix */
1412
1413 /** Current sampler object (GL_ARB_sampler_objects) */
1414 struct gl_sampler_object *Sampler;
1415
1416 /**
1417 * \name GL_EXT_texture_env_combine
1418 */
1419 struct gl_tex_env_combine_state Combine;
1420
1421 /**
1422 * Derived state based on \c EnvMode and the \c BaseFormat of the
1423 * currently enabled texture.
1424 */
1425 struct gl_tex_env_combine_state _EnvMode;
1426
1427 /**
1428 * Currently enabled combiner state. This will point to either
1429 * \c Combine or \c _EnvMode.
1430 */
1431 struct gl_tex_env_combine_state *_CurrentCombine;
1432
1433 /** Current texture object pointers */
1434 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1435
1436 /** Points to highest priority, complete and enabled texture object */
1437 struct gl_texture_object *_Current;
1438 };
1439
1440
1441 /**
1442 * Texture attribute group (GL_TEXTURE_BIT).
1443 */
1444 struct gl_texture_attrib
1445 {
1446 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1447 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1448
1449 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1450
1451 /** GL_ARB_texture_buffer_object */
1452 struct gl_buffer_object *BufferObject;
1453
1454 /** GL_ARB_seamless_cubemap */
1455 GLboolean CubeMapSeamless;
1456
1457 /** Texture units/samplers used by vertex or fragment texturing */
1458 GLbitfield _EnabledUnits;
1459
1460 /** Texture coord units/sets used for fragment texturing */
1461 GLbitfield _EnabledCoordUnits;
1462
1463 /** Texture coord units that have texgen enabled */
1464 GLbitfield _TexGenEnabled;
1465
1466 /** Texture coord units that have non-identity matrices */
1467 GLbitfield _TexMatEnabled;
1468
1469 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1470 GLbitfield _GenFlags;
1471 };
1472
1473
1474 /**
1475 * Data structure representing a single clip plane (e.g. one of the elements
1476 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1477 */
1478 typedef GLfloat gl_clip_plane[4];
1479
1480
1481 /**
1482 * Transformation attribute group (GL_TRANSFORM_BIT).
1483 */
1484 struct gl_transform_attrib
1485 {
1486 GLenum MatrixMode; /**< Matrix mode */
1487 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1488 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1489 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1490 GLboolean Normalize; /**< Normalize all normals? */
1491 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1492 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1493 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1494
1495 GLfloat CullEyePos[4];
1496 GLfloat CullObjPos[4];
1497 };
1498
1499
1500 /**
1501 * Viewport attribute group (GL_VIEWPORT_BIT).
1502 */
1503 struct gl_viewport_attrib
1504 {
1505 GLint X, Y; /**< position */
1506 GLsizei Width, Height; /**< size */
1507 GLfloat Near, Far; /**< Depth buffer range */
1508 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1509 };
1510
1511
1512 /**
1513 * GL_ARB_vertex/pixel_buffer_object buffer object
1514 */
1515 struct gl_buffer_object
1516 {
1517 _glthread_Mutex Mutex;
1518 GLint RefCount;
1519 GLuint Name;
1520 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1521 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1522 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1523 /** Fields describing a mapped buffer */
1524 /*@{*/
1525 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1526 GLvoid *Pointer; /**< User-space address of mapping */
1527 GLintptr Offset; /**< Mapped offset */
1528 GLsizeiptr Length; /**< Mapped length */
1529 /*@}*/
1530 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1531 GLboolean Written; /**< Ever written to? (for debugging) */
1532 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1533 };
1534
1535
1536 /**
1537 * Client pixel packing/unpacking attributes
1538 */
1539 struct gl_pixelstore_attrib
1540 {
1541 GLint Alignment;
1542 GLint RowLength;
1543 GLint SkipPixels;
1544 GLint SkipRows;
1545 GLint ImageHeight;
1546 GLint SkipImages;
1547 GLboolean SwapBytes;
1548 GLboolean LsbFirst;
1549 GLboolean Invert; /**< GL_MESA_pack_invert */
1550 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1551 };
1552
1553
1554 /**
1555 * Client vertex array attributes
1556 */
1557 struct gl_client_array
1558 {
1559 GLint Size; /**< components per element (1,2,3,4) */
1560 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1561 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1562 GLsizei Stride; /**< user-specified stride */
1563 GLsizei StrideB; /**< actual stride in bytes */
1564 const GLubyte *Ptr; /**< Points to array data */
1565 GLboolean Enabled; /**< Enabled flag is a boolean */
1566 GLboolean Normalized; /**< GL_ARB_vertex_program */
1567 GLboolean Integer; /**< Integer-valued? */
1568 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1569 GLuint _ElementSize; /**< size of each element in bytes */
1570
1571 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1572 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1573 };
1574
1575
1576 /**
1577 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1578 * extension, but a nice encapsulation in any case.
1579 */
1580 struct gl_array_object
1581 {
1582 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1583 GLuint Name;
1584
1585 GLint RefCount;
1586 _glthread_Mutex Mutex;
1587
1588 /**
1589 * Does the VAO use ARB semantics or Apple semantics?
1590 *
1591 * There are several ways in which ARB_vertex_array_object and
1592 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1593 * least,
1594 *
1595 * - ARB VAOs require that all array data be sourced from vertex buffer
1596 * objects, but Apple VAOs do not.
1597 *
1598 * - ARB VAOs require that names come from GenVertexArrays.
1599 *
1600 * This flag notes which behavior governs this VAO.
1601 */
1602 GLboolean ARBsemantics;
1603
1604 /**
1605 * Has this array object been bound?
1606 */
1607 GLboolean _Used;
1608
1609 /** Vertex attribute arrays */
1610 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1611
1612 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1613 GLbitfield64 _Enabled;
1614
1615 /**
1616 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1617 * we can determine the max legal (in bounds) glDrawElements array index.
1618 */
1619 GLuint _MaxElement;
1620
1621 struct gl_buffer_object *ElementArrayBufferObj;
1622 };
1623
1624
1625 /**
1626 * Vertex array state
1627 */
1628 struct gl_array_attrib
1629 {
1630 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1631 struct gl_array_object *ArrayObj;
1632
1633 /** The default vertex array object */
1634 struct gl_array_object *DefaultArrayObj;
1635
1636 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1637 struct _mesa_HashTable *Objects;
1638
1639 GLint ActiveTexture; /**< Client Active Texture */
1640 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1641 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1642
1643 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1644 GLboolean PrimitiveRestart;
1645 GLuint RestartIndex;
1646
1647 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1648 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1649
1650 /* GL_ARB_vertex_buffer_object */
1651 struct gl_buffer_object *ArrayBufferObj;
1652 };
1653
1654
1655 /**
1656 * Feedback buffer state
1657 */
1658 struct gl_feedback
1659 {
1660 GLenum Type;
1661 GLbitfield _Mask; /**< FB_* bits */
1662 GLfloat *Buffer;
1663 GLuint BufferSize;
1664 GLuint Count;
1665 };
1666
1667
1668 /**
1669 * Selection buffer state
1670 */
1671 struct gl_selection
1672 {
1673 GLuint *Buffer; /**< selection buffer */
1674 GLuint BufferSize; /**< size of the selection buffer */
1675 GLuint BufferCount; /**< number of values in the selection buffer */
1676 GLuint Hits; /**< number of records in the selection buffer */
1677 GLuint NameStackDepth; /**< name stack depth */
1678 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1679 GLboolean HitFlag; /**< hit flag */
1680 GLfloat HitMinZ; /**< minimum hit depth */
1681 GLfloat HitMaxZ; /**< maximum hit depth */
1682 };
1683
1684
1685 /**
1686 * 1-D Evaluator control points
1687 */
1688 struct gl_1d_map
1689 {
1690 GLuint Order; /**< Number of control points */
1691 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1692 GLfloat *Points; /**< Points to contiguous control points */
1693 };
1694
1695
1696 /**
1697 * 2-D Evaluator control points
1698 */
1699 struct gl_2d_map
1700 {
1701 GLuint Uorder; /**< Number of control points in U dimension */
1702 GLuint Vorder; /**< Number of control points in V dimension */
1703 GLfloat u1, u2, du;
1704 GLfloat v1, v2, dv;
1705 GLfloat *Points; /**< Points to contiguous control points */
1706 };
1707
1708
1709 /**
1710 * All evaluator control point state
1711 */
1712 struct gl_evaluators
1713 {
1714 /**
1715 * \name 1-D maps
1716 */
1717 /*@{*/
1718 struct gl_1d_map Map1Vertex3;
1719 struct gl_1d_map Map1Vertex4;
1720 struct gl_1d_map Map1Index;
1721 struct gl_1d_map Map1Color4;
1722 struct gl_1d_map Map1Normal;
1723 struct gl_1d_map Map1Texture1;
1724 struct gl_1d_map Map1Texture2;
1725 struct gl_1d_map Map1Texture3;
1726 struct gl_1d_map Map1Texture4;
1727 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1728 /*@}*/
1729
1730 /**
1731 * \name 2-D maps
1732 */
1733 /*@{*/
1734 struct gl_2d_map Map2Vertex3;
1735 struct gl_2d_map Map2Vertex4;
1736 struct gl_2d_map Map2Index;
1737 struct gl_2d_map Map2Color4;
1738 struct gl_2d_map Map2Normal;
1739 struct gl_2d_map Map2Texture1;
1740 struct gl_2d_map Map2Texture2;
1741 struct gl_2d_map Map2Texture3;
1742 struct gl_2d_map Map2Texture4;
1743 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1744 /*@}*/
1745 };
1746
1747
1748 struct gl_transform_feedback_varying_info
1749 {
1750 char *Name;
1751 GLenum Type;
1752 GLint Size;
1753 };
1754
1755
1756 /**
1757 * Per-output info vertex shaders for transform feedback.
