mesa: use uint32_t rather than unsigned for xfb struct members
[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 #include "util/bitscan.h"
49
50
51 #ifdef __cplusplus
52 extern "C" {
53 #endif
54
55
56 /**
57 * \name 64-bit extension of GLbitfield.
58 */
59 /*@{*/
60 typedef GLuint64 GLbitfield64;
61
62 /** Set a single bit */
63 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
64 /** Set all bits up to excluding bit b */
65 #define BITFIELD64_MASK(b) \
66 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
67 /** Set count bits starting from bit b */
68 #define BITFIELD64_RANGE(b, count) \
69 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
70
71
72 /**
73 * \name Some forward type declarations
74 */
75 /*@{*/
76 struct _mesa_HashTable;
77 struct gl_attrib_node;
78 struct gl_list_extensions;
79 struct gl_meta_state;
80 struct gl_program_cache;
81 struct gl_texture_object;
82 struct gl_debug_state;
83 struct gl_context;
84 struct st_context;
85 struct gl_uniform_storage;
86 struct prog_instruction;
87 struct gl_program_parameter_list;
88 struct set;
89 struct set_entry;
90 struct vbo_context;
91 /*@}*/
92
93
94 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
95 #define PRIM_MAX GL_PATCHES
96 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
97 #define PRIM_UNKNOWN (PRIM_MAX + 2)
98
99 /**
100 * Determine if the given gl_varying_slot appears in the fragment shader.
101 */
102 static inline GLboolean
103 _mesa_varying_slot_in_fs(gl_varying_slot slot)
104 {
105 switch (slot) {
106 case VARYING_SLOT_PSIZ:
107 case VARYING_SLOT_BFC0:
108 case VARYING_SLOT_BFC1:
109 case VARYING_SLOT_EDGE:
110 case VARYING_SLOT_CLIP_VERTEX:
111 case VARYING_SLOT_LAYER:
112 case VARYING_SLOT_TESS_LEVEL_OUTER:
113 case VARYING_SLOT_TESS_LEVEL_INNER:
114 case VARYING_SLOT_BOUNDING_BOX0:
115 case VARYING_SLOT_BOUNDING_BOX1:
116 return GL_FALSE;
117 default:
118 return GL_TRUE;
119 }
120 }
121
122 /**
123 * Indexes for all renderbuffers
124 */
125 typedef enum
126 {
127 /* the four standard color buffers */
128 BUFFER_FRONT_LEFT,
129 BUFFER_BACK_LEFT,
130 BUFFER_FRONT_RIGHT,
131 BUFFER_BACK_RIGHT,
132 BUFFER_DEPTH,
133 BUFFER_STENCIL,
134 BUFFER_ACCUM,
135 /* optional aux buffer */
136 BUFFER_AUX0,
137 /* generic renderbuffers */
138 BUFFER_COLOR0,
139 BUFFER_COLOR1,
140 BUFFER_COLOR2,
141 BUFFER_COLOR3,
142 BUFFER_COLOR4,
143 BUFFER_COLOR5,
144 BUFFER_COLOR6,
145 BUFFER_COLOR7,
146 BUFFER_COUNT
147 } gl_buffer_index;
148
149 /**
150 * Bit flags for all renderbuffers
151 */
152 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
153 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
154 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
155 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
156 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
157 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
158 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
159 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
160 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
161 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
162 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
163 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
164 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
165 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
166 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
167 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
168 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
169 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
170 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
171
172 /**
173 * Mask of all the color buffer bits (but not accum).
174 */
175 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
176 BUFFER_BIT_BACK_LEFT | \
177 BUFFER_BIT_FRONT_RIGHT | \
178 BUFFER_BIT_BACK_RIGHT | \
179 BUFFER_BIT_AUX0 | \
180 BUFFER_BIT_COLOR0 | \
181 BUFFER_BIT_COLOR1 | \
182 BUFFER_BIT_COLOR2 | \
183 BUFFER_BIT_COLOR3 | \
184 BUFFER_BIT_COLOR4 | \
185 BUFFER_BIT_COLOR5 | \
186 BUFFER_BIT_COLOR6 | \
187 BUFFER_BIT_COLOR7)
188
189 /**
190 * Framebuffer configuration (aka visual / pixelformat)
191 * Note: some of these fields should be boolean, but it appears that
192 * code in drivers/dri/common/util.c requires int-sized fields.
