glsl: add gl_BoundingBox and associated varying slots
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 case VARYING_SLOT_BOUNDING_BOX0:
114 case VARYING_SLOT_BOUNDING_BOX1:
115 return GL_FALSE;
116 default:
117 return GL_TRUE;
118 }
119 }
120
121 /**
122 * Indexes for all renderbuffers
123 */
124 typedef enum
125 {
126 /* the four standard color buffers */
127 BUFFER_FRONT_LEFT,
128 BUFFER_BACK_LEFT,
129 BUFFER_FRONT_RIGHT,
130 BUFFER_BACK_RIGHT,
131 BUFFER_DEPTH,
132 BUFFER_STENCIL,
133 BUFFER_ACCUM,
134 /* optional aux buffer */
135 BUFFER_AUX0,
136 /* generic renderbuffers */
137 BUFFER_COLOR0,
138 BUFFER_COLOR1,
139 BUFFER_COLOR2,
140 BUFFER_COLOR3,
141 BUFFER_COLOR4,
142 BUFFER_COLOR5,
143 BUFFER_COLOR6,
144 BUFFER_COLOR7,
145 BUFFER_COUNT
146 } gl_buffer_index;
147
148 /**
149 * Bit flags for all renderbuffers
150 */
151 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
152 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
153 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
154 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
155 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
156 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
157 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
158 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
159 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
160 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
161 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
162 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
163 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
164 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
165 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
166 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
167 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
168 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
169 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
170
171 /**
172 * Mask of all the color buffer bits (but not accum).
173 */
174 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
175 BUFFER_BIT_BACK_LEFT | \
176 BUFFER_BIT_FRONT_RIGHT | \
177 BUFFER_BIT_BACK_RIGHT | \
178 BUFFER_BIT_AUX0 | \
179 BUFFER_BIT_COLOR0 | \
180 BUFFER_BIT_COLOR1 | \
181 BUFFER_BIT_COLOR2 | \
182 BUFFER_BIT_COLOR3 | \
183 BUFFER_BIT_COLOR4 | \
184 BUFFER_BIT_COLOR5 | \
185 BUFFER_BIT_COLOR6 | \
186 BUFFER_BIT_COLOR7)
187
188 /**
189 * Framebuffer configuration (aka visual / pixelformat)
190 * Note: some of these fields should be boolean, but it appears that
191 * code in drivers/dri/common/util.c requires int-sized fields.
192 */
193 struct gl_config
194 {
195 GLboolean rgbMode;
196 GLboolean floatMode;
197 GLuint doubleBufferMode;
198 GLuint stereoMode;
199
200 GLboolean haveAccumBuffer;
201 GLboolean haveDepthBuffer;
202 GLboolean haveStencilBuffer;
203
204 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
205 GLuint redMask, greenMask, blueMask, alphaMask;
206 GLint rgbBits; /* total bits for rgb */
207 GLint indexBits; /* total bits for colorindex */
208
209 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
210 GLint depthBits;
211 GLint stencilBits;
212
213 GLint numAuxBuffers;
214
215 GLint level;
216
217 /* EXT_visual_rating / GLX 1.2 */
218 GLint visualRating;
219
220 /* EXT_visual_info / GLX 1.2 */
221 GLint transparentPixel;
222 /* colors are floats scaled to ints */
223 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
224 GLint transparentIndex;
225
226 /* ARB_multisample / SGIS_multisample */
227 GLint sampleBuffers;
228 GLint samples;
229
230 /* SGIX_pbuffer / GLX 1.3 */
231 GLint maxPbufferWidth;
232 GLint maxPbufferHeight;
233 GLint maxPbufferPixels;
234 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
235 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
236
237 /* OML_swap_method */
238 GLint swapMethod;
239
240 /* EXT_texture_from_pixmap */
241 GLint bindToTextureRgb;
242 GLint bindToTextureRgba;
243 GLint bindToMipmapTexture;
244 GLint bindToTextureTargets;
245 GLint yInverted;
246
247 /* EXT_framebuffer_sRGB */
248 GLint sRGBCapable;
249 };
250
251
252 /**
253 * \name Bit flags used for updating material values.
254 */
255 /*@{*/
256 #define MAT_ATTRIB_FRONT_AMBIENT 0
257 #define MAT_ATTRIB_BACK_AMBIENT 1
258 #define MAT_ATTRIB_FRONT_DIFFUSE 2
259 #define MAT_ATTRIB_BACK_DIFFUSE 3
260 #define MAT_ATTRIB_FRONT_SPECULAR 4
261 #define MAT_ATTRIB_BACK_SPECULAR 5
262 #define MAT_ATTRIB_FRONT_EMISSION 6
263 #define MAT_ATTRIB_BACK_EMISSION 7
264 #define MAT_ATTRIB_FRONT_SHININESS 8
265 #define MAT_ATTRIB_BACK_SHININESS 9
266 #define MAT_ATTRIB_FRONT_INDEXES 10
267 #define MAT_ATTRIB_BACK_INDEXES 11
268 #define MAT_ATTRIB_MAX 12
269
270 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
271 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
272 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
273 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
274 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
275 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
276
277 #define MAT_INDEX_AMBIENT 0
278 #define MAT_INDEX_DIFFUSE 1
279 #define MAT_INDEX_SPECULAR 2
280
281 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
282 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
283 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
284 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
285 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
286 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
287 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
288 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
289 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
290 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
291 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
292 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
293
294
295 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
296 MAT_BIT_FRONT_AMBIENT | \
297 MAT_BIT_FRONT_DIFFUSE | \
298 MAT_BIT_FRONT_SPECULAR | \
299 MAT_BIT_FRONT_SHININESS | \
300 MAT_BIT_FRONT_INDEXES)
301
302 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
303 MAT_BIT_BACK_AMBIENT | \
304 MAT_BIT_BACK_DIFFUSE | \
305 MAT_BIT_BACK_SPECULAR | \
306 MAT_BIT_BACK_SHININESS | \
307 MAT_BIT_BACK_INDEXES)
308
309 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
310 /*@}*/
311
312
313 /**
314 * Material state.
315 */
316 struct gl_material
317 {
318 GLfloat Attrib[MAT_ATTRIB_MAX][4];
319 };
320
321
322 /**
323 * Light state flags.
324 */
325 /*@{*/
326 #define LIGHT_SPOT 0x1
327 #define LIGHT_LOCAL_VIEWER 0x2
328 #define LIGHT_POSITIONAL 0x4
329 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
330 /*@}*/
331
332
333 /**
334 * Light source state.
335 */
336 struct gl_light
337 {
338 GLfloat Ambient[4]; /**< ambient color */
339 GLfloat Diffuse[4]; /**< diffuse color */
340 GLfloat Specular[4]; /**< specular color */
341 GLfloat EyePosition[4]; /**< position in eye coordinates */
342 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
343 GLfloat SpotExponent;
344 GLfloat SpotCutoff; /**< in degrees */
345 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
346 GLfloat ConstantAttenuation;
347 GLfloat LinearAttenuation;
348 GLfloat QuadraticAttenuation;
349 GLboolean Enabled; /**< On/off flag */
350
351 /**
352 * \name Derived fields
353 */
354 /*@{*/
355 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
356
357 GLfloat _Position[4]; /**< position in eye/obj coordinates */
358 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
359 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
360 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
361 GLfloat _VP_inf_spot_attenuation;
362
363 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
364 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
365 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
366 /*@}*/
367 };
368
369
370 /**
371 * Light model state.
372 */
373 struct gl_lightmodel
374 {
375 GLfloat Ambient[4]; /**< ambient color */
376 GLboolean LocalViewer; /**< Local (or infinite) view point? */
377 GLboolean TwoSide; /**< Two (or one) sided lighting? */
378 GLenum ColorControl; /**< either GL_SINGLE_COLOR
379 * or GL_SEPARATE_SPECULAR_COLOR */
380 };
381
382
383 /**
384 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
385 */
386 struct gl_accum_attrib
387 {
388 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
389 };
390
391
392 /**
393 * Used for storing clear color, texture border color, etc.
394 * The float values are typically unclamped.
395 */
396 union gl_color_union
397 {
398 GLfloat f[4];
399 GLint i[4];
400 GLuint ui[4];
401 };
402
403
404 /**
405 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
406 */
407 struct gl_colorbuffer_attrib
408 {
409 GLuint ClearIndex; /**< Index for glClear */
410 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
411 GLuint IndexMask; /**< Color index write mask */
412 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
413
414 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
415
416 /**
417 * \name alpha testing
418 */
419 /*@{*/
420 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
421 GLenum AlphaFunc; /**< Alpha test function */
422 GLfloat AlphaRefUnclamped;
423 GLclampf AlphaRef; /**< Alpha reference value */
424 /*@}*/
425
426 /**
427 * \name Blending
428 */
429 /*@{*/
430 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
431
432 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
433 * control, only on the fixed-pointness of the render target.
434 * The query does however depend on fragment color clamping.
435 */
436 GLfloat BlendColorUnclamped[4]; /**< Blending color */
437 GLfloat BlendColor[4]; /**< Blending color */
438
439 struct
440 {
441 GLenum SrcRGB; /**< RGB blend source term */
442 GLenum DstRGB; /**< RGB blend dest term */
443 GLenum SrcA; /**< Alpha blend source term */
444 GLenum DstA; /**< Alpha blend dest term */
445 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
446 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
447 /**
448 * Set if any blend factor uses SRC1. Computed at the time blend factors
449 * get set.
450 */
451 GLboolean _UsesDualSrc;
452 } Blend[MAX_DRAW_BUFFERS];
453 /** Are the blend func terms currently different for each buffer/target? */
454 GLboolean _BlendFuncPerBuffer;
455 /** Are the blend equations currently different for each buffer/target? */
456 GLboolean _BlendEquationPerBuffer;
457
458 /**
459 * Which advanced blending mode is in use (or BLEND_NONE).
460 *
461 * KHR_blend_equation_advanced only allows advanced blending with a single
462 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
463 * requires all draw buffers to match, so we only need a single value.
464 */
465 enum gl_advanced_blend_mode _AdvancedBlendMode;
466
467 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
468 bool BlendCoherent;
469 /*@}*/
470
471 /**
472 * \name Logic op
473 */
474 /*@{*/
475 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
476 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
477 GLenum LogicOp; /**< Logic operator */
478
479 /*@}*/
480
481 GLboolean DitherFlag; /**< Dither enable flag */
482
483 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
484 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
485 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
486
487 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
488 };
489
490
491 /**
492 * Current attribute group (GL_CURRENT_BIT).
493 */
494 struct gl_current_attrib
495 {
496 /**
497 * \name Current vertex attributes (color, texcoords, etc).
498 * \note Values are valid only after FLUSH_VERTICES has been called.
499 * \note Index and Edgeflag current values are stored as floats in the
500 * SIX and SEVEN attribute slots.
501 * \note We need double storage for 64-bit vertex attributes
502 */
503 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
504
505 /**
506 * \name Current raster position attributes (always up to date after a
507 * glRasterPos call).
508 */
509 GLfloat RasterPos[4];
510 GLfloat RasterDistance;
511 GLfloat RasterColor[4];
512 GLfloat RasterSecondaryColor[4];
513 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
514 GLboolean RasterPosValid;
515 };
516
517
518 /**
519 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
520 */
521 struct gl_depthbuffer_attrib
522 {
523 GLenum Func; /**< Function for depth buffer compare */
524 GLclampd Clear; /**< Value to clear depth buffer to */
525 GLboolean Test; /**< Depth buffering enabled flag */
526 GLboolean Mask; /**< Depth buffer writable? */
527 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
528 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
529 };
530
531
532 /**
533 * Evaluator attribute group (GL_EVAL_BIT).
534 */
535 struct gl_eval_attrib
536 {
537 /**
538 * \name Enable bits
539 */
540 /*@{*/
541 GLboolean Map1Color4;
542 GLboolean Map1Index;
543 GLboolean Map1Normal;
544 GLboolean Map1TextureCoord1;
545 GLboolean Map1TextureCoord2;
546 GLboolean Map1TextureCoord3;
547 GLboolean Map1TextureCoord4;
548 GLboolean Map1Vertex3;
549 GLboolean Map1Vertex4;
550 GLboolean Map2Color4;
551 GLboolean Map2Index;
552 GLboolean Map2Normal;
553 GLboolean Map2TextureCoord1;
554 GLboolean Map2TextureCoord2;
555 GLboolean Map2TextureCoord3;
556 GLboolean Map2TextureCoord4;
557 GLboolean Map2Vertex3;
558 GLboolean Map2Vertex4;
559 GLboolean AutoNormal;
560 /*@}*/
561
562 /**
563 * \name Map Grid endpoints and divisions and calculated du values
564 */
565 /*@{*/
566 GLint MapGrid1un;
567 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
568 GLint MapGrid2un, MapGrid2vn;
569 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
570 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
571 /*@}*/
572 };
573
574
575 /**
576 * Fog attribute group (GL_FOG_BIT).
577 */
578 struct gl_fog_attrib
579 {
580 GLboolean Enabled; /**< Fog enabled flag */
581 GLboolean ColorSumEnabled;
582 GLfloat ColorUnclamped[4]; /**< Fog color */
583 GLfloat Color[4]; /**< Fog color */
584 GLfloat Density; /**< Density >= 0.0 */
585 GLfloat Start; /**< Start distance in eye coords */
586 GLfloat End; /**< End distance in eye coords */
587 GLfloat Index; /**< Fog index */
588 GLenum Mode; /**< Fog mode */
589 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
590 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
591 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
592 };
593
594
595 /**
596 * Hint attribute group (GL_HINT_BIT).
597 *
598 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
599 */
600 struct gl_hint_attrib
601 {
602 GLenum PerspectiveCorrection;
603 GLenum PointSmooth;
604 GLenum LineSmooth;
605 GLenum PolygonSmooth;
606 GLenum Fog;
607 GLenum TextureCompression; /**< GL_ARB_texture_compression */
608 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
609 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
610 };
611
612
613 /**
614 * Lighting attribute group (GL_LIGHT_BIT).
615 */
616 struct gl_light_attrib
617 {
618 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
619 struct gl_lightmodel Model; /**< Lighting model */
620
621 /**
622 * Front and back material values.
623 * Note: must call FLUSH_VERTICES() before using.
624 */
625 struct gl_material Material;
626
627 GLboolean Enabled; /**< Lighting enabled flag */
628 GLboolean ColorMaterialEnabled;
629
630 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
631 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
632 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
633 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
634 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
635
636
637 GLboolean _ClampVertexColor;
638 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
639
640 /**
641 * Derived state for optimizations:
642 */
643 /*@{*/
644 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
645
646 GLboolean _NeedEyeCoords;
647 GLboolean _NeedVertices; /**< Use fast shader? */
648
649 GLfloat _BaseColor[2][3];
650 /*@}*/
651 };
652
653
654 /**
655 * Line attribute group (GL_LINE_BIT).
656 */
657 struct gl_line_attrib
658 {
659 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
660 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
661 GLushort StipplePattern; /**< Stipple pattern */
662 GLint StippleFactor; /**< Stipple repeat factor */
663 GLfloat Width; /**< Line width */
664 };
665
666
667 /**
668 * Display list attribute group (GL_LIST_BIT).
669 */
670 struct gl_list_attrib
671 {
672 GLuint ListBase;
673 };
674
675
676 /**
677 * Multisample attribute group (GL_MULTISAMPLE_BIT).
678 */
679 struct gl_multisample_attrib
680 {
681 GLboolean Enabled;
682 GLboolean SampleAlphaToCoverage;
683 GLboolean SampleAlphaToOne;
684 GLboolean SampleCoverage;
685 GLboolean SampleCoverageInvert;
686 GLboolean SampleShading;
687
688 /* ARB_texture_multisample / GL3.2 additions */
689 GLboolean SampleMask;
690
691 GLfloat SampleCoverageValue;
692 GLfloat MinSampleShadingValue;
693
694 /** The GL spec defines this as an array but >32x MSAA is madness */
695 GLbitfield SampleMaskValue;
696 };
697
698
699 /**
700 * A pixelmap (see glPixelMap)
701 */
702 struct gl_pixelmap
703 {
704 GLint Size;
705 GLfloat Map[MAX_PIXEL_MAP_TABLE];
706 };
707
708
709 /**
710 * Collection of all pixelmaps
711 */
712 struct gl_pixelmaps
713 {
714 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
715 struct gl_pixelmap GtoG;
716 struct gl_pixelmap BtoB;
717 struct gl_pixelmap AtoA;
718 struct gl_pixelmap ItoR;
719 struct gl_pixelmap ItoG;
720 struct gl_pixelmap ItoB;
721 struct gl_pixelmap ItoA;
722 struct gl_pixelmap ItoI;
723 struct gl_pixelmap StoS;
724 };
725
726
727 /**
728 * Pixel attribute group (GL_PIXEL_MODE_BIT).