1758 */
1759 struct gl_transform_feedback_output
1760 {
1761 unsigned OutputRegister;
1762 unsigned OutputBuffer;
1763 unsigned NumComponents;
1764
1765 /** offset (in DWORDs) of this output within the interleaved structure */
1766 unsigned DstOffset;
1767
1768 /**
1769 * Offset into the output register of the data to output. For example,
1770 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1771 * offset is in the y and z components of the output register.
1772 */
1773 unsigned ComponentOffset;
1774 };
1775
1776
1777 /** Post-link transform feedback info. */
1778 struct gl_transform_feedback_info
1779 {
1780 unsigned NumOutputs;
1781
1782 /**
1783 * Number of transform feedback buffers in use by this program.
1784 */
1785 unsigned NumBuffers;
1786
1787 struct gl_transform_feedback_output *Outputs;
1788
1789 /** Transform feedback varyings used for the linking of this shader program.
1790 *
1791 * Use for glGetTransformFeedbackVarying().
1792 */
1793 struct gl_transform_feedback_varying_info *Varyings;
1794 GLint NumVarying;
1795
1796 /**
1797 * Total number of components stored in each buffer. This may be used by
1798 * hardware back-ends to determine the correct stride when interleaving
1799 * multiple transform feedback outputs in the same buffer.
1800 */
1801 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1802 };
1803
1804
1805 /**
1806 * Transform feedback object state
1807 */
1808 struct gl_transform_feedback_object
1809 {
1810 GLuint Name; /**< AKA the object ID */
1811 GLint RefCount;
1812 GLboolean Active; /**< Is transform feedback enabled? */
1813 GLboolean Paused; /**< Is transform feedback paused? */
1814 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1815 at least once? */
1816
1817 /** The feedback buffers */
1818 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
1819 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
1820
1821 /** Start of feedback data in dest buffer */
1822 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
1823 /** Max data to put into dest buffer (in bytes) */
1824 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
1825 };
1826
1827
1828 /**
1829 * Context state for transform feedback.
1830 */
1831 struct gl_transform_feedback_state
1832 {
1833 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1834
1835 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1836 struct gl_buffer_object *CurrentBuffer;
1837
1838 /** The table of all transform feedback objects */
1839 struct _mesa_HashTable *Objects;
1840
1841 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1842 struct gl_transform_feedback_object *CurrentObject;
1843
1844 /** The default xform-fb object (Name==0) */
1845 struct gl_transform_feedback_object *DefaultObject;
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_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1856 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1857 * be "uniform" variables since they can only be set outside glBegin/End.
1858 * They're also all stored in the same Parameters array.
1859 */
1860 typedef enum
1861 {
1862 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1863 PROGRAM_INPUT, /**< machine->Inputs[] */
1864 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1865 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1866 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1867 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1868 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1869 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1870 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1871 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1872 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1873 PROGRAM_ADDRESS, /**< machine->AddressReg */
1874 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1875 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1876 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1877 PROGRAM_FILE_MAX
1878 } gl_register_file;
1879
1880
1881 /**
1882 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1883 * one of these values.
1884 */
1885 typedef enum
1886 {
1887 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1888 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1889 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1890 SYSTEM_VALUE_MAX /**< Number of values */
1891 } gl_system_value;
1892
1893
1894 /**
1895 * The possible interpolation qualifiers that can be applied to a fragment
1896 * shader input in GLSL.
1897 *
1898 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1899 * gl_fragment_program data structure to 0 causes the default behavior.
1900 */
1901 enum glsl_interp_qualifier
1902 {
1903 INTERP_QUALIFIER_NONE = 0,
1904 INTERP_QUALIFIER_SMOOTH,
1905 INTERP_QUALIFIER_FLAT,
1906 INTERP_QUALIFIER_NOPERSPECTIVE
1907 };
1908
1909
1910 /**
1911 * \brief Layout qualifiers for gl_FragDepth.
1912 *
1913 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1914 * a layout qualifier.
1915 *
1916 * \see enum ir_depth_layout
1917 */
1918 enum gl_frag_depth_layout
1919 {
1920 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1921 FRAG_DEPTH_LAYOUT_ANY,
1922 FRAG_DEPTH_LAYOUT_GREATER,
1923 FRAG_DEPTH_LAYOUT_LESS,
1924 FRAG_DEPTH_LAYOUT_UNCHANGED
1925 };
1926
1927
1928 /**
1929 * Base class for any kind of program object
1930 */
1931 struct gl_program
1932 {
1933 GLuint Id;
1934 GLubyte *String; /**< Null-terminated program text */
1935 GLint RefCount;
1936 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1937 GLenum Format; /**< String encoding format */
1938 GLboolean Resident;
1939
1940 struct prog_instruction *Instructions;
1941
1942 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1943 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1944 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1945 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1946 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1947 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1948 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1949 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1950
1951
1952 /** Named parameters, constants, etc. from program text */
1953 struct gl_program_parameter_list *Parameters;
1954 /** Numbered local parameters */
1955 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1956
1957 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1958 GLubyte SamplerUnits[MAX_SAMPLERS];
1959
1960 /** Bitmask of which register files are read/written with indirect
1961 * addressing. Mask of (1 << PROGRAM_x) bits.