193 */
194 struct gl_config
195 {
196 GLboolean rgbMode;
197 GLboolean floatMode;
198 GLuint doubleBufferMode;
199 GLuint stereoMode;
200
201 GLboolean haveAccumBuffer;
202 GLboolean haveDepthBuffer;
203 GLboolean haveStencilBuffer;
204
205 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
206 GLuint redMask, greenMask, blueMask, alphaMask;
207 GLint rgbBits; /* total bits for rgb */
208 GLint indexBits; /* total bits for colorindex */
209
210 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
211 GLint depthBits;
212 GLint stencilBits;
213
214 GLint numAuxBuffers;
215
216 GLint level;
217
218 /* EXT_visual_rating / GLX 1.2 */
219 GLint visualRating;
220
221 /* EXT_visual_info / GLX 1.2 */
222 GLint transparentPixel;
223 /* colors are floats scaled to ints */
224 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
225 GLint transparentIndex;
226
227 /* ARB_multisample / SGIS_multisample */
228 GLint sampleBuffers;
229 GLint samples;
230
231 /* SGIX_pbuffer / GLX 1.3 */
232 GLint maxPbufferWidth;
233 GLint maxPbufferHeight;
234 GLint maxPbufferPixels;
235 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
236 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
237
238 /* OML_swap_method */
239 GLint swapMethod;
240
241 /* EXT_texture_from_pixmap */
242 GLint bindToTextureRgb;
243 GLint bindToTextureRgba;
244 GLint bindToMipmapTexture;
245 GLint bindToTextureTargets;
246 GLint yInverted;
247
248 /* EXT_framebuffer_sRGB */
249 GLint sRGBCapable;
250 };
251
252
253 /**
254 * \name Bit flags used for updating material values.
255 */
256 /*@{*/
257 #define MAT_ATTRIB_FRONT_AMBIENT 0
258 #define MAT_ATTRIB_BACK_AMBIENT 1
259 #define MAT_ATTRIB_FRONT_DIFFUSE 2
260 #define MAT_ATTRIB_BACK_DIFFUSE 3
261 #define MAT_ATTRIB_FRONT_SPECULAR 4
262 #define MAT_ATTRIB_BACK_SPECULAR 5
263 #define MAT_ATTRIB_FRONT_EMISSION 6
264 #define MAT_ATTRIB_BACK_EMISSION 7
265 #define MAT_ATTRIB_FRONT_SHININESS 8
266 #define MAT_ATTRIB_BACK_SHININESS 9
267 #define MAT_ATTRIB_FRONT_INDEXES 10
268 #define MAT_ATTRIB_BACK_INDEXES 11
269 #define MAT_ATTRIB_MAX 12
270
271 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
272 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
273 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
274 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
275 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
276 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
277
278 #define MAT_INDEX_AMBIENT 0
279 #define MAT_INDEX_DIFFUSE 1
280 #define MAT_INDEX_SPECULAR 2
281
282 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
283 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
284 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
285 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
286 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
287 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
288 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
289 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
290 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
291 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
292 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
293 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
294
295
296 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
297 MAT_BIT_FRONT_AMBIENT | \
298 MAT_BIT_FRONT_DIFFUSE | \
299 MAT_BIT_FRONT_SPECULAR | \
300 MAT_BIT_FRONT_SHININESS | \
301 MAT_BIT_FRONT_INDEXES)
302
303 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
304 MAT_BIT_BACK_AMBIENT | \
305 MAT_BIT_BACK_DIFFUSE | \
306 MAT_BIT_BACK_SPECULAR | \
307 MAT_BIT_BACK_SHININESS | \
308 MAT_BIT_BACK_INDEXES)
309
310 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
311 /*@}*/
312
313
314 /**
315 * Material state.
316 */
317 struct gl_material
318 {
319 GLfloat Attrib[MAT_ATTRIB_MAX][4];
320 };
321
322
323 /**
324 * Light state flags.
325 */
326 /*@{*/
327 #define LIGHT_SPOT 0x1
328 #define LIGHT_LOCAL_VIEWER 0x2
329 #define LIGHT_POSITIONAL 0x4
330 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
331 /*@}*/
332
333
334 /**
335 * Light source state.
336 */
337 struct gl_light
338 {
339 GLfloat Ambient[4]; /**< ambient color */
340 GLfloat Diffuse[4]; /**< diffuse color */
341 GLfloat Specular[4]; /**< specular color */
342 GLfloat EyePosition[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent;
345 GLfloat SpotCutoff; /**< in degrees */
346 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation;
348 GLfloat LinearAttenuation;
349 GLfloat QuadraticAttenuation;
350 GLboolean Enabled; /**< On/off flag */
351
352 /**
353 * \name Derived fields
354 */
355 /*@{*/
356 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
357
358 GLfloat _Position[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation;
363
364 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
367 /*@}*/
368 };
369
370
371 /**
372 * Light model state.