729 */
730 struct gl_pixel_attrib
731 {
732 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
733
734 /*--- Begin Pixel Transfer State ---*/
735 /* Fields are in the order in which they're applied... */
736
737 /** Scale & Bias (index shift, offset) */
738 /*@{*/
739 GLfloat RedBias, RedScale;
740 GLfloat GreenBias, GreenScale;
741 GLfloat BlueBias, BlueScale;
742 GLfloat AlphaBias, AlphaScale;
743 GLfloat DepthBias, DepthScale;
744 GLint IndexShift, IndexOffset;
745 /*@}*/
746
747 /* Pixel Maps */
748 /* Note: actual pixel maps are not part of this attrib group */
749 GLboolean MapColorFlag;
750 GLboolean MapStencilFlag;
751
752 /*--- End Pixel Transfer State ---*/
753
754 /** glPixelZoom */
755 GLfloat ZoomX, ZoomY;
756 };
757
758
759 /**
760 * Point attribute group (GL_POINT_BIT).
761 */
762 struct gl_point_attrib
763 {
764 GLfloat Size; /**< User-specified point size */
765 GLfloat Params[3]; /**< GL_EXT_point_parameters */
766 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
767 GLfloat Threshold; /**< GL_EXT_point_parameters */
768 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
769 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
770 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
771 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
772 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
773 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
774 };
775
776
777 /**
778 * Polygon attribute group (GL_POLYGON_BIT).
779 */
780 struct gl_polygon_attrib
781 {
782 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
783 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
784 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
785 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
786 GLboolean CullFlag; /**< Culling on/off flag */
787 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
788 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
789 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
790 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
791 GLfloat OffsetUnits; /**< Polygon offset units, from user */
792 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
793 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
794 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
795 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
796 };
797
798
799 /**
800 * Scissor attributes (GL_SCISSOR_BIT).
801 */
802 struct gl_scissor_rect
803 {
804 GLint X, Y; /**< Lower left corner of box */
805 GLsizei Width, Height; /**< Size of box */
806 };
807 struct gl_scissor_attrib
808 {
809 GLbitfield EnableFlags; /**< Scissor test enabled? */
810 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
811 GLint NumWindowRects; /**< Count of enabled window rectangles */
812 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
813 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
814 };
815
816
817 /**
818 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
819 *
820 * Three sets of stencil data are tracked so that OpenGL 2.0,
821 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
822 * simultaneously. In each of the stencil state arrays, element 0 corresponds
823 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
824 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
825 * GL_EXT_stencil_two_side GL_BACK state.
826 *
827 * The derived value \c _BackFace is either 1 or 2 depending on whether or
828 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
829 *
830 * The derived value \c _TestTwoSide is set when the front-face and back-face
831 * stencil state are different.
832 */
833 struct gl_stencil_attrib
834 {
835 GLboolean Enabled; /**< Enabled flag */
836 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
837 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
838 GLboolean _Enabled; /**< Enabled and stencil buffer present */
839 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
840 GLboolean _TestTwoSide;
841 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
842 GLenum Function[3]; /**< Stencil function */
843 GLenum FailFunc[3]; /**< Fail function */
844 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
845 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
846 GLint Ref[3]; /**< Reference value */
847 GLuint ValueMask[3]; /**< Value mask */
848 GLuint WriteMask[3]; /**< Write mask */
849 GLuint Clear; /**< Clear value */
850 };
851
852
853 /**
854 * An index for each type of texture object. These correspond to the GL
855 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
856 * Note: the order is from highest priority to lowest priority.
857 */
858 typedef enum
859 {
860 TEXTURE_2D_MULTISAMPLE_INDEX,
861 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
862 TEXTURE_CUBE_ARRAY_INDEX,
863 TEXTURE_BUFFER_INDEX,
864 TEXTURE_2D_ARRAY_INDEX,
865 TEXTURE_1D_ARRAY_INDEX,
866 TEXTURE_EXTERNAL_INDEX,
867 TEXTURE_CUBE_INDEX,
868 TEXTURE_3D_INDEX,
869 TEXTURE_RECT_INDEX,
870 TEXTURE_2D_INDEX,
871 TEXTURE_1D_INDEX,
872 NUM_TEXTURE_TARGETS
873 } gl_texture_index;
874
875
876 /**
877 * Bit flags for each type of texture object
878 */
879 /*@{*/
880 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
881 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
882 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
883 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
884 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
885 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
886 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
887 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
888 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
889 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
890 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
891 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
892 /*@}*/
893
894
895 /**
896 * Texture image state. Drivers will typically create a subclass of this
897 * with extra fields for memory buffers, etc.
898 */
899 struct gl_texture_image
900 {
901 GLint InternalFormat; /**< Internal format as given by the user */
902 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
903 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
904 * GL_INTENSITY, GL_DEPTH_COMPONENT or
905 * GL_DEPTH_STENCIL_EXT only. Used for
906 * choosing TexEnv arithmetic.
907 */
908 mesa_format TexFormat; /**< The actual texture memory format */
909
910 GLuint Border; /**< 0 or 1 */
911 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
912 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
913 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
914 GLuint Width2; /**< = Width - 2*Border */
915 GLuint Height2; /**< = Height - 2*Border */
916 GLuint Depth2; /**< = Depth - 2*Border */
917 GLuint WidthLog2; /**< = log2(Width2) */
918 GLuint HeightLog2; /**< = log2(Height2) */
919 GLuint DepthLog2; /**< = log2(Depth2) */
920 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
921 levels, computed from the dimensions */
922
923 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
924 GLuint Level; /**< Which mipmap level am I? */
925 /** Cube map face: index into gl_texture_object::Image[] array */
926 GLuint Face;
927
928 /** GL_ARB_texture_multisample */
929 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
930 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
931 };
932
933
934 /**
935 * Indexes for cube map faces.
936 */
937 typedef enum
938 {
939 FACE_POS_X = 0,
940 FACE_NEG_X = 1,
941 FACE_POS_Y = 2,
942 FACE_NEG_Y = 3,
943 FACE_POS_Z = 4,
944 FACE_NEG_Z = 5,
945 MAX_FACES = 6
946 } gl_face_index;
947
948
949 /**
950 * Sampler object state. These objects are new with GL_ARB_sampler_objects
951 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
952 */
953 struct gl_sampler_object
954 {
955 mtx_t Mutex;
956 GLuint Name;
957 GLint RefCount;
958 GLchar *Label; /**< GL_KHR_debug */
959
960 GLenum WrapS; /**< S-axis texture image wrap mode */
961 GLenum WrapT; /**< T-axis texture image wrap mode */
962 GLenum WrapR; /**< R-axis texture image wrap mode */
963 GLenum MinFilter; /**< minification filter */
964 GLenum MagFilter; /**< magnification filter */
965 union gl_color_union BorderColor; /**< Interpreted according to texture format */
966 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
967 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
968 GLfloat LodBias; /**< OpenGL 1.4 */
969 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
970 GLenum CompareMode; /**< GL_ARB_shadow */
971 GLenum CompareFunc; /**< GL_ARB_shadow */
972 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
973 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
974 };
975
976
977 /**
978 * Texture object state. Contains the array of mipmap images, border color,
979 * wrap modes, filter modes, and shadow/texcompare state.
980 */
981 struct gl_texture_object
982 {
983 mtx_t Mutex; /**< for thread safety */
984 GLint RefCount; /**< reference count */
985 GLuint Name; /**< the user-visible texture object ID */
986 GLchar *Label; /**< GL_KHR_debug */
987 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
988 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
989 Only valid when Target is valid. */
990
991 struct gl_sampler_object Sampler;
992
993 GLenum DepthMode; /**< GL_ARB_depth_texture */
994 bool StencilSampling; /**< Should we sample stencil instead of depth? */
995
996 GLfloat Priority; /**< in [0,1] */
997 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
998 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
999 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1000 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1001 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1002 GLint CropRect[4]; /**< GL_OES_draw_texture */
1003 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1004 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1005 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1006 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1007 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1008 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1009 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1010 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1011 pressure? */
1012 GLboolean Immutable; /**< GL_ARB_texture_storage */
1013 GLboolean _IsFloat; /**< GL_OES_float_texture */
1014 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1015
1016 GLuint MinLevel; /**< GL_ARB_texture_view */
1017 GLuint MinLayer; /**< GL_ARB_texture_view */
1018 GLuint NumLevels; /**< GL_ARB_texture_view */
1019 GLuint NumLayers; /**< GL_ARB_texture_view */
1020
1021 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1022 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1023
1024 /** GL_ARB_texture_buffer_object */
1025 struct gl_buffer_object *BufferObject;
1026 GLenum BufferObjectFormat;
1027 /** Equivalent Mesa format for BufferObjectFormat. */
1028 mesa_format _BufferObjectFormat;
1029 /** GL_ARB_texture_buffer_range */
1030 GLintptr BufferOffset;
1031 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1032
1033 /** GL_OES_EGL_image_external */
1034 GLint RequiredTextureImageUnits;
1035
1036 /** GL_ARB_shader_image_load_store */
1037 GLenum ImageFormatCompatibilityType;
1038 };
1039
1040
1041 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1042 #define MAX_COMBINER_TERMS 4
1043
1044
1045 /**
1046 * Texture combine environment state.
1047 */
1048 struct gl_tex_env_combine_state
1049 {
1050 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1051 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1052 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1053 GLenum SourceRGB[MAX_COMBINER_TERMS];
1054 GLenum SourceA[MAX_COMBINER_TERMS];
1055 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1056 GLenum OperandRGB[MAX_COMBINER_TERMS];
1057 GLenum OperandA[MAX_COMBINER_TERMS];
1058 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1059 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1060 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1061 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1062 };
1063
1064
1065 /**
1066 * TexGenEnabled flags.
1067 */
1068 /*@{*/
1069 #define S_BIT 1
1070 #define T_BIT 2
1071 #define R_BIT 4
1072 #define Q_BIT 8
1073 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1074 /*@}*/
1075
1076
1077 /**
1078 * Bit flag versions of the corresponding GL_ constants.
1079 */
1080 /*@{*/
1081 #define TEXGEN_SPHERE_MAP 0x1
1082 #define TEXGEN_OBJ_LINEAR 0x2
1083 #define TEXGEN_EYE_LINEAR 0x4
1084 #define TEXGEN_REFLECTION_MAP_NV 0x8
1085 #define TEXGEN_NORMAL_MAP_NV 0x10
1086
1087 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1088 TEXGEN_REFLECTION_MAP_NV | \
1089 TEXGEN_NORMAL_MAP_NV)
1090 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1091 TEXGEN_REFLECTION_MAP_NV | \
1092 TEXGEN_NORMAL_MAP_NV | \
1093 TEXGEN_EYE_LINEAR)
1094 /*@}*/
1095
1096
1097
1098 /** Tex-gen enabled for texture unit? */
1099 #define ENABLE_TEXGEN(unit) (1 << (unit))
1100
1101 /** Non-identity texture matrix for texture unit? */
1102 #define ENABLE_TEXMAT(unit) (1 << (unit))
1103
1104
1105 /**
1106 * Texture coord generation state.
1107 */
1108 struct gl_texgen
1109 {
1110 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1111 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1112 GLfloat ObjectPlane[4];
1113 GLfloat EyePlane[4];
1114 };
1115
1116
1117 /**
1118 * Texture unit state. Contains enable flags, texture environment/function/
1119 * combiners, texgen state, and pointers to current texture objects.
1120 */
1121 struct gl_texture_unit
1122 {
1123 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1124
1125 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1126 GLclampf EnvColor[4];
1127 GLfloat EnvColorUnclamped[4];
1128
1129 struct gl_texgen GenS;
1130 struct gl_texgen GenT;
1131 struct gl_texgen GenR;
1132 struct gl_texgen GenQ;
1133 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1134 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1135
1136 GLfloat LodBias; /**< for biasing mipmap levels */
1137
1138 /** Texture targets that have a non-default texture bound */
1139 GLbitfield _BoundTextures;
1140
1141 /** Current sampler object (GL_ARB_sampler_objects) */
1142 struct gl_sampler_object *Sampler;
1143
1144 /**
1145 * \name GL_EXT_texture_env_combine
1146 */
1147 struct gl_tex_env_combine_state Combine;
1148
1149 /**
1150 * Derived state based on \c EnvMode and the \c BaseFormat of the
1151 * currently enabled texture.
1152 */
1153 struct gl_tex_env_combine_state _EnvMode;
1154
1155 /**
1156 * Currently enabled combiner state. This will point to either
1157 * \c Combine or \c _EnvMode.
1158 */
1159 struct gl_tex_env_combine_state *_CurrentCombine;
1160
1161 /** Current texture object pointers */
1162 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1163
1164 /** Points to highest priority, complete and enabled texture object */
1165 struct gl_texture_object *_Current;
1166
1167 };
1168
1169
1170 /**
1171 * Texture attribute group (GL_TEXTURE_BIT).
1172 */
1173 struct gl_texture_attrib
1174 {
1175 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1176
1177 /** GL_ARB_seamless_cubemap */
1178 GLboolean CubeMapSeamless;
1179
1180 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1181
1182 /** GL_ARB_texture_buffer_object */
1183 struct gl_buffer_object *BufferObject;
1184
1185 /** Texture coord units/sets used for fragment texturing */
1186 GLbitfield _EnabledCoordUnits;
1187
1188 /** Texture coord units that have texgen enabled */
1189 GLbitfield _TexGenEnabled;
1190
1191 /** Texture coord units that have non-identity matrices */
1192 GLbitfield _TexMatEnabled;
1193
1194 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1195 GLbitfield _GenFlags;
1196
1197 /** Largest index of a texture unit with _Current != NULL. */
1198 GLint _MaxEnabledTexImageUnit;
1199
1200 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1201 GLint NumCurrentTexUsed;
1202
1203 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1204 };
1205
1206
1207 /**
1208 * Data structure representing a single clip plane (e.g. one of the elements
1209 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1210 */
1211 typedef GLfloat gl_clip_plane[4];
1212
1213
1214 /**
1215 * Transformation attribute group (GL_TRANSFORM_BIT).
1216 */
1217 struct gl_transform_attrib
1218 {
1219 GLenum MatrixMode; /**< Matrix mode */
1220 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1221 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1222 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1223 GLboolean Normalize; /**< Normalize all normals? */
1224 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1225 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1226 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1227 /** GL_ARB_clip_control */
1228 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1229 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1230 };
1231
1232
1233 /**
1234 * Viewport attribute group (GL_VIEWPORT_BIT).
1235 */
1236 struct gl_viewport_attrib
1237 {
1238 GLfloat X, Y; /**< position */
1239 GLfloat Width, Height; /**< size */
1240 GLdouble Near, Far; /**< Depth buffer range */
1241 };
1242
1243
1244 typedef enum {
1245 MAP_USER,
1246 MAP_INTERNAL,
1247
1248 MAP_COUNT
1249 } gl_map_buffer_index;
1250
1251
1252 /**
1253 * Fields describing a mapped buffer range.
1254 */
1255 struct gl_buffer_mapping {
1256 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1257 GLvoid *Pointer; /**< User-space address of mapping */
1258 GLintptr Offset; /**< Mapped offset */
1259 GLsizeiptr Length; /**< Mapped length */
1260 };
1261
1262
1263 /**
1264 * Usages we've seen for a buffer object.
1265 */
1266 typedef enum {
1267 USAGE_UNIFORM_BUFFER = 0x1,
1268 USAGE_TEXTURE_BUFFER = 0x2,
1269 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1270 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1271 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1272 USAGE_PIXEL_PACK_BUFFER = 0x20,
1273 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1274 } gl_buffer_usage;
1275
1276
1277 /**
1278 * GL_ARB_vertex/pixel_buffer_object buffer object
1279 */
1280 struct gl_buffer_object
1281 {
1282 mtx_t Mutex;
1283 GLint RefCount;
1284 GLuint Name;
1285 GLchar *Label; /**< GL_KHR_debug */
1286 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1287 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1288 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1289 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1290 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1291 GLboolean Written; /**< Ever written to? (for debugging) */
1292 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1293 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1294 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1295
1296 /** Counters used for buffer usage warnings */
1297 GLuint NumSubDataCalls;
1298 GLuint NumMapBufferWriteCalls;
1299
1300 struct gl_buffer_mapping Mappings[MAP_COUNT];
1301
1302 /** Memoization of min/max index computations for static index buffers */
1303 struct hash_table *MinMaxCache;
1304 unsigned MinMaxCacheHitIndices;
1305 unsigned MinMaxCacheMissIndices;
1306 bool MinMaxCacheDirty;
1307 };
1308
1309
1310 /**
1311 * Client pixel packing/unpacking attributes
1312 */
1313 struct gl_pixelstore_attrib
1314 {
1315 GLint Alignment;
1316 GLint RowLength;
1317 GLint SkipPixels;
1318 GLint SkipRows;
1319 GLint ImageHeight;
1320 GLint SkipImages;
1321 GLboolean SwapBytes;
1322 GLboolean LsbFirst;
1323 GLboolean Invert; /**< GL_MESA_pack_invert */
1324 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1325 GLint CompressedBlockHeight;
1326 GLint CompressedBlockDepth;
1327 GLint CompressedBlockSize;
1328 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1329 };
1330
1331
1332 /**
1333 * Client vertex array attributes
1334 */
1335 struct gl_client_array
1336 {
1337 GLint Size; /**< components per element (1,2,3,4) */
1338 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1339 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1340 GLsizei StrideB; /**< actual stride in bytes */
1341 GLuint _ElementSize; /**< size of each element in bytes */
1342 const GLubyte *Ptr; /**< Points to array data */
1343 GLboolean Normalized; /**< GL_ARB_vertex_program */
1344 GLboolean Integer; /**< Integer-valued? */
1345 GLboolean Doubles; /**< double precision values are not converted to floats */
1346 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1347
1348 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1349 };
1350
1351
1352 /**
1353 * Vertex attribute array as seen by the client.