1962 */
1963 GLbitfield IndirectRegisterFiles;
1964
1965 /** Logical counts */
1966 /*@{*/
1967 GLuint NumInstructions;
1968 GLuint NumTemporaries;
1969 GLuint NumParameters;
1970 GLuint NumAttributes;
1971 GLuint NumAddressRegs;
1972 GLuint NumAluInstructions;
1973 GLuint NumTexInstructions;
1974 GLuint NumTexIndirections;
1975 /*@}*/
1976 /** Native, actual h/w counts */
1977 /*@{*/
1978 GLuint NumNativeInstructions;
1979 GLuint NumNativeTemporaries;
1980 GLuint NumNativeParameters;
1981 GLuint NumNativeAttributes;
1982 GLuint NumNativeAddressRegs;
1983 GLuint NumNativeAluInstructions;
1984 GLuint NumNativeTexInstructions;
1985 GLuint NumNativeTexIndirections;
1986 /*@}*/
1987 };
1988
1989
1990 /** Vertex program object */
1991 struct gl_vertex_program
1992 {
1993 struct gl_program Base; /**< base class */
1994 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1995 GLboolean IsPositionInvariant;
1996 GLboolean UsesClipDistance;
1997 };
1998
1999
2000 /** Geometry program object */
2001 struct gl_geometry_program
2002 {
2003 struct gl_program Base; /**< base class */
2004
2005 GLint VerticesOut;
2006 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2007 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2008 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2009 };
2010
2011
2012 /** Fragment program object */
2013 struct gl_fragment_program
2014 {
2015 struct gl_program Base; /**< base class */
2016 GLboolean UsesKill; /**< shader uses KIL instruction */
2017 GLboolean OriginUpperLeft;
2018 GLboolean PixelCenterInteger;
2019 enum gl_frag_depth_layout FragDepthLayout;
2020
2021 /**
2022 * GLSL interpolation qualifier associated with each fragment shader input.
2023 * For inputs that do not have an interpolation qualifier specified in
2024 * GLSL, the value is INTERP_QUALIFIER_NONE.
2025 */
2026 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2027 };
2028
2029
2030 /**
2031 * State common to vertex and fragment programs.
2032 */
2033 struct gl_program_state
2034 {
2035 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2036 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2037 };
2038
2039
2040 /**
2041 * Context state for vertex programs.
2042 */
2043 struct gl_vertex_program_state
2044 {
2045 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2046 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2047 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2048 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2049 /** Computed two sided lighting for fixed function/programs. */
2050 GLboolean _TwoSideEnabled;
2051 struct gl_vertex_program *Current; /**< User-bound vertex program */
2052
2053 /** Currently enabled and valid vertex program (including internal
2054 * programs, user-defined vertex programs and GLSL vertex shaders).
2055 * This is the program we must use when rendering.
2056 */
2057 struct gl_vertex_program *_Current;
2058
2059 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2060
2061 /* For GL_NV_vertex_program only: */
2062 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2063 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2064
2065 /** Should fixed-function T&L be implemented with a vertex prog? */
2066 GLboolean _MaintainTnlProgram;
2067
2068 /** Program to emulate fixed-function T&L (see above) */
2069 struct gl_vertex_program *_TnlProgram;
2070
2071 /** Cache of fixed-function programs */
2072 struct gl_program_cache *Cache;
2073
2074 GLboolean _Overriden;
2075 };
2076
2077
2078 /**
2079 * Context state for geometry programs.
2080 */
2081 struct gl_geometry_program_state
2082 {
2083 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2084 GLboolean _Enabled; /**< Enabled and valid program? */
2085 struct gl_geometry_program *Current; /**< user-bound geometry program */
2086
2087 /** Currently enabled and valid program (including internal programs
2088 * and compiled shader programs).
2089 */
2090 struct gl_geometry_program *_Current;
2091
2092 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2093
2094 /** Cache of fixed-function programs */
2095 struct gl_program_cache *Cache;
2096 };
2097
2098 /**
2099 * Context state for fragment programs.
2100 */
2101 struct gl_fragment_program_state
2102 {
2103 GLboolean Enabled; /**< User-set fragment program enable flag */
2104 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2105 struct gl_fragment_program *Current; /**< User-bound fragment program */
2106
2107 /** Currently enabled and valid fragment program (including internal
2108 * programs, user-defined fragment programs and GLSL fragment shaders).
2109 * This is the program we must use when rendering.
2110 */
2111 struct gl_fragment_program *_Current;
2112
2113 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2114
2115 /** Should fixed-function texturing be implemented with a fragment prog? */
2116 GLboolean _MaintainTexEnvProgram;
2117
2118 /** Program to emulate fixed-function texture env/combine (see above) */
2119 struct gl_fragment_program *_TexEnvProgram;
2120
2121 /** Cache of fixed-function programs */
2122 struct gl_program_cache *Cache;
2123 };
2124
2125
2126 /**
2127 * ATI_fragment_shader runtime state
2128 */
2129 #define ATI_FS_INPUT_PRIMARY 0
2130 #define ATI_FS_INPUT_SECONDARY 1
2131
2132 struct atifs_instruction;
2133 struct atifs_setupinst;
2134
2135 /**
2136 * ATI fragment shader
2137 */
2138 struct ati_fragment_shader
2139 {
2140 GLuint Id;
2141 GLint RefCount;
2142 struct atifs_instruction *Instructions[2];
2143 struct atifs_setupinst *SetupInst[2];
2144 GLfloat Constants[8][4];
2145 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2146 GLubyte numArithInstr[2];
2147 GLubyte regsAssigned[2];
2148 GLubyte NumPasses; /**< 1 or 2 */
2149 GLubyte cur_pass;
2150 GLubyte last_optype;
2151 GLboolean interpinp1;
2152 GLboolean isValid;
2153 GLuint swizzlerq;
2154 };
2155
2156 /**
2157 * Context state for GL_ATI_fragment_shader
2158 */
2159 struct gl_ati_fragment_shader_state
2160 {
2161 GLboolean Enabled;
2162 GLboolean _Enabled; /**< enabled and valid shader? */
2163 GLboolean Compiling;
2164 GLfloat GlobalConstants[8][4];
2165 struct ati_fragment_shader *Current;
2166 };
2167
2168
2169 /** Set by #pragma directives */
2170 struct gl_sl_pragmas
2171 {
2172 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2173 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2174 GLboolean Optimize; /**< defaults on */
2175 GLboolean Debug; /**< defaults off */
2176 };
2177
2178
2179 /**
2180 * A GLSL vertex or fragment shader object.
2181 */
2182 struct gl_shader
2183 {
2184 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2185 GLuint Name; /**< AKA the handle */
2186 GLint RefCount; /**< Reference count */
2187 GLboolean DeletePending;
2188 GLboolean CompileStatus;
2189 const GLchar *Source; /**< Source code string */
2190 GLuint SourceChecksum; /**< for debug/logging purposes */
2191 struct gl_program *Program; /**< Post-compile assembly code */
2192 GLchar *InfoLog;
2193 struct gl_sl_pragmas Pragmas;
2194
2195 unsigned Version; /**< GLSL version used for linking */
2196
2197 /**
2198 * \name Sampler tracking
2199 *
2200 * \note Each of these fields is only set post-linking.
2201 */
2202 /*@{*/
2203 unsigned num_samplers; /**< Number of samplers used by this shader. */
2204 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2205 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2206 /*@}*/
2207
2208 /**
2209 * Number of uniform components used by this shader.
2210 *
2211 * This field is only set post-linking.
2212 */
2213 unsigned num_uniform_components;
2214
2215 struct exec_list *ir;
2216 struct glsl_symbol_table *symbols;
2217
2218 /** Shaders containing built-in functions that are used for linking. */
2219 struct gl_shader *builtins_to_link[16];
2220 unsigned num_builtins_to_link;
2221 };
2222
2223
2224 /**
2225 * Shader stages. Note that these will become 5 with tessellation.
2226 * These MUST have the same values as gallium's PIPE_SHADER_*
2227 */
2228 typedef enum
2229 {
2230 MESA_SHADER_VERTEX = 0,
2231 MESA_SHADER_FRAGMENT = 1,
2232 MESA_SHADER_GEOMETRY = 2,
2233 MESA_SHADER_TYPES = 3
2234 } gl_shader_type;
2235
2236
2237 /**
2238 * A GLSL program object.
2239 * Basically a linked collection of vertex and fragment shaders.