373 */
374 struct gl_lightmodel
375 {
376 GLfloat Ambient[4]; /**< ambient color */
377 GLboolean LocalViewer; /**< Local (or infinite) view point? */
378 GLboolean TwoSide; /**< Two (or one) sided lighting? */
379 GLenum ColorControl; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
381 };
382
383
384 /**
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 */
387 struct gl_accum_attrib
388 {
389 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
390 };
391
392
393 /**
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
396 */
397 union gl_color_union
398 {
399 GLfloat f[4];
400 GLint i[4];
401 GLuint ui[4];
402 };
403
404
405 /**
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 */
408 struct gl_colorbuffer_attrib
409 {
410 GLuint ClearIndex; /**< Index for glClear */
411 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
412 GLuint IndexMask; /**< Color index write mask */
413 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
414
415 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
416
417 /**
418 * \name alpha testing
419 */
420 /*@{*/
421 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
422 GLenum AlphaFunc; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped;
424 GLclampf AlphaRef; /**< Alpha reference value */
425 /*@}*/
426
427 /**
428 * \name Blending
429 */
430 /*@{*/
431 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
432
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
436 */
437 GLfloat BlendColorUnclamped[4]; /**< Blending color */
438 GLfloat BlendColor[4]; /**< Blending color */
439
440 struct
441 {
442 GLenum SrcRGB; /**< RGB blend source term */
443 GLenum DstRGB; /**< RGB blend dest term */
444 GLenum SrcA; /**< Alpha blend source term */
445 GLenum DstA; /**< Alpha blend dest term */
446 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
448 /**
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
450 * get set.
451 */
452 GLboolean _UsesDualSrc;
453 } Blend[MAX_DRAW_BUFFERS];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer;
458
459 /**
460 * Which advanced blending mode is in use (or BLEND_NONE).
461 *
462 * KHR_blend_equation_advanced only allows advanced blending with a single
463 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
464 * requires all draw buffers to match, so we only need a single value.
465 */
466 enum gl_advanced_blend_mode _AdvancedBlendMode;
467
468 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
469 bool BlendCoherent;
470 /*@}*/
471
472 /**
473 * \name Logic op
474 */
475 /*@{*/
476 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
477 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
478 GLenum LogicOp; /**< Logic operator */
479
480 /*@}*/
481
482 GLboolean DitherFlag; /**< Dither enable flag */
483
484 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
485 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
486 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487
488 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
489 };
490
491
492 /**
493 * Current attribute group (GL_CURRENT_BIT).
494 */
495 struct gl_current_attrib
496 {
497 /**
498 * \name Current vertex attributes (color, texcoords, etc).
499 * \note Values are valid only after FLUSH_VERTICES has been called.
500 * \note Index and Edgeflag current values are stored as floats in the
501 * SIX and SEVEN attribute slots.
502 * \note We need double storage for 64-bit vertex attributes
503 */
504 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
505
506 /**
507 * \name Current raster position attributes (always up to date after a
508 * glRasterPos call).
509 */
510 GLfloat RasterPos[4];
511 GLfloat RasterDistance;
512 GLfloat RasterColor[4];
513 GLfloat RasterSecondaryColor[4];
514 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
515 GLboolean RasterPosValid;
516 };
517
518
519 /**
520 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
521 */
522 struct gl_depthbuffer_attrib
523 {
524 GLenum Func; /**< Function for depth buffer compare */
525 GLclampd Clear; /**< Value to clear depth buffer to */
526 GLboolean Test; /**< Depth buffering enabled flag */
527 GLboolean Mask; /**< Depth buffer writable? */
528 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
529 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
530 };
531
532
533 /**
534 * Evaluator attribute group (GL_EVAL_BIT).
535 */
536 struct gl_eval_attrib
537 {
538 /**
539 * \name Enable bits
540 */
541 /*@{*/
542 GLboolean Map1Color4;
543 GLboolean Map1Index;
544 GLboolean Map1Normal;
545 GLboolean Map1TextureCoord1;
546 GLboolean Map1TextureCoord2;
547 GLboolean Map1TextureCoord3;
548 GLboolean Map1TextureCoord4;
549 GLboolean Map1Vertex3;
550 GLboolean Map1Vertex4;
551 GLboolean Map2Color4;
552 GLboolean Map2Index;
553 GLboolean Map2Normal;
554 GLboolean Map2TextureCoord1;
555 GLboolean Map2TextureCoord2;
556 GLboolean Map2TextureCoord3;
557 GLboolean Map2TextureCoord4;
558 GLboolean Map2Vertex3;
559 GLboolean Map2Vertex4;
560 GLboolean AutoNormal;
561 /*@}*/
562
563 /**
564 * \name Map Grid endpoints and divisions and calculated du values
565 */
566 /*@{*/
567 GLint MapGrid1un;
568 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
569 GLint MapGrid2un, MapGrid2vn;
570 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
571 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
572 /*@}*/
573 };
574
575
576 /**
577 * Fog attribute group (GL_FOG_BIT).
578 */
579 struct gl_fog_attrib
580 {
581 GLboolean Enabled; /**< Fog enabled flag */
582 GLboolean ColorSumEnabled;
583 GLfloat ColorUnclamped[4]; /**< Fog color */
584 GLfloat Color[4]; /**< Fog color */
585 GLfloat Density; /**< Density >= 0.0 */
586 GLfloat Start; /**< Start distance in eye coords */
587 GLfloat End; /**< End distance in eye coords */
588 GLfloat Index; /**< Fog index */
589 GLenum Mode; /**< Fog mode */
590 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
591 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
592 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
593 };
594
595
596 /**
597 * Hint attribute group (GL_HINT_BIT).