1354 *
1355 * Contains the size, type, format and normalization flag,
1356 * along with the index of a vertex buffer binding point.
1357 *
1358 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1359 * and is only present for backwards compatibility reasons.
1360 * Rendering always uses VERTEX_BINDING_STRIDE.
1361 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1362 * and VERTEX_BINDING_STRIDE to the same value, while
1363 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1364 */
1365 struct gl_vertex_attrib_array
1366 {
1367 GLint Size; /**< Components per element (1,2,3,4) */
1368 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1369 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1370 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1371 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1372 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1373 GLboolean Enabled; /**< Whether the array is enabled */
1374 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1375 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1376 GLboolean Doubles; /**< double precision values are not converted to floats */
1377 GLuint _ElementSize; /**< Size of each element in bytes */
1378 GLuint VertexBinding; /**< Vertex buffer binding */
1379 };
1380
1381
1382 /**
1383 * This describes the buffer object used for a vertex array (or
1384 * multiple vertex arrays). If BufferObj points to the default/null
1385 * buffer object, then the vertex array lives in user memory and not a VBO.
1386 */
1387 struct gl_vertex_buffer_binding
1388 {
1389 GLintptr Offset; /**< User-specified offset */
1390 GLsizei Stride; /**< User-specified stride */
1391 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1392 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1393 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1394 };
1395
1396
1397 /**
1398 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1399 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1400 * extension.
1401 */
1402 struct gl_vertex_array_object
1403 {
1404 /** Name of the VAO as received from glGenVertexArray. */
1405 GLuint Name;
1406
1407 GLint RefCount;
1408
1409 GLchar *Label; /**< GL_KHR_debug */
1410
1411 mtx_t Mutex;
1412
1413 /**
1414 * Does the VAO use ARB semantics or Apple semantics?
1415 *
1416 * There are several ways in which ARB_vertex_array_object and
1417 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1418 * least,
1419 *
1420 * - ARB VAOs require that all array data be sourced from vertex buffer
1421 * objects, but Apple VAOs do not.
1422 *
1423 * - ARB VAOs require that names come from GenVertexArrays.
1424 *
1425 * This flag notes which behavior governs this VAO.
1426 */
1427 GLboolean ARBsemantics;
1428
1429 /**
1430 * Has this array object been bound?
1431 */
1432 GLboolean EverBound;
1433
1434 /**
1435 * Derived vertex attribute arrays
1436 *
1437 * This is a legacy data structure created from gl_vertex_attrib_array and
1438 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1439 */
1440 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1441
1442 /** Vertex attribute arrays */
1443 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1444
1445 /** Vertex buffer bindings */
1446 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1447
1448 /** Mask indicating which vertex arrays have vertex buffer associated. */
1449 GLbitfield64 VertexAttribBufferMask;
1450
1451 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1452 GLbitfield64 _Enabled;
1453
1454 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1455 GLbitfield64 NewArrays;
1456
1457 /** The index buffer (also known as the element array buffer in OpenGL). */
1458 struct gl_buffer_object *IndexBufferObj;
1459 };
1460
1461
1462 /** Used to signal when transitioning from one kind of drawing method
1463 * to another.
1464 */
1465 typedef enum {
1466 DRAW_NONE, /**< Initial value only */
1467 DRAW_BEGIN_END,
1468 DRAW_DISPLAY_LIST,
1469 DRAW_ARRAYS
1470 } gl_draw_method;
1471
1472 /**
1473 * Enum for the OpenGL APIs we know about and may support.
1474 *
1475 * NOTE: This must match the api_enum table in
1476 * src/mesa/main/get_hash_generator.py
1477 */
1478 typedef enum
1479 {
1480 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1481 API_OPENGLES,
1482 API_OPENGLES2,
1483 API_OPENGL_CORE,
1484 API_OPENGL_LAST = API_OPENGL_CORE
1485 } gl_api;
1486
1487 /**
1488 * Vertex array state
1489 */
1490 struct gl_array_attrib
1491 {
1492 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1493 struct gl_vertex_array_object *VAO;
1494
1495 /** The default vertex array object */
1496 struct gl_vertex_array_object *DefaultVAO;
1497
1498 /** The last VAO accessed by a DSA function */
1499 struct gl_vertex_array_object *LastLookedUpVAO;
1500
1501 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1502 struct _mesa_HashTable *Objects;
1503
1504 GLint ActiveTexture; /**< Client Active Texture */
1505 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1506 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1507
1508 /**
1509 * \name Primitive restart controls
1510 *
1511 * Primitive restart is enabled if either \c PrimitiveRestart or
1512 * \c PrimitiveRestartFixedIndex is set.
1513 */
1514 /*@{*/
1515 GLboolean PrimitiveRestart;
1516 GLboolean PrimitiveRestartFixedIndex;
1517 GLboolean _PrimitiveRestart;
1518 GLuint RestartIndex;
1519 /*@}*/
1520
1521 /** One of the DRAW_xxx flags, not consumed by drivers */
1522 gl_draw_method DrawMethod;
1523
1524 /* GL_ARB_vertex_buffer_object */
1525 struct gl_buffer_object *ArrayBufferObj;
1526
1527 /**
1528 * Vertex arrays as consumed by a driver.
1529 * The array pointer is set up only by the VBO module.
1530 */
1531 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1532
1533 /** Legal array datatypes and the API for which they have been computed */
1534 GLbitfield LegalTypesMask;
1535 gl_api LegalTypesMaskAPI;
1536 };
1537
1538
1539 /**
1540 * Feedback buffer state
1541 */
1542 struct gl_feedback
1543 {
1544 GLenum Type;
1545 GLbitfield _Mask; /**< FB_* bits */
1546 GLfloat *Buffer;
1547 GLuint BufferSize;
1548 GLuint Count;
1549 };
1550
1551
1552 /**
1553 * Selection buffer state
1554 */
1555 struct gl_selection
1556 {
1557 GLuint *Buffer; /**< selection buffer */
1558 GLuint BufferSize; /**< size of the selection buffer */
1559 GLuint BufferCount; /**< number of values in the selection buffer */
1560 GLuint Hits; /**< number of records in the selection buffer */
1561 GLuint NameStackDepth; /**< name stack depth */
1562 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1563 GLboolean HitFlag; /**< hit flag */
1564 GLfloat HitMinZ; /**< minimum hit depth */
1565 GLfloat HitMaxZ; /**< maximum hit depth */
1566 };
1567
1568
1569 /**
1570 * 1-D Evaluator control points
1571 */
1572 struct gl_1d_map
1573 {
1574 GLuint Order; /**< Number of control points */
1575 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1576 GLfloat *Points; /**< Points to contiguous control points */
1577 };
1578
1579
1580 /**
1581 * 2-D Evaluator control points
1582 */
1583 struct gl_2d_map
1584 {
1585 GLuint Uorder; /**< Number of control points in U dimension */
1586 GLuint Vorder; /**< Number of control points in V dimension */
1587 GLfloat u1, u2, du;
1588 GLfloat v1, v2, dv;
1589 GLfloat *Points; /**< Points to contiguous control points */
1590 };
1591
1592
1593 /**
1594 * All evaluator control point state
1595 */
1596 struct gl_evaluators
1597 {
1598 /**
1599 * \name 1-D maps
1600 */
1601 /*@{*/
1602 struct gl_1d_map Map1Vertex3;
1603 struct gl_1d_map Map1Vertex4;
1604 struct gl_1d_map Map1Index;
1605 struct gl_1d_map Map1Color4;
1606 struct gl_1d_map Map1Normal;
1607 struct gl_1d_map Map1Texture1;
1608 struct gl_1d_map Map1Texture2;
1609 struct gl_1d_map Map1Texture3;
1610 struct gl_1d_map Map1Texture4;
1611 /*@}*/
1612
1613 /**
1614 * \name 2-D maps
1615 */
1616 /*@{*/
1617 struct gl_2d_map Map2Vertex3;
1618 struct gl_2d_map Map2Vertex4;
1619 struct gl_2d_map Map2Index;
1620 struct gl_2d_map Map2Color4;
1621 struct gl_2d_map Map2Normal;
1622 struct gl_2d_map Map2Texture1;
1623 struct gl_2d_map Map2Texture2;
1624 struct gl_2d_map Map2Texture3;
1625 struct gl_2d_map Map2Texture4;
1626 /*@}*/
1627 };
1628
1629
1630 struct gl_transform_feedback_varying_info
1631 {
1632 char *Name;
1633 GLenum Type;
1634 GLint BufferIndex;
1635 GLint Size;
1636 GLint Offset;
1637 };
1638
1639
1640 /**
1641 * Per-output info vertex shaders for transform feedback.
1642 */
1643 struct gl_transform_feedback_output
1644 {
1645 unsigned OutputRegister;
1646 unsigned OutputBuffer;
1647 unsigned NumComponents;
1648 unsigned StreamId;
1649
1650 /** offset (in DWORDs) of this output within the interleaved structure */
1651 unsigned DstOffset;
1652
1653 /**
1654 * Offset into the output register of the data to output. For example,
1655 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1656 * offset is in the y and z components of the output register.
1657 */
1658 unsigned ComponentOffset;
1659 };
1660
1661
1662 struct gl_transform_feedback_buffer
1663 {
1664 unsigned Binding;
1665
1666 unsigned NumVaryings;
1667
1668 /**
1669 * Total number of components stored in each buffer. This may be used by
1670 * hardware back-ends to determine the correct stride when interleaving
1671 * multiple transform feedback outputs in the same buffer.
1672 */
1673 unsigned Stride;
1674
1675 /**
1676 * Which transform feedback stream this buffer binding is associated with.
1677 */
1678 unsigned Stream;
1679 };
1680
1681
1682 /** Post-link transform feedback info. */
1683 struct gl_transform_feedback_info
1684 {
1685 unsigned NumOutputs;
1686
1687 /* Bitmask of active buffer indices. */
1688 unsigned ActiveBuffers;
1689
1690 struct gl_transform_feedback_output *Outputs;
1691
1692 /** Transform feedback varyings used for the linking of this shader program.
1693 *
1694 * Use for glGetTransformFeedbackVarying().
1695 */
1696 struct gl_transform_feedback_varying_info *Varyings;
1697 GLint NumVarying;
1698
1699 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1700 };
1701
1702
1703 /**
1704 * Transform feedback object state
1705 */
1706 struct gl_transform_feedback_object
1707 {
1708 GLuint Name; /**< AKA the object ID */
1709 GLint RefCount;
1710 GLchar *Label; /**< GL_KHR_debug */
1711 GLboolean Active; /**< Is transform feedback enabled? */
1712 GLboolean Paused; /**< Is transform feedback paused? */
1713 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1714 at least once? */
1715 GLboolean EverBound; /**< Has this object been bound? */
1716
1717 /**
1718 * GLES: if Active is true, remaining number of primitives which can be
1719 * rendered without overflow. This is necessary to track because GLES
1720 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1721 * glDrawArraysInstanced would overflow transform feedback buffers.
1722 * Undefined if Active is false.
1723 *
1724 * Not tracked for desktop GL since it's unnecessary.
1725 */
1726 unsigned GlesRemainingPrims;
1727
1728 /**
1729 * The shader program active when BeginTransformFeedback() was called.
1730 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1731 * where stage is the pipeline stage that is the source of data for
1732 * transform feedback.
1733 */
1734 struct gl_shader_program *shader_program;
1735
1736 /** The feedback buffers */
1737 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1738 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1739
1740 /** Start of feedback data in dest buffer */
1741 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1742
1743 /**
1744 * Max data to put into dest buffer (in bytes). Computed based on
1745 * RequestedSize and the actual size of the buffer.
1746 */
1747 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1748
1749 /**
1750 * Size that was specified when the buffer was bound. If the buffer was
1751 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1752 * zero.
1753 */
1754 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1755 };
1756
1757
1758 /**
1759 * Context state for transform feedback.
1760 */
1761 struct gl_transform_feedback_state
1762 {
1763 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1764
1765 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1766 struct gl_buffer_object *CurrentBuffer;
1767
1768 /** The table of all transform feedback objects */
1769 struct _mesa_HashTable *Objects;
1770
1771 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1772 struct gl_transform_feedback_object *CurrentObject;
1773
1774 /** The default xform-fb object (Name==0) */
1775 struct gl_transform_feedback_object *DefaultObject;
1776 };
1777
1778
1779 /**
1780 * A "performance monitor" as described in AMD_performance_monitor.
1781 */
1782 struct gl_perf_monitor_object
1783 {
1784 GLuint Name;
1785
1786 /** True if the monitor is currently active (Begin called but not End). */
1787 GLboolean Active;
1788
1789 /**
1790 * True if the monitor has ended.
1791 *
1792 * This is distinct from !Active because it may never have began.
1793 */
1794 GLboolean Ended;
1795
1796 /**
1797 * A list of groups with currently active counters.
1798 *
1799 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1800 */
1801 unsigned *ActiveGroups;
1802
1803 /**
1804 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1805 *
1806 * Checking whether counter 'c' in group 'g' is active can be done via:
1807 *
1808 * BITSET_TEST(ActiveCounters[g], c)
1809 */
1810 GLuint **ActiveCounters;
1811 };
1812
1813
1814 union gl_perf_monitor_counter_value
1815 {
1816 float f;
1817 uint64_t u64;
1818 uint32_t u32;
1819 };
1820
1821
1822 struct gl_perf_monitor_counter
1823 {
1824 /** Human readable name for the counter. */
1825 const char *Name;
1826
1827 /**
1828 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1829 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1830 */
1831 GLenum Type;
1832
1833 /** Minimum counter value. */
1834 union gl_perf_monitor_counter_value Minimum;
1835
1836 /** Maximum counter value. */
1837 union gl_perf_monitor_counter_value Maximum;
1838 };
1839
1840
1841 struct gl_perf_monitor_group
1842 {
1843 /** Human readable name for the group. */
1844 const char *Name;
1845
1846 /**
1847 * Maximum number of counters in this group which can be active at the
1848 * same time.
1849 */
1850 GLuint MaxActiveCounters;
1851
1852 /** Array of counters within this group. */
1853 const struct gl_perf_monitor_counter *Counters;
1854 GLuint NumCounters;
1855 };
1856
1857
1858 /**
1859 * Context state for AMD_performance_monitor.
1860 */
1861 struct gl_perf_monitor_state
1862 {
1863 /** Array of performance monitor groups (indexed by group ID) */
1864 const struct gl_perf_monitor_group *Groups;
1865 GLuint NumGroups;
1866
1867 /** The table of all performance monitors. */
1868 struct _mesa_HashTable *Monitors;
1869 };
1870
1871
1872 /**
1873 * Names of the various vertex/fragment program register files, etc.
1874 *
1875 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1876 * All values should fit in a 4-bit field.
1877 *
1878 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1879 * considered to be "uniform" variables since they can only be set outside
1880 * glBegin/End. They're also all stored in the same Parameters array.
1881 */
1882 typedef enum
1883 {
1884 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1885 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1886 PROGRAM_INPUT, /**< machine->Inputs[] */
1887 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1888 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1889 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1890 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1891 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1892 PROGRAM_ADDRESS, /**< machine->AddressReg */
1893 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1894 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1895 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1896 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1897 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1898 PROGRAM_MEMORY, /**< for shared, global and local memory */
1899 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1900 PROGRAM_FILE_MAX
1901 } gl_register_file;
1902
1903
1904 /**
1905 * Base class for any kind of program object
1906 */
1907 struct gl_program
1908 {
1909 mtx_t Mutex;
1910 GLuint Id;
1911 GLint RefCount;
1912 GLubyte *String; /**< Null-terminated program text */
1913
1914 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1915 GLenum Format; /**< String encoding format */
1916
1917 struct prog_instruction *Instructions;
1918
1919 struct nir_shader *nir;
1920
1921 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1922 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1923 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1924 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1925 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1926 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1927 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1928 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1929 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1930 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1931 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1932
1933 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1934
1935 /**
1936 * For vertex and geometry shaders, true if the program uses the
1937 * gl_ClipDistance output. Ignored for fragment shaders.
1938 */
1939 unsigned ClipDistanceArraySize;
1940 unsigned CullDistanceArraySize;
1941
1942
1943 /** Named parameters, constants, etc. from program text */
1944 struct gl_program_parameter_list *Parameters;
1945
1946 /**
1947 * Local parameters used by the program.
1948 *
1949 * It's dynamically allocated because it is rarely used (just
1950 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1951 * allocated.
1952 */
1953 GLfloat (*LocalParams)[4];
1954
1955 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1956 GLubyte SamplerUnits[MAX_SAMPLERS];
1957
1958 /** Bitmask of which register files are read/written with indirect
1959 * addressing. Mask of (1 << PROGRAM_x) bits.