2240 */
2241 struct gl_shader_program
2242 {
2243 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2244 GLuint Name; /**< aka handle or ID */
2245 GLint RefCount; /**< Reference count */
2246 GLboolean DeletePending;
2247
2248 /**
2249 * Flags that the linker should not reject the program if it lacks
2250 * a vertex or fragment shader. GLES2 doesn't allow separate
2251 * shader objects, and would reject them. However, we internally
2252 * build separate shader objects for fixed function programs, which
2253 * we use for drivers/common/meta.c and for handling
2254 * _mesa_update_state with no program bound (for example in
2255 * glClear()).
2256 */
2257 GLboolean InternalSeparateShader;
2258
2259 GLuint NumShaders; /**< number of attached shaders */
2260 struct gl_shader **Shaders; /**< List of attached the shaders */
2261
2262 /**
2263 * User-defined attribute bindings
2264 *
2265 * These are set via \c glBindAttribLocation and are used to direct the
2266 * GLSL linker. These are \b not the values used in the compiled shader,
2267 * and they are \b not the values returned by \c glGetAttribLocation.
2268 */
2269 struct string_to_uint_map *AttributeBindings;
2270
2271 /**
2272 * User-defined fragment data bindings
2273 *
2274 * These are set via \c glBindFragDataLocation and are used to direct the
2275 * GLSL linker. These are \b not the values used in the compiled shader,
2276 * and they are \b not the values returned by \c glGetFragDataLocation.
2277 */
2278 struct string_to_uint_map *FragDataBindings;
2279
2280 /**
2281 * Transform feedback varyings last specified by
2282 * glTransformFeedbackVaryings().
2283 *
2284 * For the current set of transform feeedback varyings used for transform
2285 * feedback output, see LinkedTransformFeedback.
2286 */
2287 struct {
2288 GLenum BufferMode;
2289 GLuint NumVarying;
2290 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2291 } TransformFeedback;
2292
2293 /** Post-link transform feedback info. */
2294 struct gl_transform_feedback_info LinkedTransformFeedback;
2295
2296 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2297 enum gl_frag_depth_layout FragDepthLayout;
2298
2299 /** Geometry shader state - copied into gl_geometry_program at link time */
2300 struct {
2301 GLint VerticesOut;
2302 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2303 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2304 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2305 } Geom;
2306
2307 /** Vertex shader state - copied into gl_vertex_program at link time */
2308 struct {
2309 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2310 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2311 0 if not present. */
2312 } Vert;
2313
2314 /* post-link info: */
2315 unsigned NumUserUniformStorage;
2316 struct gl_uniform_storage *UniformStorage;
2317
2318 /**
2319 * Map of active uniform names to locations
2320 *
2321 * Maps any active uniform that is not an array element to a location.
2322 * Each active uniform, including individual structure members will appear
2323 * in this map. This roughly corresponds to the set of names that would be
2324 * enumerated by \c glGetActiveUniform.
2325 */
2326 struct string_to_uint_map *UniformHash;
2327
2328 /**
2329 * Map from sampler unit to texture unit (set by glUniform1i())
2330 *
2331 * A sampler unit is associated with each sampler uniform by the linker.
2332 * The sampler unit associated with each uniform is stored in the
2333 * \c gl_uniform_storage::sampler field.
2334 */
2335 GLubyte SamplerUnits[MAX_SAMPLERS];
2336 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2337 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2338
2339 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2340 GLboolean Validated;
2341 GLboolean _Used; /**< Ever used for drawing? */
2342 GLchar *InfoLog;
2343
2344 unsigned Version; /**< GLSL version used for linking */
2345
2346 /**
2347 * Per-stage shaders resulting from the first stage of linking.
2348 *
2349 * Set of linked shaders for this program. The array is accessed using the
2350 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2351 * \c NULL.
2352 */
2353 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2354 };
2355
2356
2357 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2358 #define GLSL_LOG 0x2 /**< Write shaders to files */
2359 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2360 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2361 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2362 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2363 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2364 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2365
2366
2367 /**
2368 * Context state for GLSL vertex/fragment shaders.
2369 */
2370 struct gl_shader_state
2371 {
2372 /**
2373 * Programs used for rendering
2374 *
2375 * There is a separate program set for each shader stage. If
2376 * GL_EXT_separate_shader_objects is not supported, each of these must point
2377 * to \c NULL or to the same program.
2378 */
2379 struct gl_shader_program *CurrentVertexProgram;
2380 struct gl_shader_program *CurrentGeometryProgram;
2381 struct gl_shader_program *CurrentFragmentProgram;
2382
2383 struct gl_shader_program *_CurrentFragmentProgram;
2384
2385 /**
2386 * Program used by glUniform calls.
2387 *
2388 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2389 */
2390 struct gl_shader_program *ActiveProgram;
2391
2392 GLbitfield Flags; /**< Mask of GLSL_x flags */
2393 };
2394
2395
2396 /**
2397 * Compiler options for a single GLSL shaders type
2398 */
2399 struct gl_shader_compiler_options
2400 {
2401 /** Driver-selectable options: */
2402 GLboolean EmitCondCodes; /**< Use condition codes? */
2403 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2404 GLboolean EmitNoLoops;
2405 GLboolean EmitNoFunctions;
2406 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2407 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2408 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2409 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2410 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2411
2412 /**
2413 * \name Forms of indirect addressing the driver cannot do.
2414 */
2415 /*@{*/
2416 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2417 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2418 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2419 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2420 /*@}*/
2421
2422 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2423 GLuint MaxUnrollIterations;
2424
2425 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2426 };
2427
2428
2429 /**
2430 * Occlusion/timer query object.
2431 */
2432 struct gl_query_object
2433 {
2434 GLenum Target; /**< The query target, when active */
2435 GLuint Id; /**< hash table ID/name */
2436 GLuint64EXT Result; /**< the counter */
2437 GLboolean Active; /**< inside Begin/EndQuery */
2438 GLboolean Ready; /**< result is ready? */
2439 };
2440
2441
2442 /**
2443 * Context state for query objects.
2444 */
2445 struct gl_query_state
2446 {
2447 struct _mesa_HashTable *QueryObjects;
2448 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2449 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2450
2451 /** GL_NV_conditional_render */
2452 struct gl_query_object *CondRenderQuery;
2453
2454 /** GL_EXT_transform_feedback */
2455 struct gl_query_object *PrimitivesGenerated;
2456 struct gl_query_object *PrimitivesWritten;
2457
2458 /** GL_ARB_timer_query */
2459 struct gl_query_object *TimeElapsed;
2460
2461 GLenum CondRenderMode;
2462 };
2463
2464
2465 /** Sync object state */
2466 struct gl_sync_object
2467 {
2468 struct simple_node link;
2469 GLenum Type; /**< GL_SYNC_FENCE */
2470 GLuint Name; /**< Fence name */
2471 GLint RefCount; /**< Reference count */
2472 GLboolean DeletePending; /**< Object was deleted while there were still
2473 * live references (e.g., sync not yet finished)
2474 */
2475 GLenum SyncCondition;
2476 GLbitfield Flags; /**< Flags passed to glFenceSync */
2477 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2478 };
2479
2480
2481 /**
2482 * State which can be shared by multiple contexts:
2483 */
2484 struct gl_shared_state
2485 {
2486 _glthread_Mutex Mutex; /**< for thread safety */
2487 GLint RefCount; /**< Reference count */
2488 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2489 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2490
2491 /** Default texture objects (shared by all texture units) */
2492 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2493
2494 /** Fallback texture used when a bound texture is incomplete */
2495 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2496
2497 /**
2498 * \name Thread safety and statechange notification for texture
2499 * objects.
2500 *
2501 * \todo Improve the granularity of locking.