598 *
599 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
600 */
601 struct gl_hint_attrib
602 {
603 GLenum PerspectiveCorrection;
604 GLenum PointSmooth;
605 GLenum LineSmooth;
606 GLenum PolygonSmooth;
607 GLenum Fog;
608 GLenum TextureCompression; /**< GL_ARB_texture_compression */
609 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
610 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
611 };
612
613
614 /**
615 * Lighting attribute group (GL_LIGHT_BIT).
616 */
617 struct gl_light_attrib
618 {
619 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
620 struct gl_lightmodel Model; /**< Lighting model */
621
622 /**
623 * Front and back material values.
624 * Note: must call FLUSH_VERTICES() before using.
625 */
626 struct gl_material Material;
627
628 GLboolean Enabled; /**< Lighting enabled flag */
629 GLboolean ColorMaterialEnabled;
630
631 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
632 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
633 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
634 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
635 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
636
637
638 GLboolean _ClampVertexColor;
639 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
640
641 /**
642 * Derived state for optimizations:
643 */
644 /*@{*/
645 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
646
647 GLboolean _NeedEyeCoords;
648 GLboolean _NeedVertices; /**< Use fast shader? */
649
650 GLfloat _BaseColor[2][3];
651 /*@}*/
652 };
653
654
655 /**
656 * Line attribute group (GL_LINE_BIT).
657 */
658 struct gl_line_attrib
659 {
660 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
661 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
662 GLushort StipplePattern; /**< Stipple pattern */
663 GLint StippleFactor; /**< Stipple repeat factor */
664 GLfloat Width; /**< Line width */
665 };
666
667
668 /**
669 * Display list attribute group (GL_LIST_BIT).
670 */
671 struct gl_list_attrib
672 {
673 GLuint ListBase;
674 };
675
676
677 /**
678 * Multisample attribute group (GL_MULTISAMPLE_BIT).
679 */
680 struct gl_multisample_attrib
681 {
682 GLboolean Enabled;
683 GLboolean SampleAlphaToCoverage;
684 GLboolean SampleAlphaToOne;
685 GLboolean SampleCoverage;
686 GLboolean SampleCoverageInvert;
687 GLboolean SampleShading;
688
689 /* ARB_texture_multisample / GL3.2 additions */
690 GLboolean SampleMask;
691
692 GLfloat SampleCoverageValue;
693 GLfloat MinSampleShadingValue;
694
695 /** The GL spec defines this as an array but >32x MSAA is madness */
696 GLbitfield SampleMaskValue;
697 };
698
699
700 /**
701 * A pixelmap (see glPixelMap)
702 */
703 struct gl_pixelmap
704 {
705 GLint Size;
706 GLfloat Map[MAX_PIXEL_MAP_TABLE];
707 };
708
709
710 /**
711 * Collection of all pixelmaps
712 */
713 struct gl_pixelmaps
714 {
715 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
716 struct gl_pixelmap GtoG;
717 struct gl_pixelmap BtoB;
718 struct gl_pixelmap AtoA;
719 struct gl_pixelmap ItoR;
720 struct gl_pixelmap ItoG;
721 struct gl_pixelmap ItoB;
722 struct gl_pixelmap ItoA;
723 struct gl_pixelmap ItoI;
724 struct gl_pixelmap StoS;
725 };
726
727
728 /**
729 * Pixel attribute group (GL_PIXEL_MODE_BIT).
730 */
731 struct gl_pixel_attrib
732 {
733 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
734
735 /*--- Begin Pixel Transfer State ---*/
736 /* Fields are in the order in which they're applied... */
737
738 /** Scale & Bias (index shift, offset) */
739 /*@{*/
740 GLfloat RedBias, RedScale;
741 GLfloat GreenBias, GreenScale;
742 GLfloat BlueBias, BlueScale;
743 GLfloat AlphaBias, AlphaScale;
744 GLfloat DepthBias, DepthScale;
745 GLint IndexShift, IndexOffset;
746 /*@}*/
747
748 /* Pixel Maps */
749 /* Note: actual pixel maps are not part of this attrib group */
750 GLboolean MapColorFlag;
751 GLboolean MapStencilFlag;
752
753 /*--- End Pixel Transfer State ---*/
754
755 /** glPixelZoom */
756 GLfloat ZoomX, ZoomY;
757 };
758
759
760 /**
761 * Point attribute group (GL_POINT_BIT).
762 */
763 struct gl_point_attrib
764 {
765 GLfloat Size; /**< User-specified point size */
766 GLfloat Params[3]; /**< GL_EXT_point_parameters */
767 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
768 GLfloat Threshold; /**< GL_EXT_point_parameters */
769 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
770 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
771 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
772 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
773 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
774 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
775 };
776
777
778 /**
779 * Polygon attribute group (GL_POLYGON_BIT).