1960 */
1961 GLbitfield IndirectRegisterFiles;
1962
1963 /** Logical counts */
1964 /*@{*/
1965 GLuint NumInstructions;
1966 GLuint NumTemporaries;
1967 GLuint NumParameters;
1968 GLuint NumAttributes;
1969 GLuint NumAddressRegs;
1970 GLuint NumAluInstructions;
1971 GLuint NumTexInstructions;
1972 GLuint NumTexIndirections;
1973 /*@}*/
1974 /** Native, actual h/w counts */
1975 /*@{*/
1976 GLuint NumNativeInstructions;
1977 GLuint NumNativeTemporaries;
1978 GLuint NumNativeParameters;
1979 GLuint NumNativeAttributes;
1980 GLuint NumNativeAddressRegs;
1981 GLuint NumNativeAluInstructions;
1982 GLuint NumNativeTexInstructions;
1983 GLuint NumNativeTexIndirections;
1984 /*@}*/
1985 };
1986
1987
1988 /** Vertex program object */
1989 struct gl_vertex_program
1990 {
1991 struct gl_program Base; /**< base class */
1992 GLboolean IsPositionInvariant;
1993 };
1994
1995
1996 /** Tessellation control program object */
1997 struct gl_tess_ctrl_program
1998 {
1999 struct gl_program Base; /**< base class */
2000
2001 /* output layout */
2002 GLint VerticesOut;
2003 };
2004
2005
2006 /** Tessellation evaluation program object */
2007 struct gl_tess_eval_program
2008 {
2009 struct gl_program Base; /**< base class */
2010
2011 /* input layout */
2012 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2013 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2014 GLenum VertexOrder; /* GL_CW or GL_CCW */
2015 bool PointMode;
2016 };
2017
2018
2019 /** Geometry program object */
2020 struct gl_geometry_program
2021 {
2022 struct gl_program Base; /**< base class */
2023
2024 GLint VerticesIn;
2025 GLint VerticesOut;
2026 GLint Invocations;
2027 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2028 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2029 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2030 bool UsesEndPrimitive;
2031 bool UsesStreams;
2032 };
2033
2034
2035 /** Fragment program object */
2036 struct gl_fragment_program
2037 {
2038 struct gl_program Base; /**< base class */
2039 GLboolean UsesKill; /**< shader uses KIL instruction */
2040 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2041 GLboolean OriginUpperLeft;
2042 GLboolean PixelCenterInteger;
2043 enum gl_frag_depth_layout FragDepthLayout;
2044
2045 /**
2046 * GLSL interpolation qualifier associated with each fragment shader input.
2047 * For inputs that do not have an interpolation qualifier specified in
2048 * GLSL, the value is INTERP_MODE_NONE.
2049 */
2050 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2051
2052 /**
2053 * Bitfield indicating, for each fragment shader input, 1 if that input
2054 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2055 */
2056 GLbitfield64 IsCentroid;
2057
2058 /**
2059 * Bitfield indicating, for each fragment shader input, 1 if that input
2060 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2061 */
2062 GLbitfield64 IsSample;
2063 };
2064
2065
2066 /** Compute program object */
2067 struct gl_compute_program
2068 {
2069 struct gl_program Base; /**< base class */
2070
2071 /**
2072 * Size specified using local_size_{x,y,z}.
2073 */
2074 unsigned LocalSize[3];
2075
2076 /**
2077 * Size of shared variables accessed by the compute shader.
2078 */
2079 unsigned SharedSize;
2080 };
2081
2082
2083 /**
2084 * State common to vertex and fragment programs.
2085 */
2086 struct gl_program_state
2087 {
2088 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2089 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2090 };
2091
2092
2093 /**
2094 * Context state for vertex programs.
2095 */
2096 struct gl_vertex_program_state
2097 {
2098 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2099 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2100 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2101 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2102 /** Computed two sided lighting for fixed function/programs. */
2103 GLboolean _TwoSideEnabled;
2104 struct gl_vertex_program *Current; /**< User-bound vertex program */
2105
2106 /** Currently enabled and valid vertex program (including internal
2107 * programs, user-defined vertex programs and GLSL vertex shaders).
2108 * This is the program we must use when rendering.
2109 */
2110 struct gl_vertex_program *_Current;
2111
2112 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2113
2114 /** Should fixed-function T&L be implemented with a vertex prog? */
2115 GLboolean _MaintainTnlProgram;
2116
2117 /** Program to emulate fixed-function T&L (see above) */
2118 struct gl_vertex_program *_TnlProgram;
2119
2120 /** Cache of fixed-function programs */
2121 struct gl_program_cache *Cache;
2122
2123 GLboolean _Overriden;
2124 };
2125
2126 /**
2127 * Context state for tessellation control programs.
2128 */
2129 struct gl_tess_ctrl_program_state
2130 {
2131 /** Currently bound and valid shader. */
2132 struct gl_tess_ctrl_program *_Current;
2133
2134 GLint patch_vertices;
2135 GLfloat patch_default_outer_level[4];
2136 GLfloat patch_default_inner_level[2];
2137 };
2138
2139 /**
2140 * Context state for tessellation evaluation programs.
2141 */
2142 struct gl_tess_eval_program_state
2143 {
2144 /** Currently bound and valid shader. */
2145 struct gl_tess_eval_program *_Current;
2146 };
2147
2148 /**
2149 * Context state for geometry programs.
2150 */
2151 struct gl_geometry_program_state
2152 {
2153 /** Currently enabled and valid program (including internal programs
2154 * and compiled shader programs).
2155 */
2156 struct gl_geometry_program *_Current;
2157 };
2158
2159 /**
2160 * Context state for fragment programs.
2161 */
2162 struct gl_fragment_program_state
2163 {
2164 GLboolean Enabled; /**< User-set fragment program enable flag */
2165 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2166 struct gl_fragment_program *Current; /**< User-bound fragment program */
2167
2168 /** Currently enabled and valid fragment program (including internal
2169 * programs, user-defined fragment programs and GLSL fragment shaders).
2170 * This is the program we must use when rendering.
2171 */
2172 struct gl_fragment_program *_Current;
2173
2174 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2175
2176 /** Should fixed-function texturing be implemented with a fragment prog? */
2177 GLboolean _MaintainTexEnvProgram;
2178
2179 /** Program to emulate fixed-function texture env/combine (see above) */
2180 struct gl_fragment_program *_TexEnvProgram;
2181
2182 /** Cache of fixed-function programs */
2183 struct gl_program_cache *Cache;
2184 };
2185
2186
2187 /**
2188 * Context state for compute programs.
2189 */
2190 struct gl_compute_program_state
2191 {
2192 /** Currently enabled and valid program (including internal programs
2193 * and compiled shader programs).
2194 */
2195 struct gl_compute_program *_Current;
2196 };
2197
2198
2199 /**
2200 * ATI_fragment_shader runtime state
2201 */
2202
2203 struct atifs_instruction;
2204 struct atifs_setupinst;
2205
2206 /**
2207 * ATI fragment shader
2208 */
2209 struct ati_fragment_shader
2210 {
2211 GLuint Id;
2212 GLint RefCount;
2213 struct atifs_instruction *Instructions[2];
2214 struct atifs_setupinst *SetupInst[2];
2215 GLfloat Constants[8][4];
2216 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2217 GLubyte numArithInstr[2];
2218 GLubyte regsAssigned[2];
2219 GLubyte NumPasses; /**< 1 or 2 */
2220 GLubyte cur_pass;
2221 GLubyte last_optype;
2222 GLboolean interpinp1;
2223 GLboolean isValid;
2224 GLuint swizzlerq;
2225 struct gl_program *Program;
2226 };
2227
2228 /**
2229 * Context state for GL_ATI_fragment_shader
2230 */
2231 struct gl_ati_fragment_shader_state
2232 {
2233 GLboolean Enabled;
2234 GLboolean _Enabled; /**< enabled and valid shader? */
2235 GLboolean Compiling;
2236 GLfloat GlobalConstants[8][4];
2237 struct ati_fragment_shader *Current;
2238 };
2239
2240 /**
2241 * Shader subroutine function definition
2242 */
2243 struct gl_subroutine_function
2244 {
2245 char *name;
2246 int index;
2247 int num_compat_types;
2248 const struct glsl_type **types;
2249 };
2250
2251 /**
2252 * Shader information needed by both gl_shader and gl_linked shader.
2253 */
2254 struct gl_shader_info
2255 {
2256 bool uses_builtin_functions;
2257 bool uses_gl_fragcoord;
2258 bool redeclares_gl_fragcoord;
2259 bool ARB_fragment_coord_conventions_enable;
2260
2261 /**
2262 * Fragment shader state from GLSL 1.50 layout qualifiers.
2263 */
2264 bool origin_upper_left;
2265 bool pixel_center_integer;
2266
2267 struct {
2268 /** Global xfb_stride out qualifier if any */
2269 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2270 } TransformFeedback;
2271
2272 /**
2273 * Tessellation Control shader state from layout qualifiers.
2274 */
2275 struct {
2276 /**
2277 * 0 - vertices not declared in shader, or
2278 * 1 .. GL_MAX_PATCH_VERTICES
2279 */
2280 GLint VerticesOut;
2281 } TessCtrl;
2282
2283 /**
2284 * Tessellation Evaluation shader state from layout qualifiers.
2285 */
2286 struct {
2287 /**
2288 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2289 * in this shader.
2290 */
2291 GLenum PrimitiveMode;
2292 /**
2293 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2294 * in this shader.
2295 */
2296 GLenum Spacing;
2297 /**
2298 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2299 */
2300 GLenum VertexOrder;
2301 /**
2302 * 1, 0, or -1 if it's not set in this shader.
2303 */
2304 int PointMode;
2305 } TessEval;
2306
2307 /**
2308 * Geometry shader state from GLSL 1.50 layout qualifiers.
2309 */
2310 struct {
2311 GLint VerticesOut;
2312 /**
2313 * 0 - Invocations count not declared in shader, or
2314 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2315 */
2316 GLint Invocations;
2317 /**
2318 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2319 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2320 * shader.
2321 */
2322 GLenum InputType;
2323 /**
2324 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2325 * it's not set in this shader.
2326 */
2327 GLenum OutputType;
2328 } Geom;
2329
2330 /**
2331 * Whether early fragment tests are enabled as defined by
2332 * ARB_shader_image_load_store.
2333 */
2334 bool EarlyFragmentTests;
2335
2336 /**
2337 * A bitmask of gl_advanced_blend_mode values
2338 */
2339 GLbitfield BlendSupport;
2340
2341 /**
2342 * Compute shader state from ARB_compute_shader layout qualifiers.
2343 */
2344 struct {
2345 /**
2346 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2347 * it's not set in this shader.
2348 */
2349 unsigned LocalSize[3];
2350 } Comp;
2351 };
2352
2353 /**
2354 * A linked GLSL shader object.
2355 */
2356 struct gl_linked_shader
2357 {
2358 gl_shader_stage Stage;
2359
2360 struct gl_program *Program; /**< Post-compile assembly code */
2361
2362 /**
2363 * \name Sampler tracking
2364 *
2365 * \note Each of these fields is only set post-linking.
2366 */
2367 /*@{*/
2368 unsigned num_samplers; /**< Number of samplers used by this shader. */
2369 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2370 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2371 /*@}*/
2372
2373 /**
2374 * Map from sampler unit to texture unit (set by glUniform1i())
2375 *
2376 * A sampler unit is associated with each sampler uniform by the linker.
2377 * The sampler unit associated with each uniform is stored in the
2378 * \c gl_uniform_storage::sampler field.
2379 */
2380 GLubyte SamplerUnits[MAX_SAMPLERS];
2381 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2382 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2383
2384 /**
2385 * Number of default uniform block components used by this shader.
2386 *
2387 * This field is only set post-linking.
2388 */
2389 unsigned num_uniform_components;
2390
2391 /**
2392 * Number of combined uniform components used by this shader.
2393 *
2394 * This field is only set post-linking. It is the sum of the uniform block
2395 * sizes divided by sizeof(float), and num_uniform_compoennts.
2396 */
2397 unsigned num_combined_uniform_components;
2398
2399 unsigned NumUniformBlocks;
2400 struct gl_uniform_block **UniformBlocks;
2401
2402 unsigned NumShaderStorageBlocks;
2403 struct gl_uniform_block **ShaderStorageBlocks;
2404
2405 struct exec_list *ir;
2406 struct exec_list *packed_varyings;
2407 struct exec_list *fragdata_arrays;
2408 struct glsl_symbol_table *symbols;
2409
2410 /**
2411 * Map from image uniform index to image unit (set by glUniform1i())
2412 *
2413 * An image uniform index is associated with each image uniform by
2414 * the linker. The image index associated with each uniform is
2415 * stored in the \c gl_uniform_storage::image field.
2416 */
2417 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2418
2419 /**
2420 * Access qualifier specified in the shader for each image uniform
2421 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2422 * GL_READ_WRITE.
2423 *
2424 * It may be different, though only more strict than the value of
2425 * \c gl_image_unit::Access for the corresponding image unit.
2426 */
2427 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2428
2429 /**
2430 * Number of image uniforms defined in the shader. It specifies
2431 * the number of valid elements in the \c ImageUnits and \c
2432 * ImageAccess arrays above.
2433 */
2434 GLuint NumImages;
2435
2436 struct gl_active_atomic_buffer **AtomicBuffers;
2437 unsigned NumAtomicBuffers;
2438
2439 /**
2440 * Number of types for subroutine uniforms.
2441 */
2442 GLuint NumSubroutineUniformTypes;
2443
2444 /**
2445 * Subroutine uniform remap table
2446 * based on the program level uniform remap table.
2447 */
2448 GLuint NumSubroutineUniforms; /* non-sparse total */
2449 GLuint NumSubroutineUniformRemapTable;
2450 struct gl_uniform_storage **SubroutineUniformRemapTable;
2451
2452 /**
2453 * Num of subroutine functions for this stage
2454 * and storage for them.
2455 */
2456 GLuint NumSubroutineFunctions;
2457 GLuint MaxSubroutineFunctionIndex;
2458 struct gl_subroutine_function *SubroutineFunctions;
2459
2460 struct gl_shader_info info;
2461 };
2462
2463 /**
2464 * A GLSL shader object.
2465 */
2466 struct gl_shader
2467 {
2468 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2469 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2470 * Must be the first field.
2471 */
2472 GLenum Type;
2473 gl_shader_stage Stage;
2474 GLuint Name; /**< AKA the handle */
2475 GLint RefCount; /**< Reference count */
2476 GLchar *Label; /**< GL_KHR_debug */
2477 GLboolean DeletePending;
2478 GLboolean CompileStatus;
2479 bool IsES; /**< True if this shader uses GLSL ES */
2480
2481 GLuint SourceChecksum; /**< for debug/logging purposes */
2482 const GLchar *Source; /**< Source code string */
2483
2484 GLchar *InfoLog;
2485
2486 unsigned Version; /**< GLSL version used for linking */
2487
2488 struct exec_list *ir;
2489 struct glsl_symbol_table *symbols;
2490
2491 struct gl_shader_info info;
2492 };
2493
2494
2495 struct gl_uniform_buffer_variable
2496 {
2497 char *Name;
2498
2499 /**
2500 * Name of the uniform as seen by glGetUniformIndices.
2501 *
2502 * glGetUniformIndices requires that the block instance index \b not be
2503 * present in the name of queried uniforms.
2504 *
2505 * \note
2506 * \c gl_uniform_buffer_variable::IndexName and
2507 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2508 */
2509 char *IndexName;
2510
2511 const struct glsl_type *Type;
2512 unsigned int Offset;
2513 GLboolean RowMajor;
2514 };
2515
2516
2517 enum gl_uniform_block_packing
2518 {
2519 ubo_packing_std140,
2520 ubo_packing_shared,
2521 ubo_packing_packed,
2522 ubo_packing_std430
2523 };
2524
2525
2526 struct gl_uniform_block
2527 {
2528 /** Declared name of the uniform block */
2529 char *Name;
2530
2531 /** Array of supplemental information about UBO ir_variables. */
2532 struct gl_uniform_buffer_variable *Uniforms;
2533 GLuint NumUniforms;
2534
2535 /**
2536 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2537 * with glBindBufferBase to bind a buffer object to this uniform block. When
2538 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2539 */
2540 GLuint Binding;
2541
2542 /**
2543 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2544 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2545 */
2546 GLuint UniformBufferSize;
2547
2548 /** Stages that reference this block */
2549 uint8_t stageref;
2550
2551 /**
2552 * Layout specified in the shader
2553 *
2554 * This isn't accessible through the API, but it is used while
2555 * cross-validating uniform blocks.
2556 */
2557 enum gl_uniform_block_packing _Packing;
2558 };
2559
2560 /**
2561 * Structure that represents a reference to an atomic buffer from some
2562 * shader program.
2563 */
2564 struct gl_active_atomic_buffer
2565 {
2566 /** Uniform indices of the atomic counters declared within it. */
2567 GLuint *Uniforms;
2568 GLuint NumUniforms;
2569
2570 /** Binding point index associated with it. */
2571 GLuint Binding;
2572
2573 /** Minimum reasonable size it is expected to have. */
2574 GLuint MinimumSize;
2575
2576 /** Shader stages making use of it. */
2577 GLboolean StageReferences[MESA_SHADER_STAGES];
2578 };
2579
2580 /**
2581 * Data container for shader queries. This holds only the minimal
2582 * amount of required information for resource queries to work.
2583 */
2584 struct gl_shader_variable
2585 {
2586 /**
2587 * Declared type of the variable
2588 */
2589 const struct glsl_type *type;
2590
2591 /**
2592 * If the variable is in an interface block, this is the type of the block.