2502 */
2503 /*@{*/
2504 _glthread_Mutex TexMutex; /**< texobj thread safety */
2505 GLuint TextureStateStamp; /**< state notification for shared tex */
2506 /*@}*/
2507
2508 /** Default buffer object for vertex arrays that aren't in VBOs */
2509 struct gl_buffer_object *NullBufferObj;
2510
2511 /**
2512 * \name Vertex/geometry/fragment programs
2513 */
2514 /*@{*/
2515 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2516 struct gl_vertex_program *DefaultVertexProgram;
2517 struct gl_fragment_program *DefaultFragmentProgram;
2518 struct gl_geometry_program *DefaultGeometryProgram;
2519 /*@}*/
2520
2521 /* GL_ATI_fragment_shader */
2522 struct _mesa_HashTable *ATIShaders;
2523 struct ati_fragment_shader *DefaultFragmentShader;
2524
2525 struct _mesa_HashTable *BufferObjects;
2526
2527 /** Table of both gl_shader and gl_shader_program objects */
2528 struct _mesa_HashTable *ShaderObjects;
2529
2530 /* GL_EXT_framebuffer_object */
2531 struct _mesa_HashTable *RenderBuffers;
2532 struct _mesa_HashTable *FrameBuffers;
2533
2534 /* GL_ARB_sync */
2535 struct simple_node SyncObjects;
2536
2537 /** GL_ARB_sampler_objects */
2538 struct _mesa_HashTable *SamplerObjects;
2539 };
2540
2541
2542
2543 /**
2544 * Renderbuffers represent drawing surfaces such as color, depth and/or
2545 * stencil. A framebuffer object has a set of renderbuffers.
2546 * Drivers will typically derive subclasses of this type.
2547 */
2548 struct gl_renderbuffer
2549 {
2550 _glthread_Mutex Mutex; /**< for thread safety */
2551 GLuint ClassID; /**< Useful for drivers */
2552 GLuint Name;
2553 GLint RefCount;
2554 GLuint Width, Height;
2555 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2556 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2557 GLubyte NumSamples;
2558 GLenum InternalFormat; /**< The user-specified format */
2559 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2560 GL_STENCIL_INDEX. */
2561 gl_format Format; /**< The actual renderbuffer memory format */
2562
2563 /** Delete this renderbuffer */
2564 void (*Delete)(struct gl_renderbuffer *rb);
2565
2566 /** Allocate new storage for this renderbuffer */
2567 GLboolean (*AllocStorage)(struct gl_context *ctx,
2568 struct gl_renderbuffer *rb,
2569 GLenum internalFormat,
2570 GLuint width, GLuint height);
2571 };
2572
2573
2574 /**
2575 * A renderbuffer attachment points to either a texture object (and specifies
2576 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2577 */
2578 struct gl_renderbuffer_attachment
2579 {
2580 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2581 GLboolean Complete;
2582
2583 /**
2584 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2585 * application supplied renderbuffer object.
2586 */
2587 struct gl_renderbuffer *Renderbuffer;
2588
2589 /**
2590 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2591 * supplied texture object.
2592 */
2593 struct gl_texture_object *Texture;
2594 GLuint TextureLevel; /**< Attached mipmap level. */
2595 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2596 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2597 * and 2D array textures */
2598 };
2599
2600
2601 /**
2602 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2603 * In C++ terms, think of this as a base class from which device drivers
2604 * will make derived classes.
2605 */
2606 struct gl_framebuffer
2607 {
2608 _glthread_Mutex Mutex; /**< for thread safety */
2609 /**
2610 * If zero, this is a window system framebuffer. If non-zero, this
2611 * is a FBO framebuffer; note that for some devices (i.e. those with
2612 * a natural pixel coordinate system for FBOs that differs from the
2613 * OpenGL/Mesa coordinate system), this means that the viewport,
2614 * polygon face orientation, and polygon stipple will have to be inverted.
2615 */
2616 GLuint Name;
2617
2618 GLint RefCount;
2619 GLboolean DeletePending;
2620
2621 /**
2622 * The framebuffer's visual. Immutable if this is a window system buffer.
2623 * Computed from attachments if user-made FBO.
2624 */
2625 struct gl_config Visual;
2626
2627 GLboolean Initialized;
2628
2629 GLuint Width, Height; /**< size of frame buffer in pixels */
2630
2631 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2632 /*@{*/
2633 GLint _Xmin, _Xmax; /**< inclusive */
2634 GLint _Ymin, _Ymax; /**< exclusive */
2635 /*@}*/
2636
2637 /** \name Derived Z buffer stuff */
2638 /*@{*/
2639 GLuint _DepthMax; /**< Max depth buffer value */
2640 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2641 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2642 /*@}*/
2643
2644 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2645 GLenum _Status;
2646
2647 /** Integer color values */
2648 GLboolean _IntegerColor;
2649
2650 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2651 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2652
2653 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2654 * attribute group and GL_PIXEL attribute group, respectively.
2655 */
2656 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2657 GLenum ColorReadBuffer;
2658
2659 /** Computed from ColorDraw/ReadBuffer above */
2660 GLuint _NumColorDrawBuffers;
2661 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2662 GLint _ColorReadBufferIndex; /* -1 = None */
2663 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2664 struct gl_renderbuffer *_ColorReadBuffer;
2665
2666 /** Delete this framebuffer */
2667 void (*Delete)(struct gl_framebuffer *fb);
2668 };
2669
2670
2671 /**
2672 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2673 */
2674 struct gl_precision
2675 {
2676 GLushort RangeMin; /**< min value exponent */
2677 GLushort RangeMax; /**< max value exponent */
2678 GLushort Precision; /**< number of mantissa bits */
2679 };
2680
2681
2682 /**
2683 * Limits for vertex, geometry and fragment programs/shaders.
2684 */
2685 struct gl_program_constants
2686 {
2687 /* logical limits */
2688 GLuint MaxInstructions;
2689 GLuint MaxAluInstructions;
2690 GLuint MaxTexInstructions;
2691 GLuint MaxTexIndirections;
2692 GLuint MaxAttribs;
2693 GLuint MaxTemps;
2694 GLuint MaxAddressRegs;
2695 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2696 GLuint MaxParameters;
2697 GLuint MaxLocalParams;
2698 GLuint MaxEnvParams;
2699 /* native/hardware limits */
2700 GLuint MaxNativeInstructions;
2701 GLuint MaxNativeAluInstructions;
2702 GLuint MaxNativeTexInstructions;
2703 GLuint MaxNativeTexIndirections;
2704 GLuint MaxNativeAttribs;
2705 GLuint MaxNativeTemps;
2706 GLuint MaxNativeAddressRegs;
2707 GLuint MaxNativeParameters;
2708 /* For shaders */
2709 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2710 /* ES 2.0 and GL_ARB_ES2_compatibility */
2711 struct gl_precision LowFloat, MediumFloat, HighFloat;
2712 struct gl_precision LowInt, MediumInt, HighInt;
2713 };
2714
2715
2716 /**
2717 * Constants which may be overridden by device driver during context creation
2718 * but are never changed after that.
2719 */
2720 struct gl_constants
2721 {
2722 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2723 GLint MaxTextureLevels; /**< Max mipmap levels. */
2724 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2725 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2726 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2727 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2728 GLuint MaxTextureCoordUnits;
2729 GLuint MaxTextureImageUnits;
2730 GLuint MaxVertexTextureImageUnits;
2731 GLuint MaxCombinedTextureImageUnits;
2732 GLuint MaxGeometryTextureImageUnits;
2733 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2734 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2735 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2736 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2737
2738 GLuint MaxArrayLockSize;
2739
2740 GLint SubPixelBits;
2741
2742 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2743 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2744 GLfloat PointSizeGranularity;
2745 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2746 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2747 GLfloat LineWidthGranularity;
2748
2749 GLuint MaxColorTableSize;
2750
2751 GLuint MaxClipPlanes;
2752 GLuint MaxLights;
2753 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2754 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2755
2756 GLuint MaxViewportWidth, MaxViewportHeight;
2757
2758 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2759 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2760 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2761 GLuint MaxProgramMatrices;
2762 GLuint MaxProgramMatrixStackDepth;
2763
2764 /** vertex array / buffer object bounds checking */
2765 GLboolean CheckArrayBounds;
2766
2767 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2768
2769 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2770 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2771 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2772
2773 /** Number of varying vectors between vertex and fragment shaders */
2774 GLuint MaxVarying;
2775 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2776 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2777
2778 /** GL_ARB_geometry_shader4 */
2779 GLuint MaxGeometryOutputVertices;
2780 GLuint MaxGeometryTotalOutputComponents;
2781
2782 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2783
2784 /**
2785 * Changes default GLSL extension behavior from "error" to "warn". It's out
2786 * of spec, but it can make some apps work that otherwise wouldn't.