780 */
781 struct gl_polygon_attrib
782 {
783 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
784 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
785 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
787 GLboolean CullFlag; /**< Culling on/off flag */
788 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
789 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
790 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
791 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
792 GLfloat OffsetUnits; /**< Polygon offset units, from user */
793 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
794 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
795 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
796 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
797 };
798
799
800 /**
801 * Scissor attributes (GL_SCISSOR_BIT).
802 */
803 struct gl_scissor_rect
804 {
805 GLint X, Y; /**< Lower left corner of box */
806 GLsizei Width, Height; /**< Size of box */
807 };
808 struct gl_scissor_attrib
809 {
810 GLbitfield EnableFlags; /**< Scissor test enabled? */
811 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
812 GLint NumWindowRects; /**< Count of enabled window rectangles */
813 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
814 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
815 };
816
817
818 /**
819 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
820 *
821 * Three sets of stencil data are tracked so that OpenGL 2.0,
822 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
823 * simultaneously. In each of the stencil state arrays, element 0 corresponds
824 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
825 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
826 * GL_EXT_stencil_two_side GL_BACK state.
827 *
828 * The derived value \c _BackFace is either 1 or 2 depending on whether or
829 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
830 *
831 * The derived value \c _TestTwoSide is set when the front-face and back-face
832 * stencil state are different.
833 */
834 struct gl_stencil_attrib
835 {
836 GLboolean Enabled; /**< Enabled flag */
837 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
838 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
839 GLboolean _Enabled; /**< Enabled and stencil buffer present */
840 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
841 GLboolean _TestTwoSide;
842 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
843 GLenum Function[3]; /**< Stencil function */
844 GLenum FailFunc[3]; /**< Fail function */
845 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
846 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
847 GLint Ref[3]; /**< Reference value */
848 GLuint ValueMask[3]; /**< Value mask */
849 GLuint WriteMask[3]; /**< Write mask */
850 GLuint Clear; /**< Clear value */
851 };
852
853
854 /**
855 * An index for each type of texture object. These correspond to the GL
856 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
857 * Note: the order is from highest priority to lowest priority.
858 */
859 typedef enum
860 {
861 TEXTURE_2D_MULTISAMPLE_INDEX,
862 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
863 TEXTURE_CUBE_ARRAY_INDEX,
864 TEXTURE_BUFFER_INDEX,
865 TEXTURE_2D_ARRAY_INDEX,
866 TEXTURE_1D_ARRAY_INDEX,
867 TEXTURE_EXTERNAL_INDEX,
868 TEXTURE_CUBE_INDEX,
869 TEXTURE_3D_INDEX,
870 TEXTURE_RECT_INDEX,
871 TEXTURE_2D_INDEX,
872 TEXTURE_1D_INDEX,
873 NUM_TEXTURE_TARGETS
874 } gl_texture_index;
875
876
877 /**
878 * Bit flags for each type of texture object
879 */
880 /*@{*/
881 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
882 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
883 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
884 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
885 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
886 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
887 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
888 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
889 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
890 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
891 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
892 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
893 /*@}*/
894
895
896 /**
897 * Texture image state. Drivers will typically create a subclass of this
898 * with extra fields for memory buffers, etc.
899 */
900 struct gl_texture_image
901 {
902 GLint InternalFormat; /**< Internal format as given by the user */
903 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
904 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
905 * GL_INTENSITY, GL_DEPTH_COMPONENT or
906 * GL_DEPTH_STENCIL_EXT only. Used for
907 * choosing TexEnv arithmetic.
908 */
909 mesa_format TexFormat; /**< The actual texture memory format */
910
911 GLuint Border; /**< 0 or 1 */
912 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
913 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
914 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
915 GLuint Width2; /**< = Width - 2*Border */
916 GLuint Height2; /**< = Height - 2*Border */
917 GLuint Depth2; /**< = Depth - 2*Border */
918 GLuint WidthLog2; /**< = log2(Width2) */
919 GLuint HeightLog2; /**< = log2(Height2) */
920 GLuint DepthLog2; /**< = log2(Depth2) */
921 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
922 levels, computed from the dimensions */
923
924 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
925 GLuint Level; /**< Which mipmap level am I? */
926 /** Cube map face: index into gl_texture_object::Image[] array */
927 GLuint Face;
928
929 /** GL_ARB_texture_multisample */
930 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
931 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
932 };
933
934
935 /**
936 * Indexes for cube map faces.