2593 */
2594 const struct glsl_type *interface_type;
2595
2596 /**
2597 * For variables inside structs (possibly recursively), this is the
2598 * outermost struct type.
2599 */
2600 const struct glsl_type *outermost_struct_type;
2601
2602 /**
2603 * Declared name of the variable
2604 */
2605 char *name;
2606
2607 /**
2608 * Storage location of the base of this variable
2609 *
2610 * The precise meaning of this field depends on the nature of the variable.
2611 *
2612 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2613 * - Vertex shader output: one of the values from \c gl_varying_slot.
2614 * - Geometry shader input: one of the values from \c gl_varying_slot.
2615 * - Geometry shader output: one of the values from \c gl_varying_slot.
2616 * - Fragment shader input: one of the values from \c gl_varying_slot.
2617 * - Fragment shader output: one of the values from \c gl_frag_result.
2618 * - Uniforms: Per-stage uniform slot number for default uniform block.
2619 * - Uniforms: Index within the uniform block definition for UBO members.
2620 * - Non-UBO Uniforms: explicit location until linking then reused to
2621 * store uniform slot number.
2622 * - Other: This field is not currently used.
2623 *
2624 * If the variable is a uniform, shader input, or shader output, and the
2625 * slot has not been assigned, the value will be -1.
2626 */
2627 int location;
2628
2629 /**
2630 * Specifies the first component the variable is stored in as per
2631 * ARB_enhanced_layouts.
2632 */
2633 unsigned component:2;
2634
2635 /**
2636 * Output index for dual source blending.
2637 *
2638 * \note
2639 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2640 * source blending.
2641 */
2642 unsigned index:1;
2643
2644 /**
2645 * Specifies whether a shader input/output is per-patch in tessellation
2646 * shader stages.
2647 */
2648 unsigned patch:1;
2649
2650 /**
2651 * Storage class of the variable.
2652 *
2653 * \sa (n)ir_variable_mode
2654 */
2655 unsigned mode:4;
2656
2657 /**
2658 * Interpolation mode for shader inputs / outputs
2659 *
2660 * \sa glsl_interp_mode
2661 */
2662 unsigned interpolation:2;
2663
2664 /**
2665 * Was the location explicitly set in the shader?
2666 *
2667 * If the location is explicitly set in the shader, it \b cannot be changed
2668 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2669 * no effect).
2670 */
2671 unsigned explicit_location:1;
2672
2673 /**
2674 * Precision qualifier.
2675 */
2676 unsigned precision:2;
2677 };
2678
2679 /**
2680 * Active resource in a gl_shader_program
2681 */
2682 struct gl_program_resource
2683 {
2684 GLenum Type; /** Program interface type. */
2685 const void *Data; /** Pointer to resource associated data structure. */
2686 uint8_t StageReferences; /** Bitmask of shader stage references. */
2687 };
2688
2689 /**
2690 * A GLSL program object.
2691 * Basically a linked collection of vertex and fragment shaders.
2692 */
2693 struct gl_shader_program
2694 {
2695 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2696 GLuint Name; /**< aka handle or ID */
2697 GLchar *Label; /**< GL_KHR_debug */
2698 GLint RefCount; /**< Reference count */
2699 GLboolean DeletePending;
2700
2701 /**
2702 * Is the application intending to glGetProgramBinary this program?
2703 */
2704 GLboolean BinaryRetreivableHint;
2705
2706 /**
2707 * Indicates whether program can be bound for individual pipeline stages
2708 * using UseProgramStages after it is next linked.
2709 */
2710 GLboolean SeparateShader;
2711
2712 GLuint NumShaders; /**< number of attached shaders */
2713 struct gl_shader **Shaders; /**< List of attached the shaders */
2714
2715 /**
2716 * User-defined attribute bindings
2717 *
2718 * These are set via \c glBindAttribLocation and are used to direct the
2719 * GLSL linker. These are \b not the values used in the compiled shader,
2720 * and they are \b not the values returned by \c glGetAttribLocation.
2721 */
2722 struct string_to_uint_map *AttributeBindings;
2723
2724 /**
2725 * User-defined fragment data bindings
2726 *
2727 * These are set via \c glBindFragDataLocation and are used to direct the
2728 * GLSL linker. These are \b not the values used in the compiled shader,
2729 * and they are \b not the values returned by \c glGetFragDataLocation.
2730 */
2731 struct string_to_uint_map *FragDataBindings;
2732 struct string_to_uint_map *FragDataIndexBindings;
2733
2734 /**
2735 * Transform feedback varyings last specified by
2736 * glTransformFeedbackVaryings().
2737 *
2738 * For the current set of transform feedback varyings used for transform
2739 * feedback output, see LinkedTransformFeedback.
2740 */
2741 struct {
2742 GLenum BufferMode;
2743 /** Global xfb_stride out qualifier if any */
2744 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2745 GLuint NumVarying;
2746 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2747 } TransformFeedback;
2748
2749 /** Post-link transform feedback info. */
2750 struct gl_transform_feedback_info LinkedTransformFeedback;
2751
2752 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2753 enum gl_frag_depth_layout FragDepthLayout;
2754
2755 /**
2756 * Tessellation Evaluation shader state from layout qualifiers.
2757 */
2758 struct {
2759 /**
2760 * True if gl_ClipDistance is written to. Copied into
2761 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2762 */
2763 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2764 0 if not present. */
2765 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2766 0 if not present. */
2767 } TessEval;
2768
2769 /**
2770 * Geometry shader state - copied into gl_geometry_program by
2771 * _mesa_copy_linked_program_data().
2772 */
2773 struct {
2774 GLint VerticesIn;
2775
2776 /**
2777 * True if gl_ClipDistance is written to. Copied into
2778 * gl_geometry_program by _mesa_copy_linked_program_data().
2779 */
2780 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2781 0 if not present. */
2782 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2783 0 if not present. */
2784 bool UsesEndPrimitive;
2785 bool UsesStreams;
2786 } Geom;
2787
2788 /** Vertex shader state */
2789 struct {
2790 /**
2791 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2792 * by _mesa_copy_linked_program_data().
2793 */
2794 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2795 0 if not present. */
2796 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2797 0 if not present. */
2798 } Vert;
2799
2800 /**
2801 * Compute shader state - copied into gl_compute_program by
2802 * _mesa_copy_linked_program_data().
2803 */
2804 struct {
2805 /**
2806 * If this shader contains a compute stage, size specified using
2807 * local_size_{x,y,z}. Otherwise undefined.
2808 */
2809 unsigned LocalSize[3];
2810 /**
2811 * Size of shared variables accessed by the compute shader.
2812 */
2813 unsigned SharedSize;
2814 } Comp;
2815
2816 /* post-link info: */
2817 unsigned NumUniformStorage;
2818 unsigned NumHiddenUniforms;
2819 struct gl_uniform_storage *UniformStorage;
2820
2821 /**
2822 * Mapping from GL uniform locations returned by \c glUniformLocation to
2823 * UniformStorage entries. Arrays will have multiple contiguous slots
2824 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2825 */
2826 unsigned NumUniformRemapTable;
2827 struct gl_uniform_storage **UniformRemapTable;
2828
2829 /**
2830 * Sometimes there are empty slots left over in UniformRemapTable after we
2831 * allocate slots to explicit locations. This list stores the blocks of
2832 * continuous empty slots inside UniformRemapTable.
2833 */
2834 struct exec_list EmptyUniformLocations;
2835
2836 /**
2837 * Size of the gl_ClipDistance array that is output from the last pipeline
2838 * stage before the fragment shader.
2839 */
2840 unsigned LastClipDistanceArraySize;
2841 unsigned LastCullDistanceArraySize;
2842
2843 unsigned NumUniformBlocks;
2844 struct gl_uniform_block *UniformBlocks;
2845
2846 unsigned NumShaderStorageBlocks;
2847 struct gl_uniform_block *ShaderStorageBlocks;
2848
2849 /**
2850 * Map of active uniform names to locations
2851 *
2852 * Maps any active uniform that is not an array element to a location.
2853 * Each active uniform, including individual structure members will appear
2854 * in this map. This roughly corresponds to the set of names that would be
2855 * enumerated by \c glGetActiveUniform.
2856 */
2857 struct string_to_uint_map *UniformHash;
2858
2859 struct gl_active_atomic_buffer *AtomicBuffers;
2860 unsigned NumAtomicBuffers;
2861
2862 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2863 GLboolean Validated;
2864 GLboolean _Used; /**< Ever used for drawing? */
2865 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2866 GLchar *InfoLog;
2867
2868 unsigned Version; /**< GLSL version used for linking */
2869 bool IsES; /**< True if this program uses GLSL ES */
2870
2871 /**
2872 * Per-stage shaders resulting from the first stage of linking.
2873 *
2874 * Set of linked shaders for this program. The array is accessed using the
2875 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2876 * \c NULL.
2877 */
2878 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2879
2880 /** List of all active resources after linking. */
2881 struct gl_program_resource *ProgramResourceList;
2882 unsigned NumProgramResourceList;
2883
2884 /* True if any of the fragment shaders attached to this program use:
2885 * #extension ARB_fragment_coord_conventions: enable
2886 */
2887 GLboolean ARB_fragment_coord_conventions_enable;
2888 };
2889
2890
2891 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2892 #define GLSL_LOG 0x2 /**< Write shaders to files */
2893 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2894 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2895 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2896 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2897 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2898 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2899 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2900 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2901
2902
2903 /**
2904 * Context state for GLSL vertex/fragment shaders.
2905 * Extended to support pipeline object
2906 */
2907 struct gl_pipeline_object
2908 {
2909 /** Name of the pipeline object as received from glGenProgramPipelines.
2910 * It would be 0 for shaders without separate shader objects.
2911 */
2912 GLuint Name;
2913
2914 GLint RefCount;
2915
2916 mtx_t Mutex;
2917
2918 GLchar *Label; /**< GL_KHR_debug */
2919
2920 /**
2921 * Programs used for rendering
2922 *
2923 * There is a separate program set for each shader stage.
2924 */
2925 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2926
2927 struct gl_shader_program *_CurrentFragmentProgram;
2928
2929 /**
2930 * Program used by glUniform calls.
2931 *
2932 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2933 */
2934 struct gl_shader_program *ActiveProgram;
2935
2936 GLbitfield Flags; /**< Mask of GLSL_x flags */
2937
2938 GLboolean EverBound; /**< Has the pipeline object been created */
2939
2940 GLboolean Validated; /**< Pipeline Validation status */
2941
2942 GLchar *InfoLog;
2943 };
2944
2945 /**
2946 * Context state for GLSL pipeline shaders.
2947 */
2948 struct gl_pipeline_shader_state
2949 {
2950 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2951 struct gl_pipeline_object *Current;
2952
2953 /* Default Object to ensure that _Shader is never NULL */
2954 struct gl_pipeline_object *Default;
2955
2956 /** Pipeline objects */
2957 struct _mesa_HashTable *Objects;
2958 };
2959
2960 /**
2961 * Compiler options for a single GLSL shaders type
2962 */
2963 struct gl_shader_compiler_options
2964 {
2965 /** Driver-selectable options: */
2966 GLboolean EmitNoLoops;
2967 GLboolean EmitNoFunctions;
2968 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2969 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2970 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2971 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2972 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2973 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2974 * gl_CullDistance together from
2975 * float[8] to vec4[2]
2976 **/
2977
2978 /**
2979 * \name Forms of indirect addressing the driver cannot do.
2980 */
2981 /*@{*/
2982 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2983 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2984 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2985 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2986 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2987 /*@}*/
2988
2989 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2990 GLuint MaxUnrollIterations;
2991
2992 /**
2993 * Optimize code for array of structures backends.
2994 *
2995 * This is a proxy for:
2996 * - preferring DP4 instructions (rather than MUL/MAD) for
2997 * matrix * vector operations, such as position transformation.
2998 */
2999 GLboolean OptimizeForAOS;
3000
3001 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3002
3003 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3004 GLboolean ClampBlockIndicesToArrayBounds;
3005
3006 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
3007 * variable access to intrinsics. */
3008
3009 const struct nir_shader_compiler_options *NirOptions;
3010 };
3011
3012
3013 /**
3014 * Occlusion/timer query object.
3015 */
3016 struct gl_query_object
3017 {
3018 GLenum Target; /**< The query target, when active */
3019 GLuint Id; /**< hash table ID/name */
3020 GLchar *Label; /**< GL_KHR_debug */
3021 GLuint64EXT Result; /**< the counter */
3022 GLboolean Active; /**< inside Begin/EndQuery */
3023 GLboolean Ready; /**< result is ready? */
3024 GLboolean EverBound;/**< has query object ever been bound */
3025 GLuint Stream; /**< The stream */
3026 };
3027
3028
3029 /**
3030 * Context state for query objects.
3031 */
3032 struct gl_query_state
3033 {
3034 struct _mesa_HashTable *QueryObjects;
3035 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3036 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3037
3038 /** GL_NV_conditional_render */
3039 struct gl_query_object *CondRenderQuery;
3040
3041 /** GL_EXT_transform_feedback */
3042 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3043 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3044
3045 /** GL_ARB_timer_query */
3046 struct gl_query_object *TimeElapsed;
3047
3048 /** GL_ARB_pipeline_statistics_query */
3049 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3050
3051 GLenum CondRenderMode;
3052 };
3053
3054
3055 /** Sync object state */
3056 struct gl_sync_object
3057 {
3058 GLenum Type; /**< GL_SYNC_FENCE */
3059 GLuint Name; /**< Fence name */
3060 GLchar *Label; /**< GL_KHR_debug */
3061 GLint RefCount; /**< Reference count */
3062 GLboolean DeletePending; /**< Object was deleted while there were still
3063 * live references (e.g., sync not yet finished)
3064 */
3065 GLenum SyncCondition;
3066 GLbitfield Flags; /**< Flags passed to glFenceSync */
3067 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3068 };
3069
3070
3071 /**
3072 * State which can be shared by multiple contexts:
3073 */
3074 struct gl_shared_state
3075 {
3076 mtx_t Mutex; /**< for thread safety */
3077 GLint RefCount; /**< Reference count */
3078 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3079 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3080 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3081
3082 /** Default texture objects (shared by all texture units) */
3083 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3084
3085 /** Fallback texture used when a bound texture is incomplete */
3086 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3087
3088 /**
3089 * \name Thread safety and statechange notification for texture
3090 * objects.
3091 *
3092 * \todo Improve the granularity of locking.
3093 */
3094 /*@{*/
3095 mtx_t TexMutex; /**< texobj thread safety */
3096 GLuint TextureStateStamp; /**< state notification for shared tex */
3097 /*@}*/
3098
3099 /** Default buffer object for vertex arrays that aren't in VBOs */
3100 struct gl_buffer_object *NullBufferObj;
3101
3102 /**
3103 * \name Vertex/geometry/fragment programs
3104 */
3105 /*@{*/
3106 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3107 struct gl_vertex_program *DefaultVertexProgram;
3108 struct gl_fragment_program *DefaultFragmentProgram;
3109 /*@}*/
3110
3111 /* GL_ATI_fragment_shader */
3112 struct _mesa_HashTable *ATIShaders;
3113 struct ati_fragment_shader *DefaultFragmentShader;
3114
3115 struct _mesa_HashTable *BufferObjects;
3116
3117 /** Table of both gl_shader and gl_shader_program objects */
3118 struct _mesa_HashTable *ShaderObjects;
3119
3120 /* GL_EXT_framebuffer_object */
3121 struct _mesa_HashTable *RenderBuffers;
3122 struct _mesa_HashTable *FrameBuffers;
3123
3124 /* GL_ARB_sync */
3125 struct set *SyncObjects;
3126
3127 /** GL_ARB_sampler_objects */
3128 struct _mesa_HashTable *SamplerObjects;
3129
3130 /**
3131 * Some context in this share group was affected by a GPU reset
3132 *
3133 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3134 * been affected by a GPU reset must also return
3135 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3136 *
3137 * Once this field becomes true, it is never reset to false.
3138 */
3139 bool ShareGroupReset;
3140 };
3141
3142
3143
3144 /**
3145 * Renderbuffers represent drawing surfaces such as color, depth and/or
3146 * stencil. A framebuffer object has a set of renderbuffers.
3147 * Drivers will typically derive subclasses of this type.
3148 */
3149 struct gl_renderbuffer
3150 {
3151 mtx_t Mutex; /**< for thread safety */
3152 GLuint ClassID; /**< Useful for drivers */
3153 GLuint Name;
3154 GLchar *Label; /**< GL_KHR_debug */
3155 GLint RefCount;
3156 GLuint Width, Height;
3157 GLuint Depth;
3158 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3159 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3160 /**
3161 * True for renderbuffers that wrap textures, giving the driver a chance to
3162 * flush render caches through the FinishRenderTexture hook.
3163 *
3164 * Drivers may also set this on renderbuffers other than those generated by
3165 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3166 * called without a rb->TexImage.
3167 */
3168 GLboolean NeedsFinishRenderTexture;
3169 GLubyte NumSamples;
3170 GLenum InternalFormat; /**< The user-specified format */
3171 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3172 GL_STENCIL_INDEX. */
3173 mesa_format Format; /**< The actual renderbuffer memory format */
3174 /**
3175 * Pointer to the texture image if this renderbuffer wraps a texture,
3176 * otherwise NULL.