2787 */
2788 GLboolean ForceGLSLExtensionsWarn;
2789
2790 /**
2791 * Does the driver support real 32-bit integers? (Otherwise, integers are
2792 * simulated via floats.)
2793 */
2794 GLboolean NativeIntegers;
2795
2796 /**
2797 * If the driver supports real 32-bit integers, what integer value should be
2798 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2799 */
2800 GLuint UniformBooleanTrue;
2801
2802 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2803 GLbitfield SupportedBumpUnits;
2804
2805 /**
2806 * Maximum amount of time, measured in nanseconds, that the server can wait.
2807 */
2808 GLuint64 MaxServerWaitTimeout;
2809
2810 /** GL_EXT_provoking_vertex */
2811 GLboolean QuadsFollowProvokingVertexConvention;
2812
2813 /** OpenGL version 3.0 */
2814 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2815
2816 /** OpenGL version 3.2 */
2817 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2818
2819 /** GL_EXT_transform_feedback */
2820 GLuint MaxTransformFeedbackSeparateAttribs;
2821 GLuint MaxTransformFeedbackSeparateComponents;
2822 GLuint MaxTransformFeedbackInterleavedComponents;
2823
2824 /** GL_EXT_gpu_shader4 */
2825 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2826
2827 /* GL_ARB_robustness */
2828 GLenum ResetStrategy;
2829
2830 /**
2831 * Whether the implementation strips out and ignores texture borders.
2832 *
2833 * Many GPU hardware implementations don't support rendering with texture
2834 * borders and mipmapped textures. (Note: not static border color, but the
2835 * old 1-pixel border around each edge). Implementations then have to do
2836 * slow fallbacks to be correct, or just ignore the border and be fast but
2837 * wrong. Setting the flag strips the border off of TexImage calls,
2838 * providing "fast but wrong" at significantly reduced driver complexity.
2839 *
2840 * Texture borders are deprecated in GL 3.0.
2841 **/
2842 GLboolean StripTextureBorder;
2843
2844 /**
2845 * For drivers which can do a better job at eliminating unused varyings
2846 * and uniforms than the GLSL compiler.
2847 *
2848 * XXX Remove these as soon as a better solution is available.
2849 */
2850 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2851 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2852 };
2853
2854
2855 /**
2856 * Enable flag for each OpenGL extension. Different device drivers will
2857 * enable different extensions at runtime.
2858 */
2859 struct gl_extensions
2860 {
2861 GLboolean dummy; /* don't remove this! */
2862 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2863 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2864 GLboolean ARB_ES2_compatibility;
2865 GLboolean ARB_blend_func_extended;
2866 GLboolean ARB_color_buffer_float;
2867 GLboolean ARB_conservative_depth;
2868 GLboolean ARB_copy_buffer;
2869 GLboolean ARB_depth_buffer_float;
2870 GLboolean ARB_depth_clamp;
2871 GLboolean ARB_depth_texture;
2872 GLboolean ARB_draw_buffers_blend;
2873 GLboolean ARB_draw_elements_base_vertex;
2874 GLboolean ARB_draw_instanced;
2875 GLboolean ARB_fragment_coord_conventions;
2876 GLboolean ARB_fragment_program;
2877 GLboolean ARB_fragment_program_shadow;
2878 GLboolean ARB_fragment_shader;
2879 GLboolean ARB_framebuffer_object;
2880 GLboolean ARB_explicit_attrib_location;
2881 GLboolean ARB_geometry_shader4;
2882 GLboolean ARB_half_float_pixel;
2883 GLboolean ARB_half_float_vertex;
2884 GLboolean ARB_instanced_arrays;
2885 GLboolean ARB_map_buffer_range;
2886 GLboolean ARB_occlusion_query;
2887 GLboolean ARB_occlusion_query2;
2888 GLboolean ARB_point_sprite;
2889 GLboolean ARB_sampler_objects;
2890 GLboolean ARB_seamless_cube_map;
2891 GLboolean ARB_shader_objects;
2892 GLboolean ARB_shader_stencil_export;
2893 GLboolean ARB_shader_texture_lod;
2894 GLboolean ARB_shading_language_100;
2895 GLboolean ARB_shadow;
2896 GLboolean ARB_shadow_ambient;
2897 GLboolean ARB_sync;
2898 GLboolean ARB_texture_border_clamp;
2899 GLboolean ARB_texture_buffer_object;
2900 GLboolean ARB_texture_compression_rgtc;
2901 GLboolean ARB_texture_cube_map;
2902 GLboolean ARB_texture_env_combine;
2903 GLboolean ARB_texture_env_crossbar;
2904 GLboolean ARB_texture_env_dot3;
2905 GLboolean ARB_texture_float;
2906 GLboolean ARB_texture_multisample;
2907 GLboolean ARB_texture_non_power_of_two;
2908 GLboolean ARB_texture_rg;
2909 GLboolean ARB_texture_rgb10_a2ui;
2910 GLboolean ARB_texture_storage;
2911 GLboolean ARB_timer_query;
2912 GLboolean ARB_transform_feedback2;
2913 GLboolean ARB_transpose_matrix;
2914 GLboolean ARB_uniform_buffer_object;
2915 GLboolean ARB_vertex_array_object;
2916 GLboolean ARB_vertex_program;
2917 GLboolean ARB_vertex_shader;
2918 GLboolean ARB_vertex_type_2_10_10_10_rev;
2919 GLboolean ARB_window_pos;
2920 GLboolean EXT_blend_color;
2921 GLboolean EXT_blend_equation_separate;
2922 GLboolean EXT_blend_func_separate;
2923 GLboolean EXT_blend_minmax;
2924 GLboolean EXT_clip_volume_hint;
2925 GLboolean EXT_compiled_vertex_array;
2926 GLboolean EXT_depth_bounds_test;
2927 GLboolean EXT_draw_buffers2;
2928 GLboolean EXT_draw_range_elements;
2929 GLboolean EXT_fog_coord;
2930 GLboolean EXT_framebuffer_blit;
2931 GLboolean EXT_framebuffer_multisample;
2932 GLboolean EXT_framebuffer_object;
2933 GLboolean EXT_framebuffer_sRGB;
2934 GLboolean EXT_gpu_program_parameters;
2935 GLboolean EXT_gpu_shader4;
2936 GLboolean EXT_packed_depth_stencil;
2937 GLboolean EXT_packed_float;
2938 GLboolean EXT_packed_pixels;
2939 GLboolean EXT_pixel_buffer_object;
2940 GLboolean EXT_point_parameters;
2941 GLboolean EXT_provoking_vertex;
2942 GLboolean EXT_rescale_normal;
2943 GLboolean EXT_shadow_funcs;
2944 GLboolean EXT_secondary_color;
2945 GLboolean EXT_separate_shader_objects;
2946 GLboolean EXT_separate_specular_color;
2947 GLboolean EXT_stencil_two_side;
2948 GLboolean EXT_texture3D;
2949 GLboolean EXT_texture_array;
2950 GLboolean EXT_texture_compression_latc;
2951 GLboolean EXT_texture_compression_s3tc;
2952 GLboolean EXT_texture_env_dot3;
2953 GLboolean EXT_texture_filter_anisotropic;
2954 GLboolean EXT_texture_integer;
2955 GLboolean EXT_texture_mirror_clamp;
2956 GLboolean EXT_texture_shared_exponent;
2957 GLboolean EXT_texture_snorm;
2958 GLboolean EXT_texture_sRGB;
2959 GLboolean EXT_texture_sRGB_decode;
2960 GLboolean EXT_texture_swizzle;
2961 GLboolean EXT_transform_feedback;
2962 GLboolean EXT_timer_query;
2963 GLboolean EXT_vertex_array_bgra;
2964 GLboolean OES_standard_derivatives;
2965 /* vendor extensions */
2966 GLboolean AMD_seamless_cubemap_per_texture;
2967 GLboolean APPLE_packed_pixels;
2968 GLboolean APPLE_vertex_array_object;
2969 GLboolean APPLE_object_purgeable;
2970 GLboolean ATI_envmap_bumpmap;
2971 GLboolean ATI_texture_compression_3dc;
2972 GLboolean ATI_texture_mirror_once;
2973 GLboolean ATI_texture_env_combine3;
2974 GLboolean ATI_fragment_shader;
2975 GLboolean ATI_separate_stencil;
2976 GLboolean IBM_rasterpos_clip;
2977 GLboolean IBM_multimode_draw_arrays;
2978 GLboolean MESA_pack_invert;
2979 GLboolean MESA_resize_buffers;
2980 GLboolean MESA_ycbcr_texture;
2981 GLboolean MESA_texture_array;
2982 GLboolean NV_blend_square;
2983 GLboolean NV_conditional_render;
2984 GLboolean NV_fog_distance;
2985 GLboolean NV_fragment_program;
2986 GLboolean NV_fragment_program_option;
2987 GLboolean NV_light_max_exponent;
2988 GLboolean NV_point_sprite;
2989 GLboolean NV_primitive_restart;
2990 GLboolean NV_texture_barrier;
2991 GLboolean NV_texgen_reflection;
2992 GLboolean NV_texture_env_combine4;