937 */
938 typedef enum
939 {
940 FACE_POS_X = 0,
941 FACE_NEG_X = 1,
942 FACE_POS_Y = 2,
943 FACE_NEG_Y = 3,
944 FACE_POS_Z = 4,
945 FACE_NEG_Z = 5,
946 MAX_FACES = 6
947 } gl_face_index;
948
949
950 /**
951 * Sampler object state. These objects are new with GL_ARB_sampler_objects
952 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
953 */
954 struct gl_sampler_object
955 {
956 mtx_t Mutex;
957 GLuint Name;
958 GLint RefCount;
959 GLchar *Label; /**< GL_KHR_debug */
960
961 GLenum WrapS; /**< S-axis texture image wrap mode */
962 GLenum WrapT; /**< T-axis texture image wrap mode */
963 GLenum WrapR; /**< R-axis texture image wrap mode */
964 GLenum MinFilter; /**< minification filter */
965 GLenum MagFilter; /**< magnification filter */
966 union gl_color_union BorderColor; /**< Interpreted according to texture format */
967 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
968 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
969 GLfloat LodBias; /**< OpenGL 1.4 */
970 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
971 GLenum CompareMode; /**< GL_ARB_shadow */
972 GLenum CompareFunc; /**< GL_ARB_shadow */
973 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
974 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
975 };
976
977
978 /**
979 * Texture object state. Contains the array of mipmap images, border color,
980 * wrap modes, filter modes, and shadow/texcompare state.
981 */
982 struct gl_texture_object
983 {
984 mtx_t Mutex; /**< for thread safety */
985 GLint RefCount; /**< reference count */
986 GLuint Name; /**< the user-visible texture object ID */
987 GLchar *Label; /**< GL_KHR_debug */
988 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
989 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
990 Only valid when Target is valid. */
991
992 struct gl_sampler_object Sampler;
993
994 GLenum DepthMode; /**< GL_ARB_depth_texture */
995 bool StencilSampling; /**< Should we sample stencil instead of depth? */
996
997 GLfloat Priority; /**< in [0,1] */
998 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
999 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1000 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1001 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1002 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1003 GLint CropRect[4]; /**< GL_OES_draw_texture */
1004 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1005 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1006 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1007 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1008 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1009 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1010 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1011 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1012 pressure? */
1013 GLboolean Immutable; /**< GL_ARB_texture_storage */
1014 GLboolean _IsFloat; /**< GL_OES_float_texture */
1015 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1016
1017 GLuint MinLevel; /**< GL_ARB_texture_view */
1018 GLuint MinLayer; /**< GL_ARB_texture_view */
1019 GLuint NumLevels; /**< GL_ARB_texture_view */
1020 GLuint NumLayers; /**< GL_ARB_texture_view */
1021
1022 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1023 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1024
1025 /** GL_ARB_texture_buffer_object */
1026 struct gl_buffer_object *BufferObject;
1027 GLenum BufferObjectFormat;
1028 /** Equivalent Mesa format for BufferObjectFormat. */
1029 mesa_format _BufferObjectFormat;
1030 /** GL_ARB_texture_buffer_range */
1031 GLintptr BufferOffset;
1032 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1033
1034 /** GL_OES_EGL_image_external */
1035 GLint RequiredTextureImageUnits;
1036
1037 /** GL_ARB_shader_image_load_store */
1038 GLenum ImageFormatCompatibilityType;
1039 };
1040
1041
1042 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1043 #define MAX_COMBINER_TERMS 4
1044
1045
1046 /**
1047 * Texture combine environment state.
1048 */
1049 struct gl_tex_env_combine_state
1050 {
1051 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1052 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1054 GLenum SourceRGB[MAX_COMBINER_TERMS];
1055 GLenum SourceA[MAX_COMBINER_TERMS];
1056 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1057 GLenum OperandRGB[MAX_COMBINER_TERMS];
1058 GLenum OperandA[MAX_COMBINER_TERMS];
1059 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1060 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1061 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1062 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1063 };
1064
1065
1066 /**
1067 * TexGenEnabled flags.
1068 */
1069 /*@{*/
1070 #define S_BIT 1
1071 #define T_BIT 2
1072 #define R_BIT 4
1073 #define Q_BIT 8
1074 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1075 /*@}*/
1076
1077
1078 /**
1079 * Bit flag versions of the corresponding GL_ constants.
1080 */
1081 /*@{*/
1082 #define TEXGEN_SPHERE_MAP 0x1
1083 #define TEXGEN_OBJ_LINEAR 0x2
1084 #define TEXGEN_EYE_LINEAR 0x4
1085 #define TEXGEN_REFLECTION_MAP_NV 0x8
1086 #define TEXGEN_NORMAL_MAP_NV 0x10
1087
1088 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1089 TEXGEN_REFLECTION_MAP_NV | \
1090 TEXGEN_NORMAL_MAP_NV)
1091 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1092 TEXGEN_REFLECTION_MAP_NV | \
1093 TEXGEN_NORMAL_MAP_NV | \
1094 TEXGEN_EYE_LINEAR)
1095 /*@}*/
1096
1097
1098
1099 /** Tex-gen enabled for texture unit? */
1100 #define ENABLE_TEXGEN(unit) (1 << (unit))
1101
1102 /** Non-identity texture matrix for texture unit? */
1103 #define ENABLE_TEXMAT(unit) (1 << (unit))
1104
1105
1106 /**
1107 * Texture coord generation state.