3177 *
3178 * Note that the reference on the gl_texture_object containing this
3179 * TexImage is held by the gl_renderbuffer_attachment.
3180 */
3181 struct gl_texture_image *TexImage;
3182
3183 /** Delete this renderbuffer */
3184 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3185
3186 /** Allocate new storage for this renderbuffer */
3187 GLboolean (*AllocStorage)(struct gl_context *ctx,
3188 struct gl_renderbuffer *rb,
3189 GLenum internalFormat,
3190 GLuint width, GLuint height);
3191 };
3192
3193
3194 /**
3195 * A renderbuffer attachment points to either a texture object (and specifies
3196 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3197 */
3198 struct gl_renderbuffer_attachment
3199 {
3200 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3201 GLboolean Complete;
3202
3203 /**
3204 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3205 * application supplied renderbuffer object.
3206 */
3207 struct gl_renderbuffer *Renderbuffer;
3208
3209 /**
3210 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3211 * supplied texture object.
3212 */
3213 struct gl_texture_object *Texture;
3214 GLuint TextureLevel; /**< Attached mipmap level. */
3215 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3216 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3217 * and 2D array textures */
3218 GLboolean Layered;
3219 };
3220
3221
3222 /**
3223 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3224 * In C++ terms, think of this as a base class from which device drivers
3225 * will make derived classes.
3226 */
3227 struct gl_framebuffer
3228 {
3229 mtx_t Mutex; /**< for thread safety */
3230 /**
3231 * If zero, this is a window system framebuffer. If non-zero, this
3232 * is a FBO framebuffer; note that for some devices (i.e. those with
3233 * a natural pixel coordinate system for FBOs that differs from the
3234 * OpenGL/Mesa coordinate system), this means that the viewport,
3235 * polygon face orientation, and polygon stipple will have to be inverted.
3236 */
3237 GLuint Name;
3238 GLint RefCount;
3239
3240 GLchar *Label; /**< GL_KHR_debug */
3241
3242 GLboolean DeletePending;
3243
3244 /**
3245 * The framebuffer's visual. Immutable if this is a window system buffer.
3246 * Computed from attachments if user-made FBO.
3247 */
3248 struct gl_config Visual;
3249
3250 /**
3251 * Size of frame buffer in pixels. If there are no attachments, then both
3252 * of these are 0.
3253 */
3254 GLuint Width, Height;
3255
3256 /**
3257 * In the case that the framebuffer has no attachment (i.e.
3258 * GL_ARB_framebuffer_no_attachments) then the geometry of
3259 * the framebuffer is specified by the default values.
3260 */
3261 struct {
3262 GLuint Width, Height, Layers, NumSamples;
3263 GLboolean FixedSampleLocations;
3264 /* Derived from NumSamples by the driver so that it can choose a valid
3265 * value for the hardware.
3266 */
3267 GLuint _NumSamples;
3268 } DefaultGeometry;
3269
3270 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3271 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3272 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3273 */
3274 /*@{*/
3275 GLint _Xmin, _Xmax;
3276 GLint _Ymin, _Ymax;
3277 /*@}*/
3278
3279 /** \name Derived Z buffer stuff */
3280 /*@{*/
3281 GLuint _DepthMax; /**< Max depth buffer value */
3282 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3283 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3284 /*@}*/
3285
3286 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3287 GLenum _Status;
3288
3289 /** Whether one of Attachment has Type != GL_NONE
3290 * NOTE: the values for Width and Height are set to 0 in case of having
3291 * no attachments, a backend driver supporting the extension
3292 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3293 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3294 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3295 * _Ymax do NOT take into account _HasAttachments being false). To get the
3296 * geometry of the framebuffer, the helper functions
3297 * _mesa_geometric_width(),
3298 * _mesa_geometric_height(),
3299 * _mesa_geometric_samples() and
3300 * _mesa_geometric_layers()
3301 * are available that check _HasAttachments.
3302 */
3303 bool _HasAttachments;
3304
3305 /** Integer color values */
3306 GLboolean _IntegerColor;
3307
3308 /* ARB_color_buffer_float */
3309 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3310 GLboolean _HasSNormOrFloatColorBuffer;
3311
3312 /**
3313 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3314 * is not layered. For cube maps and cube map arrays, each cube face
3315 * counts as a layer. As the case for Width, Height a backend driver
3316 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3317 * in the case that _HasAttachments is false
3318 */
3319 GLuint MaxNumLayers;
3320
3321 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3322 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3323
3324 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3325 * attribute group and GL_PIXEL attribute group, respectively.
3326 */
3327 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3328 GLenum ColorReadBuffer;
3329
3330 /** Computed from ColorDraw/ReadBuffer above */
3331 GLuint _NumColorDrawBuffers;
3332 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3333 GLint _ColorReadBufferIndex; /* -1 = None */
3334 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3335 struct gl_renderbuffer *_ColorReadBuffer;
3336
3337 /** Delete this framebuffer */
3338 void (*Delete)(struct gl_framebuffer *fb);
3339 };
3340
3341
3342 /**
3343 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3344 */
3345 struct gl_precision
3346 {
3347 GLushort RangeMin; /**< min value exponent */
3348 GLushort RangeMax; /**< max value exponent */
3349 GLushort Precision; /**< number of mantissa bits */
3350 };
3351
3352
3353 /**
3354 * Limits for vertex, geometry and fragment programs/shaders.
3355 */
3356 struct gl_program_constants
3357 {
3358 /* logical limits */
3359 GLuint MaxInstructions;
3360 GLuint MaxAluInstructions;
3361 GLuint MaxTexInstructions;
3362 GLuint MaxTexIndirections;
3363 GLuint MaxAttribs;
3364 GLuint MaxTemps;
3365 GLuint MaxAddressRegs;
3366 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3367 GLuint MaxParameters;
3368 GLuint MaxLocalParams;
3369 GLuint MaxEnvParams;
3370 /* native/hardware limits */
3371 GLuint MaxNativeInstructions;
3372 GLuint MaxNativeAluInstructions;
3373 GLuint MaxNativeTexInstructions;
3374 GLuint MaxNativeTexIndirections;
3375 GLuint MaxNativeAttribs;
3376 GLuint MaxNativeTemps;
3377 GLuint MaxNativeAddressRegs;
3378 GLuint MaxNativeParameters;
3379 /* For shaders */
3380 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3381
3382 /**
3383 * \name Per-stage input / output limits
3384 *
3385 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3386 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3387 * ES). This is stored as \c gl_constants::MaxVarying.
3388 *
3389 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3390 * variables. Each stage as a certain number of outputs that it can feed
3391 * to the next stage and a certain number inputs that it can consume from
3392 * the previous stage.
3393 *
3394 * Vertex shader inputs do not participate this in this accounting.
3395 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3396 *
3397 * Fragment shader outputs do not participate this in this accounting.
3398 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3399 */
3400 /*@{*/
3401 GLuint MaxInputComponents;
3402 GLuint MaxOutputComponents;
3403 /*@}*/
3404
3405 /* ES 2.0 and GL_ARB_ES2_compatibility */
3406 struct gl_precision LowFloat, MediumFloat, HighFloat;
3407 struct gl_precision LowInt, MediumInt, HighInt;
3408 /* GL_ARB_uniform_buffer_object */
3409 GLuint MaxUniformBlocks;
3410 GLuint MaxCombinedUniformComponents;
3411 GLuint MaxTextureImageUnits;
3412
3413 /* GL_ARB_shader_atomic_counters */
3414 GLuint MaxAtomicBuffers;
3415 GLuint MaxAtomicCounters;
3416
3417 /* GL_ARB_shader_image_load_store */
3418 GLuint MaxImageUniforms;
3419
3420 /* GL_ARB_shader_storage_buffer_object */
3421 GLuint MaxShaderStorageBlocks;
3422 };
3423
3424
3425 /**
3426 * Constants which may be overridden by device driver during context creation
3427 * but are never changed after that.
3428 */
3429 struct gl_constants
3430 {
3431 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3432 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3433 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3434 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3435 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3436 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3437 GLuint MaxTextureCoordUnits;
3438 GLuint MaxCombinedTextureImageUnits;
3439 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3440 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3441 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3442 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3443
3444 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3445
3446 GLuint MaxArrayLockSize;
3447
3448 GLint SubPixelBits;
3449
3450 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3451 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3452 GLfloat PointSizeGranularity;
3453 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3454 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3455 GLfloat LineWidthGranularity;
3456
3457 GLuint MaxClipPlanes;
3458 GLuint MaxLights;
3459 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3460 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3461
3462 GLuint MaxViewportWidth, MaxViewportHeight;
3463 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3464 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3465 struct {
3466 GLfloat Min;
3467 GLfloat Max;
3468 } ViewportBounds; /**< GL_ARB_viewport_array */
3469 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3470
3471 struct gl_program_constants Program[MESA_SHADER_STAGES];
3472 GLuint MaxProgramMatrices;
3473 GLuint MaxProgramMatrixStackDepth;
3474
3475 struct {
3476 GLuint SamplesPassed;
3477 GLuint TimeElapsed;
3478 GLuint Timestamp;
3479 GLuint PrimitivesGenerated;
3480 GLuint PrimitivesWritten;
3481 GLuint VerticesSubmitted;
3482 GLuint PrimitivesSubmitted;
3483 GLuint VsInvocations;
3484 GLuint TessPatches;
3485 GLuint TessInvocations;
3486 GLuint GsInvocations;
3487 GLuint GsPrimitives;
3488 GLuint FsInvocations;
3489 GLuint ComputeInvocations;
3490 GLuint ClInPrimitives;
3491 GLuint ClOutPrimitives;
3492 } QueryCounterBits;
3493
3494 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3495
3496 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3497 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3498 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3499
3500 /**
3501 * GL_ARB_framebuffer_no_attachments
3502 */
3503 GLuint MaxFramebufferWidth;
3504 GLuint MaxFramebufferHeight;
3505 GLuint MaxFramebufferLayers;
3506 GLuint MaxFramebufferSamples;
3507
3508 /** Number of varying vectors between any two shader stages. */
3509 GLuint MaxVarying;
3510
3511 /** @{
3512 * GL_ARB_uniform_buffer_object
3513 */
3514 GLuint MaxCombinedUniformBlocks;
3515 GLuint MaxUniformBufferBindings;
3516 GLuint MaxUniformBlockSize;
3517 GLuint UniformBufferOffsetAlignment;
3518 /** @} */
3519
3520 /** @{
3521 * GL_ARB_shader_storage_buffer_object
3522 */
3523 GLuint MaxCombinedShaderStorageBlocks;
3524 GLuint MaxShaderStorageBufferBindings;
3525 GLuint MaxShaderStorageBlockSize;
3526 GLuint ShaderStorageBufferOffsetAlignment;
3527 /** @} */
3528
3529 /**
3530 * GL_ARB_explicit_uniform_location
3531 */
3532 GLuint MaxUserAssignableUniformLocations;
3533
3534 /** geometry shader */
3535 GLuint MaxGeometryOutputVertices;
3536 GLuint MaxGeometryTotalOutputComponents;
3537
3538 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3539
3540 /**
3541 * Changes default GLSL extension behavior from "error" to "warn". It's out
3542 * of spec, but it can make some apps work that otherwise wouldn't.
3543 */
3544 GLboolean ForceGLSLExtensionsWarn;
3545
3546 /**
3547 * If non-zero, forces GLSL shaders to behave as if they began
3548 * with "#version ForceGLSLVersion".
3549 */
3550 GLuint ForceGLSLVersion;
3551
3552 /**
3553 * Allow GLSL #extension directives in the middle of shaders.
3554 */
3555 GLboolean AllowGLSLExtensionDirectiveMidShader;
3556
3557 /**
3558 * Force uninitialized variables to default to zero.
3559 */
3560 GLboolean GLSLZeroInit;
3561
3562 /**
3563 * Does the driver support real 32-bit integers? (Otherwise, integers are
3564 * simulated via floats.)
3565 */
3566 GLboolean NativeIntegers;
3567
3568 /**
3569 * Does VertexID count from zero or from base vertex?
3570 *
3571 * \note
3572 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3573 * ignored and need not be set.
3574 */
3575 bool VertexID_is_zero_based;
3576
3577 /**
3578 * If the driver supports real 32-bit integers, what integer value should be
3579 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3580 */
3581 GLuint UniformBooleanTrue;
3582
3583 /**
3584 * Maximum amount of time, measured in nanseconds, that the server can wait.
3585 */
3586 GLuint64 MaxServerWaitTimeout;
3587
3588 /** GL_EXT_provoking_vertex */
3589 GLboolean QuadsFollowProvokingVertexConvention;
3590
3591 /** GL_ARB_viewport_array */
3592 GLenum LayerAndVPIndexProvokingVertex;
3593
3594 /** OpenGL version 3.0 */
3595 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3596
3597 /** OpenGL version 3.2 */
3598 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3599
3600 /** OpenGL version 4.4 */
3601 GLuint MaxVertexAttribStride;
3602
3603 /** GL_EXT_transform_feedback */
3604 GLuint MaxTransformFeedbackBuffers;
3605 GLuint MaxTransformFeedbackSeparateComponents;
3606 GLuint MaxTransformFeedbackInterleavedComponents;
3607 GLuint MaxVertexStreams;
3608
3609 /** GL_EXT_gpu_shader4 */
3610 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3611
3612 /** GL_ARB_texture_gather */
3613 GLuint MinProgramTextureGatherOffset;
3614 GLuint MaxProgramTextureGatherOffset;
3615 GLuint MaxProgramTextureGatherComponents;
3616
3617 /* GL_ARB_robustness */
3618 GLenum ResetStrategy;
3619
3620 /* GL_ARB_blend_func_extended */
3621 GLuint MaxDualSourceDrawBuffers;
3622
3623 /**
3624 * Whether the implementation strips out and ignores texture borders.
3625 *
3626 * Many GPU hardware implementations don't support rendering with texture
3627 * borders and mipmapped textures. (Note: not static border color, but the
3628 * old 1-pixel border around each edge). Implementations then have to do
3629 * slow fallbacks to be correct, or just ignore the border and be fast but
3630 * wrong. Setting the flag strips the border off of TexImage calls,
3631 * providing "fast but wrong" at significantly reduced driver complexity.
3632 *
3633 * Texture borders are deprecated in GL 3.0.
3634 **/
3635 GLboolean StripTextureBorder;
3636
3637 /**
3638 * For drivers which can do a better job at eliminating unused uniforms
3639 * than the GLSL compiler.
3640 *
3641 * XXX Remove these as soon as a better solution is available.
3642 */
3643 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3644
3645 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3646 bool GLSLFragCoordIsSysVal;
3647 bool GLSLFrontFacingIsSysVal;
3648
3649 /**
3650 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3651 * than passing the transform feedback object to the drawing function.
3652 */
3653 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3654
3655 /** GL_ARB_map_buffer_alignment */
3656 GLuint MinMapBufferAlignment;
3657
3658 /**
3659 * Disable varying packing. This is out of spec, but potentially useful
3660 * for older platforms that supports a limited number of texture
3661 * indirections--on these platforms, unpacking the varyings in the fragment
3662 * shader increases the number of texture indirections by 1, which might
3663 * make some shaders not executable at all.
3664 *
3665 * Drivers that support transform feedback must set this value to GL_FALSE.
3666 */
3667 GLboolean DisableVaryingPacking;
3668
3669 /**
3670 * Should meaningful names be generated for compiler temporary variables?
3671 *
3672 * Generally, it is not useful to have the compiler generate "meaningful"
3673 * names for temporary variables that it creates. This can, however, be a
3674 * useful debugging aid. In Mesa debug builds or release builds when
3675 * MESA_GLSL is set at run-time, meaningful names will be generated.
3676 * Drivers can also force names to be generated by setting this field.
3677 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3678 * vertex shader assembly) is set at run-time.
3679 */
3680 bool GenerateTemporaryNames;
3681
3682 /*
3683 * Maximum value supported for an index in DrawElements and friends.
3684 *
3685 * This must be at least (1ull<<24)-1. The default value is
3686 * (1ull<<32)-1.
3687 *
3688 * \since ES 3.0 or GL_ARB_ES3_compatibility
3689 * \sa _mesa_init_constants
3690 */
3691 GLuint64 MaxElementIndex;
3692
3693 /**
3694 * Disable interpretation of line continuations (lines ending with a
3695 * backslash character ('\') in GLSL source.
3696 */
3697 GLboolean DisableGLSLLineContinuations;
3698
3699 /** GL_ARB_texture_multisample */
3700 GLint MaxColorTextureSamples;
3701 GLint MaxDepthTextureSamples;
3702 GLint MaxIntegerSamples;
3703
3704 /**
3705 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3706 * samples are laid out in a rectangular grid roughly corresponding to
3707 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3708 * are used to map indices of rectangular grid to sample numbers within
3709 * a pixel. This mapping of indices to sample numbers must be initialized
3710 * by the driver for the target hardware. For example, if we have the 8X
3711 * MSAA sample number layout (sample positions) for XYZ hardware:
3712 *
3713 * sample indices layout sample number layout
3714 * --------- ---------
3715 * | 0 | 1 | | a | b |
3716 * --------- ---------
3717 * | 2 | 3 | | c | d |
3718 * --------- ---------
3719 * | 4 | 5 | | e | f |
3720 * --------- ---------
3721 * | 6 | 7 | | g | h |
3722 * --------- ---------
3723 *
3724 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3725 *
3726 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3727 * below:
3728 * SampleMap8x = {a, b, c, d, e, f, g, h};
3729 *
3730 * Follow the logic for sample counts 2-8.