2993 GLboolean NV_texture_rectangle;
2994 GLboolean NV_vertex_program;
2995 GLboolean NV_vertex_program1_1;
2996 GLboolean SGIS_texture_lod;
2997 GLboolean TDFX_texture_compression_FXT1;
2998 GLboolean S3_s3tc;
2999 GLboolean OES_EGL_image;
3000 GLboolean OES_draw_texture;
3001 GLboolean OES_EGL_image_external;
3002 GLboolean OES_compressed_ETC1_RGB8_texture;
3003 GLboolean extension_sentinel;
3004 /** The extension string */
3005 const GLubyte *String;
3006 /** Number of supported extensions */
3007 GLuint Count;
3008 };
3009
3010
3011 /**
3012 * A stack of matrices (projection, modelview, color, texture, etc).
3013 */
3014 struct gl_matrix_stack
3015 {
3016 GLmatrix *Top; /**< points into Stack */
3017 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3018 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3019 GLuint MaxDepth; /**< size of Stack[] array */
3020 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3021 };
3022
3023
3024 /**
3025 * \name Bits for image transfer operations
3026 * \sa __struct gl_contextRec::ImageTransferState.
3027 */
3028 /*@{*/
3029 #define IMAGE_SCALE_BIAS_BIT 0x1
3030 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3031 #define IMAGE_MAP_COLOR_BIT 0x4
3032 #define IMAGE_CLAMP_BIT 0x800
3033
3034
3035 /** Pixel Transfer ops */
3036 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3037 IMAGE_SHIFT_OFFSET_BIT | \
3038 IMAGE_MAP_COLOR_BIT)
3039
3040 /**
3041 * \name Bits to indicate what state has changed.
3042 */
3043 /*@{*/
3044 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3045 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3046 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3047 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3048 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3049 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3050 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3051 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3052 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3053 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3054 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3055 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3056 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3057 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3058 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3059 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3060 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3061 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3062 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3063 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3064 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3065 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3066 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3067 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3068 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3069 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3070 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3071 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3072 #define _NEW_BUFFER_OBJECT (1 << 28)
3073 #define _NEW_FRAG_CLAMP (1 << 29)
3074 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3075 #define _NEW_ALL ~0
3076
3077 /**
3078 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3079 * clarity.
3080 */
3081 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3082 /*@}*/
3083
3084
3085 /**
3086 * \name A bunch of flags that we think might be useful to drivers.
3087 *
3088 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3089 */
3090 /*@{*/
3091 #define DD_FLATSHADE 0x1
3092 #define DD_SEPARATE_SPECULAR 0x2
3093 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3094 #define DD_TRI_LIGHT_TWOSIDE 0x8
3095 #define DD_TRI_UNFILLED 0x10
3096 #define DD_TRI_SMOOTH 0x20
3097 #define DD_TRI_STIPPLE 0x40
3098 #define DD_TRI_OFFSET 0x80
3099 #define DD_LINE_SMOOTH 0x100
3100 #define DD_LINE_STIPPLE 0x200
3101 #define DD_POINT_SMOOTH 0x400
3102 #define DD_POINT_ATTEN 0x800
3103 #define DD_TRI_TWOSTENCIL 0x1000
3104 /*@}*/
3105
3106
3107 /**
3108 * \name Define the state changes under which each of these bits might change
3109 */
3110 /*@{*/
3111 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3112 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3113 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3114 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3115 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3116 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3117 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3118 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3119 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3120 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3121 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3122 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3123 #define _DD_NEW_POINT_SIZE _NEW_POINT
3124 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3125 /*@}*/
3126
3127
3128 /**
3129 * Composite state flags
3130 */
3131 /*@{*/
3132 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3133 _NEW_TEXTURE | \
3134 _NEW_POINT | \
3135 _NEW_PROGRAM | \
3136 _NEW_MODELVIEW)
3137 /*@}*/
3138
3139
3140
3141
3142 /* This has to be included here. */
3143 #include "dd.h"
3144
3145
3146 /**
3147 * Display list flags.
3148 * Strictly this is a tnl-private concept, but it doesn't seem
3149 * worthwhile adding a tnl private structure just to hold this one bit
3150 * of information:
3151 */
3152 #define DLIST_DANGLING_REFS 0x1
3153
3154
3155 /** Opaque declaration of display list payload data type */
3156 union gl_dlist_node;
3157
3158
3159 /**
3160 * Provide a location where information about a display list can be
3161 * collected. Could be extended with driverPrivate structures,
3162 * etc. in the future.
3163 */
3164 struct gl_display_list
3165 {
3166 GLuint Name;
3167 GLbitfield Flags; /**< DLIST_x flags */
3168 /** The dlist commands are in a linked list of nodes */
3169 union gl_dlist_node *Head;
3170 };
3171
3172
3173 /**
3174 * State used during display list compilation and execution.
3175 */
3176 struct gl_dlist_state
3177 {
3178 GLuint CallDepth; /**< Current recursion calling depth */
3179
3180 struct gl_display_list *CurrentList; /**< List currently being compiled */
3181 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3182 GLuint CurrentPos; /**< Index into current block of nodes */
3183
3184 GLvertexformat ListVtxfmt;
3185
3186 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3187 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3188
3189 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3190 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3191
3192 GLubyte ActiveIndex;
3193 GLfloat CurrentIndex;
3194
3195 GLubyte ActiveEdgeFlag;
3196 GLboolean CurrentEdgeFlag;
3197
3198 struct {
3199 /* State known to have been set by the currently-compiling display
3200 * list. Used to eliminate some redundant state changes.
3201 */
3202 GLenum ShadeModel;
3203 } Current;
3204 };
3205
3206
3207 /**
3208 * Enum for the OpenGL APIs we know about and may support.
3209 */
3210 typedef enum
3211 {
3212 API_OPENGL,
3213 API_OPENGLES,
3214 API_OPENGLES2
3215 } gl_api;
3216
3217
3218 /**
3219 * Mesa rendering context.
3220 *
3221 * This is the central context data structure for Mesa. Almost all
3222 * OpenGL state is contained in this structure.