1108 */
1109 struct gl_texgen
1110 {
1111 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1112 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1113 GLfloat ObjectPlane[4];
1114 GLfloat EyePlane[4];
1115 };
1116
1117
1118 /**
1119 * Texture unit state. Contains enable flags, texture environment/function/
1120 * combiners, texgen state, and pointers to current texture objects.
1121 */
1122 struct gl_texture_unit
1123 {
1124 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1125
1126 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1127 GLclampf EnvColor[4];
1128 GLfloat EnvColorUnclamped[4];
1129
1130 struct gl_texgen GenS;
1131 struct gl_texgen GenT;
1132 struct gl_texgen GenR;
1133 struct gl_texgen GenQ;
1134 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1135 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1136
1137 GLfloat LodBias; /**< for biasing mipmap levels */
1138
1139 /** Texture targets that have a non-default texture bound */
1140 GLbitfield _BoundTextures;
1141
1142 /** Current sampler object (GL_ARB_sampler_objects) */
1143 struct gl_sampler_object *Sampler;
1144
1145 /**
1146 * \name GL_EXT_texture_env_combine
1147 */
1148 struct gl_tex_env_combine_state Combine;
1149
1150 /**
1151 * Derived state based on \c EnvMode and the \c BaseFormat of the
1152 * currently enabled texture.
1153 */
1154 struct gl_tex_env_combine_state _EnvMode;
1155
1156 /**
1157 * Currently enabled combiner state. This will point to either
1158 * \c Combine or \c _EnvMode.
1159 */
1160 struct gl_tex_env_combine_state *_CurrentCombine;
1161
1162 /** Current texture object pointers */
1163 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1164
1165 /** Points to highest priority, complete and enabled texture object */
1166 struct gl_texture_object *_Current;
1167
1168 };
1169
1170
1171 /**
1172 * Texture attribute group (GL_TEXTURE_BIT).
1173 */
1174 struct gl_texture_attrib
1175 {
1176 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1177
1178 /** GL_ARB_seamless_cubemap */
1179 GLboolean CubeMapSeamless;
1180
1181 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1182
1183 /** GL_ARB_texture_buffer_object */
1184 struct gl_buffer_object *BufferObject;
1185
1186 /** Texture coord units/sets used for fragment texturing */
1187 GLbitfield _EnabledCoordUnits;
1188
1189 /** Texture coord units that have texgen enabled */
1190 GLbitfield _TexGenEnabled;
1191
1192 /** Texture coord units that have non-identity matrices */
1193 GLbitfield _TexMatEnabled;
1194
1195 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1196 GLbitfield _GenFlags;
1197
1198 /** Largest index of a texture unit with _Current != NULL. */
1199 GLint _MaxEnabledTexImageUnit;
1200
1201 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1202 GLint NumCurrentTexUsed;
1203
1204 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1205 };
1206
1207
1208 /**
1209 * Data structure representing a single clip plane (e.g. one of the elements
1210 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1211 */
1212 typedef GLfloat gl_clip_plane[4];
1213
1214
1215 /**
1216 * Transformation attribute group (GL_TRANSFORM_BIT).
1217 */
1218 struct gl_transform_attrib
1219 {
1220 GLenum MatrixMode; /**< Matrix mode */
1221 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1222 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1223 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1224 GLboolean Normalize; /**< Normalize all normals? */
1225 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1226 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1227 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1228 /** GL_ARB_clip_control */
1229 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1230 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1231 };
1232
1233
1234 /**
1235 * Viewport attribute group (GL_VIEWPORT_BIT).
1236 */
1237 struct gl_viewport_attrib
1238 {
1239 GLfloat X, Y; /**< position */
1240 GLfloat Width, Height; /**< size */
1241 GLdouble Near, Far; /**< Depth buffer range */
1242 };
1243
1244
1245 typedef enum {
1246 MAP_USER,
1247 MAP_INTERNAL,
1248
1249 MAP_COUNT
1250 } gl_map_buffer_index;
1251
1252
1253 /**
1254 * Fields describing a mapped buffer range.
1255 */
1256 struct gl_buffer_mapping {
1257 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1258 GLvoid *Pointer; /**< User-space address of mapping */
1259 GLintptr Offset; /**< Mapped offset */
1260 GLsizeiptr Length; /**< Mapped length */
1261 };
1262
1263
1264 /**
1265 * Usages we've seen for a buffer object.