3731 *
3732 * For 16x the sample indices layout as a 4x4 grid as follows:
3733 *
3734 * -----------------
3735 * | 0 | 1 | 2 | 3 |
3736 * -----------------
3737 * | 4 | 5 | 6 | 7 |
3738 * -----------------
3739 * | 8 | 9 |10 |11 |
3740 * -----------------
3741 * |12 |13 |14 |15 |
3742 * -----------------
3743 */
3744 uint8_t SampleMap2x[2];
3745 uint8_t SampleMap4x[4];
3746 uint8_t SampleMap8x[8];
3747 uint8_t SampleMap16x[16];
3748
3749 /** GL_ARB_shader_atomic_counters */
3750 GLuint MaxAtomicBufferBindings;
3751 GLuint MaxAtomicBufferSize;
3752 GLuint MaxCombinedAtomicBuffers;
3753 GLuint MaxCombinedAtomicCounters;
3754
3755 /** GL_ARB_vertex_attrib_binding */
3756 GLint MaxVertexAttribRelativeOffset;
3757 GLint MaxVertexAttribBindings;
3758
3759 /* GL_ARB_shader_image_load_store */
3760 GLuint MaxImageUnits;
3761 GLuint MaxCombinedShaderOutputResources;
3762 GLuint MaxImageSamples;
3763 GLuint MaxCombinedImageUniforms;
3764
3765 /** GL_ARB_compute_shader */
3766 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3767 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3768 GLuint MaxComputeWorkGroupInvocations;
3769 GLuint MaxComputeSharedMemorySize;
3770
3771 /** GL_ARB_gpu_shader5 */
3772 GLfloat MinFragmentInterpolationOffset;
3773 GLfloat MaxFragmentInterpolationOffset;
3774
3775 GLboolean FakeSWMSAA;
3776
3777 /** GL_KHR_context_flush_control */
3778 GLenum ContextReleaseBehavior;
3779
3780 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3781
3782 /** GL_ARB_tessellation_shader */
3783 GLuint MaxPatchVertices;
3784 GLuint MaxTessGenLevel;
3785 GLuint MaxTessPatchComponents;
3786 GLuint MaxTessControlTotalOutputComponents;
3787 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3788 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3789 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3790 bool PrimitiveRestartForPatches;
3791 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3792 * gl_LocalInvocationIndex based on
3793 * other builtin variables. */
3794
3795 /** GL_OES_primitive_bounding_box */
3796 bool NoPrimitiveBoundingBoxOutput;
3797 };
3798
3799
3800 /**
3801 * Enable flag for each OpenGL extension. Different device drivers will
3802 * enable different extensions at runtime.
3803 */
3804 struct gl_extensions
3805 {
3806 GLboolean dummy; /* don't remove this! */
3807 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3808 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3809 GLboolean ANGLE_texture_compression_dxt;
3810 GLboolean ARB_ES2_compatibility;
3811 GLboolean ARB_ES3_compatibility;
3812 GLboolean ARB_ES3_1_compatibility;
3813 GLboolean ARB_ES3_2_compatibility;
3814 GLboolean ARB_arrays_of_arrays;
3815 GLboolean ARB_base_instance;
3816 GLboolean ARB_blend_func_extended;
3817 GLboolean ARB_buffer_storage;
3818 GLboolean ARB_clear_texture;
3819 GLboolean ARB_clip_control;
3820 GLboolean ARB_color_buffer_float;
3821 GLboolean ARB_compute_shader;
3822 GLboolean ARB_conditional_render_inverted;
3823 GLboolean ARB_conservative_depth;
3824 GLboolean ARB_copy_image;
3825 GLboolean ARB_cull_distance;
3826 GLboolean ARB_depth_buffer_float;
3827 GLboolean ARB_depth_clamp;
3828 GLboolean ARB_depth_texture;
3829 GLboolean ARB_derivative_control;
3830 GLboolean ARB_draw_buffers_blend;
3831 GLboolean ARB_draw_elements_base_vertex;
3832 GLboolean ARB_draw_indirect;
3833 GLboolean ARB_draw_instanced;
3834 GLboolean ARB_fragment_coord_conventions;
3835 GLboolean ARB_fragment_layer_viewport;
3836 GLboolean ARB_fragment_program;
3837 GLboolean ARB_fragment_program_shadow;
3838 GLboolean ARB_fragment_shader;
3839 GLboolean ARB_framebuffer_no_attachments;
3840 GLboolean ARB_framebuffer_object;
3841 GLboolean ARB_enhanced_layouts;
3842 GLboolean ARB_explicit_attrib_location;
3843 GLboolean ARB_explicit_uniform_location;
3844 GLboolean ARB_gpu_shader5;
3845 GLboolean ARB_gpu_shader_fp64;
3846 GLboolean ARB_half_float_vertex;
3847 GLboolean ARB_indirect_parameters;
3848 GLboolean ARB_instanced_arrays;
3849 GLboolean ARB_internalformat_query;
3850 GLboolean ARB_internalformat_query2;
3851 GLboolean ARB_map_buffer_range;
3852 GLboolean ARB_occlusion_query;
3853 GLboolean ARB_occlusion_query2;
3854 GLboolean ARB_pipeline_statistics_query;
3855 GLboolean ARB_point_sprite;
3856 GLboolean ARB_query_buffer_object;
3857 GLboolean ARB_robust_buffer_access_behavior;
3858 GLboolean ARB_sample_shading;
3859 GLboolean ARB_seamless_cube_map;
3860 GLboolean ARB_shader_atomic_counter_ops;
3861 GLboolean ARB_shader_atomic_counters;
3862 GLboolean ARB_shader_bit_encoding;
3863 GLboolean ARB_shader_clock;
3864 GLboolean ARB_shader_draw_parameters;
3865 GLboolean ARB_shader_group_vote;
3866 GLboolean ARB_shader_image_load_store;
3867 GLboolean ARB_shader_image_size;
3868 GLboolean ARB_shader_precision;
3869 GLboolean ARB_shader_stencil_export;
3870 GLboolean ARB_shader_storage_buffer_object;
3871 GLboolean ARB_shader_subroutine;
3872 GLboolean ARB_shader_texture_image_samples;
3873 GLboolean ARB_shader_texture_lod;
3874 GLboolean ARB_shading_language_packing;
3875 GLboolean ARB_shading_language_420pack;
3876 GLboolean ARB_shadow;
3877 GLboolean ARB_stencil_texturing;
3878 GLboolean ARB_sync;
3879 GLboolean ARB_tessellation_shader;
3880 GLboolean ARB_texture_border_clamp;
3881 GLboolean ARB_texture_buffer_object;
3882 GLboolean ARB_texture_buffer_object_rgb32;
3883 GLboolean ARB_texture_buffer_range;
3884 GLboolean ARB_texture_compression_bptc;
3885 GLboolean ARB_texture_compression_rgtc;
3886 GLboolean ARB_texture_cube_map;
3887 GLboolean ARB_texture_cube_map_array;
3888 GLboolean ARB_texture_env_combine;
3889 GLboolean ARB_texture_env_crossbar;
3890 GLboolean ARB_texture_env_dot3;
3891 GLboolean ARB_texture_float;
3892 GLboolean ARB_texture_gather;
3893 GLboolean ARB_texture_mirror_clamp_to_edge;
3894 GLboolean ARB_texture_multisample;
3895 GLboolean ARB_texture_non_power_of_two;
3896 GLboolean ARB_texture_stencil8;
3897 GLboolean ARB_texture_query_levels;
3898 GLboolean ARB_texture_query_lod;
3899 GLboolean ARB_texture_rg;
3900 GLboolean ARB_texture_rgb10_a2ui;
3901 GLboolean ARB_texture_view;
3902 GLboolean ARB_timer_query;
3903 GLboolean ARB_transform_feedback2;
3904 GLboolean ARB_transform_feedback3;
3905 GLboolean ARB_transform_feedback_instanced;
3906 GLboolean ARB_uniform_buffer_object;
3907 GLboolean ARB_vertex_attrib_64bit;
3908 GLboolean ARB_vertex_program;
3909 GLboolean ARB_vertex_shader;
3910 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3911 GLboolean ARB_vertex_type_2_10_10_10_rev;
3912 GLboolean ARB_viewport_array;
3913 GLboolean EXT_blend_color;
3914 GLboolean EXT_blend_equation_separate;
3915 GLboolean EXT_blend_func_separate;
3916 GLboolean EXT_blend_minmax;
3917 GLboolean EXT_depth_bounds_test;
3918 GLboolean EXT_draw_buffers2;
3919 GLboolean EXT_framebuffer_multisample;
3920 GLboolean EXT_framebuffer_multisample_blit_scaled;
3921 GLboolean EXT_framebuffer_sRGB;
3922 GLboolean EXT_gpu_program_parameters;
3923 GLboolean EXT_gpu_shader4;
3924 GLboolean EXT_packed_float;
3925 GLboolean EXT_pixel_buffer_object;
3926 GLboolean EXT_point_parameters;
3927 GLboolean EXT_polygon_offset_clamp;
3928 GLboolean EXT_provoking_vertex;
3929 GLboolean EXT_shader_integer_mix;
3930 GLboolean EXT_shader_samples_identical;
3931 GLboolean EXT_stencil_two_side;
3932 GLboolean EXT_texture_array;
3933 GLboolean EXT_texture_compression_latc;
3934 GLboolean EXT_texture_compression_s3tc;
3935 GLboolean EXT_texture_env_dot3;
3936 GLboolean EXT_texture_filter_anisotropic;
3937 GLboolean EXT_texture_integer;
3938 GLboolean EXT_texture_mirror_clamp;
3939 GLboolean EXT_texture_shared_exponent;
3940 GLboolean EXT_texture_snorm;
3941 GLboolean EXT_texture_sRGB;
3942 GLboolean EXT_texture_sRGB_decode;
3943 GLboolean EXT_texture_swizzle;
3944 GLboolean EXT_transform_feedback;
3945 GLboolean EXT_timer_query;
3946 GLboolean EXT_vertex_array_bgra;
3947 GLboolean EXT_window_rectangles;
3948 GLboolean OES_copy_image;
3949 GLboolean OES_primitive_bounding_box;
3950 GLboolean OES_sample_variables;
3951 GLboolean OES_standard_derivatives;
3952 GLboolean OES_texture_buffer;
3953 GLboolean OES_texture_cube_map_array;
3954 /* vendor extensions */
3955 GLboolean AMD_performance_monitor;
3956 GLboolean AMD_pinned_memory;
3957 GLboolean AMD_seamless_cubemap_per_texture;
3958 GLboolean AMD_vertex_shader_layer;
3959 GLboolean AMD_vertex_shader_viewport_index;
3960 GLboolean APPLE_object_purgeable;
3961 GLboolean ATI_meminfo;
3962 GLboolean ATI_texture_compression_3dc;
3963 GLboolean ATI_texture_mirror_once;
3964 GLboolean ATI_texture_env_combine3;
3965 GLboolean ATI_fragment_shader;
3966 GLboolean ATI_separate_stencil;
3967 GLboolean GREMEDY_string_marker;
3968 GLboolean INTEL_performance_query;
3969 GLboolean KHR_blend_equation_advanced;
3970 GLboolean KHR_blend_equation_advanced_coherent;
3971 GLboolean KHR_robustness;
3972 GLboolean KHR_texture_compression_astc_hdr;
3973 GLboolean KHR_texture_compression_astc_ldr;
3974 GLboolean KHR_texture_compression_astc_sliced_3d;
3975 GLboolean MESA_pack_invert;
3976 GLboolean MESA_shader_framebuffer_fetch;
3977 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3978 GLboolean MESA_shader_integer_functions;
3979 GLboolean MESA_ycbcr_texture;
3980 GLboolean NV_conditional_render;
3981 GLboolean NV_fog_distance;
3982 GLboolean NV_point_sprite;
3983 GLboolean NV_primitive_restart;
3984 GLboolean NV_texture_barrier;
3985 GLboolean NV_texture_env_combine4;
3986 GLboolean NV_texture_rectangle;
3987 GLboolean NV_vdpau_interop;
3988 GLboolean NVX_gpu_memory_info;
3989 GLboolean TDFX_texture_compression_FXT1;
3990 GLboolean OES_EGL_image;
3991 GLboolean OES_draw_texture;
3992 GLboolean OES_depth_texture_cube_map;
3993 GLboolean OES_EGL_image_external;
3994 GLboolean OES_texture_float;
3995 GLboolean OES_texture_float_linear;
3996 GLboolean OES_texture_half_float;
3997 GLboolean OES_texture_half_float_linear;
3998 GLboolean OES_compressed_ETC1_RGB8_texture;
3999 GLboolean OES_geometry_shader;
4000 GLboolean OES_texture_compression_astc;
4001 GLboolean extension_sentinel;
4002 /** The extension string */
4003 const GLubyte *String;
4004 /** Number of supported extensions */
4005 GLuint Count;
4006 /**
4007 * The context version which extension helper functions compare against.
4008 * By default, the value is equal to ctx->Version. This changes to ~0
4009 * while meta is in progress.
4010 */
4011 GLubyte Version;
4012 };
4013
4014
4015 /**
4016 * A stack of matrices (projection, modelview, color, texture, etc).
4017 */
4018 struct gl_matrix_stack
4019 {
4020 GLmatrix *Top; /**< points into Stack */
4021 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4022 unsigned StackSize; /**< Number of elements in Stack */
4023 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4024 GLuint MaxDepth; /**< size of Stack[] array */
4025 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4026 };
4027
4028
4029 /**
4030 * \name Bits for image transfer operations
4031 * \sa __struct gl_contextRec::ImageTransferState.
4032 */
4033 /*@{*/
4034 #define IMAGE_SCALE_BIAS_BIT 0x1
4035 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4036 #define IMAGE_MAP_COLOR_BIT 0x4
4037 #define IMAGE_CLAMP_BIT 0x800
4038
4039
4040 /** Pixel Transfer ops */
4041 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4042 IMAGE_SHIFT_OFFSET_BIT | \
4043 IMAGE_MAP_COLOR_BIT)
4044
4045 /**
4046 * \name Bits to indicate what state has changed.
4047 */
4048 /*@{*/
4049 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4050 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4051 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4052 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4053 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4054 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4055 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4056 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4057 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4058 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4059 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4060 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4061 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4062 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4063 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4064 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4065 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4066 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4067 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4068 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4069 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4070 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4071 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4072 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4073 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4074 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4075 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4076 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4077 #define _NEW_BUFFER_OBJECT (1u << 28)
4078 #define _NEW_FRAG_CLAMP (1u << 29)
4079 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4080 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4081 #define _NEW_ALL ~0
4082 /*@}*/
4083
4084
4085 /**
4086 * Composite state flags
4087 */
4088 /*@{*/
4089 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4090 _NEW_TEXTURE | \
4091 _NEW_POINT | \
4092 _NEW_PROGRAM | \
4093 _NEW_MODELVIEW)
4094
4095 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4096 _NEW_FOG | \
4097 _NEW_PROGRAM)
4098
4099
4100 /*@}*/
4101
4102
4103
4104
4105 /* This has to be included here. */
4106 #include "dd.h"
4107
4108
4109 /**
4110 * Display list flags.
4111 * Strictly this is a tnl-private concept, but it doesn't seem
4112 * worthwhile adding a tnl private structure just to hold this one bit
4113 * of information:
4114 */
4115 #define DLIST_DANGLING_REFS 0x1
4116
4117
4118 /** Opaque declaration of display list payload data type */
4119 union gl_dlist_node;
4120
4121
4122 /**
4123 * Provide a location where information about a display list can be
4124 * collected. Could be extended with driverPrivate structures,
4125 * etc. in the future.
4126 */
4127 struct gl_display_list
4128 {
4129 GLuint Name;
4130 GLchar *Label; /**< GL_KHR_debug */
4131 GLbitfield Flags; /**< DLIST_x flags */
4132 /** The dlist commands are in a linked list of nodes */
4133 union gl_dlist_node *Head;
4134 };
4135
4136
4137 /**
4138 * State used during display list compilation and execution.
4139 */
4140 struct gl_dlist_state
4141 {
4142 GLuint CallDepth; /**< Current recursion calling depth */
4143
4144 struct gl_display_list *CurrentList; /**< List currently being compiled */
4145 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4146 GLuint CurrentPos; /**< Index into current block of nodes */
4147
4148 GLvertexformat ListVtxfmt;
4149
4150 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4151 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4152
4153 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4154 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4155
4156 struct {
4157 /* State known to have been set by the currently-compiling display
4158 * list. Used to eliminate some redundant state changes.
4159 */
4160 GLenum ShadeModel;
4161 } Current;
4162 };
4163
4164 /** @{
4165 *
4166 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4167 * to small enums suitable for use as an array index.