3223 * Think of this as a base class from which device drivers will derive
3224 * sub classes.
3225 *
3226 * The struct gl_context typedef names this structure.
3227 */
3228 struct gl_context
3229 {
3230 /** State possibly shared with other contexts in the address space */
3231 struct gl_shared_state *Shared;
3232
3233 /** \name API function pointer tables */
3234 /*@{*/
3235 gl_api API;
3236 struct _glapi_table *Save; /**< Display list save functions */
3237 struct _glapi_table *Exec; /**< Execute functions */
3238 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3239 /*@}*/
3240
3241 struct gl_config Visual;
3242 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3243 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3244 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3245 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3246
3247 /**
3248 * Device driver function pointer table
3249 */
3250 struct dd_function_table Driver;
3251
3252 void *DriverCtx; /**< Points to device driver context/state */
3253
3254 /** Core/Driver constants */
3255 struct gl_constants Const;
3256
3257 /** \name The various 4x4 matrix stacks */
3258 /*@{*/
3259 struct gl_matrix_stack ModelviewMatrixStack;
3260 struct gl_matrix_stack ProjectionMatrixStack;
3261 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3262 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3263 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3264 /*@}*/
3265
3266 /** Combined modelview and projection matrix */
3267 GLmatrix _ModelProjectMatrix;
3268
3269 /** \name Display lists */
3270 struct gl_dlist_state ListState;
3271
3272 GLboolean ExecuteFlag; /**< Execute GL commands? */
3273 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3274
3275 /** Extension information */
3276 struct gl_extensions Extensions;
3277
3278 /** Version info */
3279 GLuint VersionMajor, VersionMinor;
3280 char *VersionString;
3281
3282 /** \name State attribute stack (for glPush/PopAttrib) */
3283 /*@{*/
3284 GLuint AttribStackDepth;
3285 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3286 /*@}*/
3287
3288 /** \name Renderer attribute groups
3289 *
3290 * We define a struct for each attribute group to make pushing and popping
3291 * attributes easy. Also it's a good organization.
3292 */
3293 /*@{*/
3294 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3295 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3296 struct gl_current_attrib Current; /**< Current attributes */
3297 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3298 struct gl_eval_attrib Eval; /**< Eval attributes */
3299 struct gl_fog_attrib Fog; /**< Fog attributes */
3300 struct gl_hint_attrib Hint; /**< Hint attributes */
3301 struct gl_light_attrib Light; /**< Light attributes */
3302 struct gl_line_attrib Line; /**< Line attributes */
3303 struct gl_list_attrib List; /**< List attributes */
3304 struct gl_multisample_attrib Multisample;
3305 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3306 struct gl_point_attrib Point; /**< Point attributes */
3307 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3308 GLuint PolygonStipple[32]; /**< Polygon stipple */
3309 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3310 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3311 struct gl_texture_attrib Texture; /**< Texture attributes */
3312 struct gl_transform_attrib Transform; /**< Transformation attributes */
3313 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3314 /*@}*/
3315
3316 /** \name Client attribute stack */
3317 /*@{*/
3318 GLuint ClientAttribStackDepth;
3319 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3320 /*@}*/
3321
3322 /** \name Client attribute groups */
3323 /*@{*/
3324 struct gl_array_attrib Array; /**< Vertex arrays */
3325 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3326 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3327 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3328 /*@}*/
3329
3330 /** \name Other assorted state (not pushed/popped on attribute stack) */
3331 /*@{*/
3332 struct gl_pixelmaps PixelMaps;
3333
3334 struct gl_evaluators EvalMap; /**< All evaluators */
3335 struct gl_feedback Feedback; /**< Feedback */
3336 struct gl_selection Select; /**< Selection */
3337
3338 struct gl_program_state Program; /**< general program state */
3339 struct gl_vertex_program_state VertexProgram;
3340 struct gl_fragment_program_state FragmentProgram;
3341 struct gl_geometry_program_state GeometryProgram;
3342 struct gl_ati_fragment_shader_state ATIFragmentShader;
3343
3344 struct gl_shader_state Shader; /**< GLSL shader object state */
3345 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3346
3347 struct gl_query_state Query; /**< occlusion, timer queries */
3348
3349 struct gl_transform_feedback_state TransformFeedback;
3350
3351 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3352 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3353 /*@}*/
3354
3355 struct gl_meta_state *Meta; /**< for "meta" operations */
3356
3357 /* GL_EXT_framebuffer_object */
3358 struct gl_renderbuffer *CurrentRenderbuffer;
3359
3360 GLenum ErrorValue; /**< Last error code */
3361
3362 /* GL_ARB_robustness */
3363 GLenum ResetStatus;
3364
3365 /**
3366 * Recognize and silence repeated error debug messages in buggy apps.
3367 */
3368 const char *ErrorDebugFmtString;
3369 GLuint ErrorDebugCount;
3370
3371 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3372 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3373
3374 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3375
3376 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3377
3378 /** \name Derived state */
3379 /*@{*/
3380 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3381 * state validation so they need to always be current.
3382 */
3383 GLbitfield _TriangleCaps;
3384 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3385 GLfloat _EyeZDir[3];
3386 GLfloat _ModelViewInvScale;
3387 GLboolean _NeedEyeCoords;
3388 GLboolean _ForceEyeCoords;
3389
3390 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3391
3392 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3393 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3394 /**@}*/
3395
3396 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3397
3398 /** \name For debugging/development only */
3399 /*@{*/
3400 GLboolean FirstTimeCurrent;
3401 /*@}*/
3402
3403 /** software compression/decompression supported or not */
3404 GLboolean Mesa_DXTn;
3405
3406 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3407
3408 /**
3409 * Use dp4 (rather than mul/mad) instructions for position
3410 * transformation?
3411 */
3412 GLboolean mvp_with_dp4;
3413
3414 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3415
3416 /**
3417 * \name Hooks for module contexts.
3418 *
3419 * These will eventually live in the driver or elsewhere.
3420 */
3421 /*@{*/
3422 void *swrast_context;
3423 void *swsetup_context;
3424 void *swtnl_context;
3425 void *swtnl_im;
3426 struct st_context *st;
3427 void *aelt_context;
3428 /*@}*/
3429 };
3430
3431
3432 #ifdef DEBUG
3433 extern int MESA_VERBOSE;
3434 extern int MESA_DEBUG_FLAGS;
3435 # define MESA_FUNCTION __FUNCTION__
3436 #else
3437 # define MESA_VERBOSE 0
3438 # define MESA_DEBUG_FLAGS 0
3439 # define MESA_FUNCTION "a function"
3440 # ifndef NDEBUG
3441 # define NDEBUG
3442 # endif
3443 #endif
3444
3445
3446 /** The MESA_VERBOSE var is a bitmask of these flags */
3447 enum _verbose
3448 {
3449 VERBOSE_VARRAY = 0x0001,
3450 VERBOSE_TEXTURE = 0x0002,
3451 VERBOSE_MATERIAL = 0x0004,
3452 VERBOSE_PIPELINE = 0x0008,
3453 VERBOSE_DRIVER = 0x0010,
3454 VERBOSE_STATE = 0x0020,
3455 VERBOSE_API = 0x0040,
3456 VERBOSE_DISPLAY_LIST = 0x0100,
3457 VERBOSE_LIGHTING = 0x0200,
3458 VERBOSE_PRIMS = 0x0400,
3459 VERBOSE_VERTS = 0x0800,
3460 VERBOSE_DISASSEM = 0x1000,
3461 VERBOSE_DRAW = 0x2000,
3462 VERBOSE_SWAPBUFFERS = 0x4000
3463 };
3464
3465
3466 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3467 enum _debug
3468 {
3469 DEBUG_ALWAYS_FLUSH = 0x1
3470 };
3471
3472
3473
3474 #ifdef __cplusplus
3475 }
3476 #endif
3477
3478 #endif /* MTYPES_H */