4168 */
4169
4170 enum mesa_debug_source {
4171 MESA_DEBUG_SOURCE_API,
4172 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4173 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4174 MESA_DEBUG_SOURCE_THIRD_PARTY,
4175 MESA_DEBUG_SOURCE_APPLICATION,
4176 MESA_DEBUG_SOURCE_OTHER,
4177 MESA_DEBUG_SOURCE_COUNT
4178 };
4179
4180 enum mesa_debug_type {
4181 MESA_DEBUG_TYPE_ERROR,
4182 MESA_DEBUG_TYPE_DEPRECATED,
4183 MESA_DEBUG_TYPE_UNDEFINED,
4184 MESA_DEBUG_TYPE_PORTABILITY,
4185 MESA_DEBUG_TYPE_PERFORMANCE,
4186 MESA_DEBUG_TYPE_OTHER,
4187 MESA_DEBUG_TYPE_MARKER,
4188 MESA_DEBUG_TYPE_PUSH_GROUP,
4189 MESA_DEBUG_TYPE_POP_GROUP,
4190 MESA_DEBUG_TYPE_COUNT
4191 };
4192
4193 enum mesa_debug_severity {
4194 MESA_DEBUG_SEVERITY_LOW,
4195 MESA_DEBUG_SEVERITY_MEDIUM,
4196 MESA_DEBUG_SEVERITY_HIGH,
4197 MESA_DEBUG_SEVERITY_NOTIFICATION,
4198 MESA_DEBUG_SEVERITY_COUNT
4199 };
4200
4201 /** @} */
4202
4203 /**
4204 * Driver-specific state flags.
4205 *
4206 * These are or'd with gl_context::NewDriverState to notify a driver about
4207 * a state change. The driver sets the flags at context creation and
4208 * the meaning of the bits set is opaque to core Mesa.
4209 */
4210 struct gl_driver_flags
4211 {
4212 /** gl_context::Array::_DrawArrays (vertex array state) */
4213 uint64_t NewArray;
4214
4215 /** gl_context::TransformFeedback::CurrentObject */
4216 uint64_t NewTransformFeedback;
4217
4218 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4219 uint64_t NewTransformFeedbackProg;
4220
4221 /** gl_context::RasterDiscard */
4222 uint64_t NewRasterizerDiscard;
4223
4224 /**
4225 * gl_context::UniformBufferBindings
4226 * gl_shader_program::UniformBlocks
4227 */
4228 uint64_t NewUniformBuffer;
4229
4230 /**
4231 * gl_context::ShaderStorageBufferBindings
4232 * gl_shader_program::ShaderStorageBlocks
4233 */
4234 uint64_t NewShaderStorageBuffer;
4235
4236 uint64_t NewTextureBuffer;
4237
4238 /**
4239 * gl_context::AtomicBufferBindings
4240 */
4241 uint64_t NewAtomicBuffer;
4242
4243 /**
4244 * gl_context::ImageUnits
4245 */
4246 uint64_t NewImageUnits;
4247
4248 /**
4249 * gl_context::TessCtrlProgram::patch_default_*
4250 */
4251 uint64_t NewDefaultTessLevels;
4252 };
4253
4254 struct gl_uniform_buffer_binding
4255 {
4256 struct gl_buffer_object *BufferObject;
4257 /** Start of uniform block data in the buffer */
4258 GLintptr Offset;
4259 /** Size of data allowed to be referenced from the buffer (in bytes) */
4260 GLsizeiptr Size;
4261 /**
4262 * glBindBufferBase() indicates that the Size should be ignored and only
4263 * limited by the current size of the BufferObject.
4264 */
4265 GLboolean AutomaticSize;
4266 };
4267
4268 struct gl_shader_storage_buffer_binding
4269 {
4270 struct gl_buffer_object *BufferObject;
4271 /** Start of shader storage block data in the buffer */
4272 GLintptr Offset;
4273 /** Size of data allowed to be referenced from the buffer (in bytes) */
4274 GLsizeiptr Size;
4275 /**
4276 * glBindBufferBase() indicates that the Size should be ignored and only
4277 * limited by the current size of the BufferObject.
4278 */
4279 GLboolean AutomaticSize;
4280 };
4281
4282 /**
4283 * ARB_shader_image_load_store image unit.
4284 */
4285 struct gl_image_unit
4286 {
4287 /**
4288 * Texture object bound to this unit.
4289 */
4290 struct gl_texture_object *TexObj;
4291
4292 /**
4293 * Level of the texture object bound to this unit.
4294 */
4295 GLuint Level;
4296
4297 /**
4298 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4299 * GL_FALSE if only some specific layer of the texture is bound.
4300 * \sa Layer
4301 */
4302 GLboolean Layered;
4303
4304 /**
4305 * Layer of the texture object bound to this unit as specified by the
4306 * application.
4307 */
4308 GLuint Layer;
4309
4310 /**
4311 * Layer of the texture object bound to this unit, or zero if the
4312 * whole level is bound.
4313 */
4314 GLuint _Layer;
4315
4316 /**
4317 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4318 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4319 */
4320 GLenum Access;
4321
4322 /**
4323 * GL internal format that determines the interpretation of the
4324 * image memory when shader image operations are performed through
4325 * this unit.
4326 */
4327 GLenum Format;
4328
4329 /**
4330 * Mesa format corresponding to \c Format.
4331 */
4332 mesa_format _ActualFormat;
4333
4334 };
4335
4336 /**
4337 * Binding point for an atomic counter buffer object.
4338 */
4339 struct gl_atomic_buffer_binding
4340 {
4341 struct gl_buffer_object *BufferObject;
4342 GLintptr Offset;
4343 GLsizeiptr Size;
4344 };
4345
4346 /**
4347 * Shader subroutines storage
4348 */
4349 struct gl_subroutine_index_binding
4350 {
4351 GLuint NumIndex;
4352 GLuint *IndexPtr;
4353 };
4354
4355 /**
4356 * Mesa rendering context.
4357 *
4358 * This is the central context data structure for Mesa. Almost all
4359 * OpenGL state is contained in this structure.
4360 * Think of this as a base class from which device drivers will derive
4361 * sub classes.
4362 */
4363 struct gl_context
4364 {
4365 /** State possibly shared with other contexts in the address space */
4366 struct gl_shared_state *Shared;
4367
4368 /** \name API function pointer tables */
4369 /*@{*/
4370 gl_api API;
4371 /**
4372 * The current dispatch table for non-displaylist-saving execution, either
4373 * BeginEnd or OutsideBeginEnd
4374 */
4375 struct _glapi_table *Exec;
4376 /**
4377 * The normal dispatch table for non-displaylist-saving, non-begin/end
4378 */
4379 struct _glapi_table *OutsideBeginEnd;
4380 /** The dispatch table used between glNewList() and glEndList() */
4381 struct _glapi_table *Save;
4382 /**
4383 * The dispatch table used between glBegin() and glEnd() (outside of a
4384 * display list). Only valid functions between those two are set, which is
4385 * mostly just the set in a GLvertexformat struct.
4386 */
4387 struct _glapi_table *BeginEnd;
4388 /**
4389 * Dispatch table for when a graphics reset has happened.
4390 */
4391 struct _glapi_table *ContextLost;
4392 /**
4393 * Tracks the current dispatch table out of the 4 above, so that it can be
4394 * re-set on glXMakeCurrent().
4395 */
4396 struct _glapi_table *CurrentDispatch;
4397 /*@}*/
4398
4399 struct gl_config Visual;
4400 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4401 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4402 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4403 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4404
4405 /**
4406 * Device driver function pointer table
4407 */
4408 struct dd_function_table Driver;
4409
4410 /** Core/Driver constants */
4411 struct gl_constants Const;
4412
4413 /** \name The various 4x4 matrix stacks */
4414 /*@{*/
4415 struct gl_matrix_stack ModelviewMatrixStack;
4416 struct gl_matrix_stack ProjectionMatrixStack;
4417 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4418 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4419 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4420 /*@}*/
4421
4422 /** Combined modelview and projection matrix */
4423 GLmatrix _ModelProjectMatrix;
4424
4425 /** \name Display lists */
4426 struct gl_dlist_state ListState;
4427
4428 GLboolean ExecuteFlag; /**< Execute GL commands? */
4429 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4430
4431 /** Extension information */
4432 struct gl_extensions Extensions;
4433
4434 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4435 GLuint Version;
4436 char *VersionString;
4437
4438 /** \name State attribute stack (for glPush/PopAttrib) */
4439 /*@{*/
4440 GLuint AttribStackDepth;
4441 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4442 /*@}*/
4443
4444 /** \name Renderer attribute groups
4445 *
4446 * We define a struct for each attribute group to make pushing and popping
4447 * attributes easy. Also it's a good organization.
4448 */
4449 /*@{*/
4450 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4451 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4452 struct gl_current_attrib Current; /**< Current attributes */
4453 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4454 struct gl_eval_attrib Eval; /**< Eval attributes */
4455 struct gl_fog_attrib Fog; /**< Fog attributes */
4456 struct gl_hint_attrib Hint; /**< Hint attributes */
4457 struct gl_light_attrib Light; /**< Light attributes */
4458 struct gl_line_attrib Line; /**< Line attributes */
4459 struct gl_list_attrib List; /**< List attributes */
4460 struct gl_multisample_attrib Multisample;
4461 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4462 struct gl_point_attrib Point; /**< Point attributes */
4463 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4464 GLuint PolygonStipple[32]; /**< Polygon stipple */
4465 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4466 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4467 struct gl_texture_attrib Texture; /**< Texture attributes */
4468 struct gl_transform_attrib Transform; /**< Transformation attributes */
4469 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4470 /*@}*/
4471
4472 /** \name Client attribute stack */
4473 /*@{*/
4474 GLuint ClientAttribStackDepth;
4475 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4476 /*@}*/
4477
4478 /** \name Client attribute groups */
4479 /*@{*/
4480 struct gl_array_attrib Array; /**< Vertex arrays */
4481 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4482 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4483 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4484 /*@}*/
4485
4486 /** \name Other assorted state (not pushed/popped on attribute stack) */
4487 /*@{*/
4488 struct gl_pixelmaps PixelMaps;
4489
4490 struct gl_evaluators EvalMap; /**< All evaluators */
4491 struct gl_feedback Feedback; /**< Feedback */
4492 struct gl_selection Select; /**< Selection */
4493
4494 struct gl_program_state Program; /**< general program state */
4495 struct gl_vertex_program_state VertexProgram;
4496 struct gl_fragment_program_state FragmentProgram;
4497 struct gl_geometry_program_state GeometryProgram;
4498 struct gl_compute_program_state ComputeProgram;
4499 struct gl_tess_ctrl_program_state TessCtrlProgram;
4500 struct gl_tess_eval_program_state TessEvalProgram;
4501 struct gl_ati_fragment_shader_state ATIFragmentShader;
4502
4503 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4504 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4505
4506 /**
4507 * Current active shader pipeline state
4508 *
4509 * Almost all internal users want ::_Shader instead of ::Shader. The
4510 * exceptions are bits of legacy GLSL API that do not know about separate
4511 * shader objects.
4512 *
4513 * If a program is active via \c glUseProgram, this will point to
4514 * \c ::Shader.
4515 *
4516 * If a program pipeline is active via \c glBindProgramPipeline, this will
4517 * point to \c ::Pipeline.Current.
4518 *
4519 * If neither a program nor a program pipeline is active, this will point to
4520 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4521 * \c NULL.
4522 */
4523 struct gl_pipeline_object *_Shader;
4524
4525 struct gl_query_state Query; /**< occlusion, timer queries */
4526
4527 struct gl_transform_feedback_state TransformFeedback;
4528
4529 struct gl_perf_monitor_state PerfMonitor;
4530
4531 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4532 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4533 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4534
4535 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4536 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4537
4538 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4539
4540 /**
4541 * Current GL_ARB_uniform_buffer_object binding referenced by
4542 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4543 */
4544 struct gl_buffer_object *UniformBuffer;
4545
4546 /**
4547 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4548 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4549 */
4550 struct gl_buffer_object *ShaderStorageBuffer;
4551
4552 /**
4553 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4554 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4555 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4556 * shader program.
4557 */
4558 struct gl_uniform_buffer_binding
4559 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4560
4561 /**
4562 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4563 * and GL 4.3. This is set up using glBindBufferRange() or
4564 * glBindBufferBase(). They are associated with shader storage blocks by
4565 * glShaderStorageBlockBinding()'s state in the shader program.
4566 */
4567 struct gl_shader_storage_buffer_binding
4568 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4569
4570 /**
4571 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4572 * target.
4573 */
4574 struct gl_buffer_object *AtomicBuffer;
4575
4576 /**
4577 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4578 * target.
4579 */
4580 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4581
4582 /**
4583 * Array of atomic counter buffer binding points.
4584 */
4585 struct gl_atomic_buffer_binding
4586 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4587
4588 /**
4589 * Array of image units for ARB_shader_image_load_store.
4590 */
4591 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4592
4593 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4594 /*@}*/
4595
4596 struct gl_meta_state *Meta; /**< for "meta" operations */
4597
4598 /* GL_EXT_framebuffer_object */
4599 struct gl_renderbuffer *CurrentRenderbuffer;
4600
4601 GLenum ErrorValue; /**< Last error code */
4602
4603 /**
4604 * Recognize and silence repeated error debug messages in buggy apps.
4605 */
4606 const char *ErrorDebugFmtString;
4607 GLuint ErrorDebugCount;
4608
4609 /* GL_ARB_debug_output/GL_KHR_debug */
4610 mtx_t DebugMutex;
4611 struct gl_debug_state *Debug;
4612
4613 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4614 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4615 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4616
4617 struct gl_driver_flags DriverFlags;
4618
4619 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4620
4621 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4622
4623 /** \name Derived state */
4624 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4625 GLfloat _EyeZDir[3];
4626 GLfloat _ModelViewInvScale;
4627 GLboolean _NeedEyeCoords;
4628 GLboolean _ForceEyeCoords;
4629
4630 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4631
4632 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4633
4634 /** \name For debugging/development only */
4635 /*@{*/
4636 GLboolean FirstTimeCurrent;
4637 /*@}*/
4638
4639 /**
4640 * False if this context was created without a config. This is needed
4641 * because the initial state of glDrawBuffers depends on this
4642 */
4643 GLboolean HasConfig;
4644
4645 /** software compression/decompression supported or not */
4646 GLboolean Mesa_DXTn;
4647
4648 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4649
4650 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4651
4652 /**
4653 * \name Hooks for module contexts.
4654 *
4655 * These will eventually live in the driver or elsewhere.
4656 */
4657 /*@{*/
4658 void *swrast_context;
4659 void *swsetup_context;
4660 void *swtnl_context;
4661 struct vbo_context *vbo_context;
4662 struct st_context *st;
4663 void *aelt_context;
4664 /*@}*/
4665
4666 /**
4667 * \name NV_vdpau_interop
4668 */
4669 /*@{*/
4670 const void *vdpDevice;
4671 const void *vdpGetProcAddress;
4672 struct set *vdpSurfaces;
4673 /*@}*/
4674
4675 /**
4676 * Has this context observed a GPU reset in any context in the share group?
4677 *
4678 * Once this field becomes true, it is never reset to false.
4679 */
4680 GLboolean ShareGroupReset;
4681
4682 /**
4683 * \name OES_primitive_bounding_box
4684 *
4685 * Stores the arguments to glPrimitiveBoundingBox
4686 */
4687 GLfloat PrimitiveBoundingBox[8];
4688 };
4689
4690 /**
4691 * Information about memory usage. All sizes are in kilobytes.
4692 */
4693 struct gl_memory_info
4694 {
4695 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4696 unsigned avail_device_memory; /**< free device memory at the moment */
4697 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4698 unsigned avail_staging_memory; /**< free staging memory at the moment */
4699 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4700 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4701 };
4702
4703 #ifdef DEBUG
4704 extern int MESA_VERBOSE;
4705 extern int MESA_DEBUG_FLAGS;
4706 # define MESA_FUNCTION __func__
4707 #else
4708 # define MESA_VERBOSE 0
4709 # define MESA_DEBUG_FLAGS 0
4710 # define MESA_FUNCTION "a function"
4711 #endif
4712
4713
4714 /** The MESA_VERBOSE var is a bitmask of these flags */
4715 enum _verbose
4716 {
4717 VERBOSE_VARRAY = 0x0001,
4718 VERBOSE_TEXTURE = 0x0002,
4719 VERBOSE_MATERIAL = 0x0004,
4720 VERBOSE_PIPELINE = 0x0008,
4721 VERBOSE_DRIVER = 0x0010,
4722 VERBOSE_STATE = 0x0020,
4723 VERBOSE_API = 0x0040,
4724 VERBOSE_DISPLAY_LIST = 0x0100,
4725 VERBOSE_LIGHTING = 0x0200,
4726 VERBOSE_PRIMS = 0x0400,
4727 VERBOSE_VERTS = 0x0800,
4728 VERBOSE_DISASSEM = 0x1000,
4729 VERBOSE_DRAW = 0x2000,
4730 VERBOSE_SWAPBUFFERS = 0x4000
4731 };
4732
4733
4734 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4735 enum _debug
4736 {
4737 DEBUG_SILENT = (1 << 0),
4738 DEBUG_ALWAYS_FLUSH = (1 << 1),
4739 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4740 DEBUG_INCOMPLETE_FBO = (1 << 3)
4741 };
4742
4743 #ifdef __cplusplus
4744 }
4745 #endif
4746
4747 #endif /* MTYPES_H */