1266 */
1267 typedef enum {
1268 USAGE_UNIFORM_BUFFER = 0x1,
1269 USAGE_TEXTURE_BUFFER = 0x2,
1270 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1271 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1272 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1273 USAGE_PIXEL_PACK_BUFFER = 0x20,
1274 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1275 } gl_buffer_usage;
1276
1277
1278 /**
1279 * GL_ARB_vertex/pixel_buffer_object buffer object
1280 */
1281 struct gl_buffer_object
1282 {
1283 mtx_t Mutex;
1284 GLint RefCount;
1285 GLuint Name;
1286 GLchar *Label; /**< GL_KHR_debug */
1287 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1288 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1289 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1290 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1291 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1292 GLboolean Written; /**< Ever written to? (for debugging) */
1293 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1294 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1295 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1296
1297 /** Counters used for buffer usage warnings */
1298 GLuint NumSubDataCalls;
1299 GLuint NumMapBufferWriteCalls;
1300
1301 struct gl_buffer_mapping Mappings[MAP_COUNT];
1302
1303 /** Memoization of min/max index computations for static index buffers */
1304 struct hash_table *MinMaxCache;
1305 unsigned MinMaxCacheHitIndices;
1306 unsigned MinMaxCacheMissIndices;
1307 bool MinMaxCacheDirty;
1308 };
1309
1310
1311 /**
1312 * Client pixel packing/unpacking attributes
1313 */
1314 struct gl_pixelstore_attrib
1315 {
1316 GLint Alignment;
1317 GLint RowLength;
1318 GLint SkipPixels;
1319 GLint SkipRows;
1320 GLint ImageHeight;
1321 GLint SkipImages;
1322 GLboolean SwapBytes;
1323 GLboolean LsbFirst;
1324 GLboolean Invert; /**< GL_MESA_pack_invert */
1325 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1326 GLint CompressedBlockHeight;
1327 GLint CompressedBlockDepth;
1328 GLint CompressedBlockSize;
1329 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1330 };
1331
1332
1333 /**
1334 * Client vertex array attributes
1335 */
1336 struct gl_client_array
1337 {
1338 GLint Size; /**< components per element (1,2,3,4) */
1339 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1340 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1341 GLsizei StrideB; /**< actual stride in bytes */
1342 GLuint _ElementSize; /**< size of each element in bytes */
1343 const GLubyte *Ptr; /**< Points to array data */
1344 GLboolean Normalized; /**< GL_ARB_vertex_program */
1345 GLboolean Integer; /**< Integer-valued? */
1346 GLboolean Doubles; /**< double precision values are not converted to floats */
1347 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1348
1349 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1350 };
1351
1352
1353 /**
1354 * Vertex attribute array as seen by the client.
1355 *
1356 * Contains the size, type, format and normalization flag,
1357 * along with the index of a vertex buffer binding point.
1358 *
1359 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1360 * and is only present for backwards compatibility reasons.
1361 * Rendering always uses VERTEX_BINDING_STRIDE.
1362 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1363 * and VERTEX_BINDING_STRIDE to the same value, while
1364 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1365 */
1366 struct gl_vertex_attrib_array
1367 {
1368 GLint Size; /**< Components per element (1,2,3,4) */
1369 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1370 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1371 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1372 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1373 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1374 GLboolean Enabled; /**< Whether the array is enabled */
1375 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1376 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1377 GLboolean Doubles; /**< double precision values are not converted to floats */
1378 GLuint _ElementSize; /**< Size of each element in bytes */
1379 GLuint VertexBinding; /**< Vertex buffer binding */
1380 };
1381
1382
1383 /**
1384 * This describes the buffer object used for a vertex array (or
1385 * multiple vertex arrays). If BufferObj points to the default/null
1386 * buffer object, then the vertex array lives in user memory and not a VBO.
1387 */
1388 struct gl_vertex_buffer_binding
1389 {
1390 GLintptr Offset; /**< User-specified offset */
1391 GLsizei Stride; /**< User-specified stride */
1392 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1393 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1394 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1395 };
1396
1397
1398 /**
1399 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1400 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1401 * extension.
1402 */
1403 struct gl_vertex_array_object
1404 {
1405 /** Name of the VAO as received from glGenVertexArray. */
1406 GLuint Name;
1407
1408 GLint RefCount;
1409
1410 GLchar *Label; /**< GL_KHR_debug */
1411
1412 mtx_t Mutex;
1413
1414 /**
1415 * Does the VAO use ARB semantics or Apple semantics?
1416 *
1417 * There are several ways in which ARB_vertex_array_object and
1418 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1419 * least,
1420 *
1421 * - ARB VAOs require that all array data be sourced from vertex buffer
1422 * objects, but Apple VAOs do not.
1423 *
1424 * - ARB VAOs require that names come from GenVertexArrays.
1425 *
1426 * This flag notes which behavior governs this VAO.
1427 */
1428 GLboolean ARBsemantics;
1429
1430 /**
1431 * Has this array object been bound?
1432 */
1433 GLboolean EverBound;
1434
1435 /**
1436 * Derived vertex attribute arrays
1437 *
1438 * This is a legacy data structure created from gl_vertex_attrib_array and
1439 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1440 */
1441 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1442
1443 /** Vertex attribute arrays */
1444 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1445
1446 /** Vertex buffer bindings */
1447 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1448
1449 /** Mask indicating which vertex arrays have vertex buffer associated. */
1450 GLbitfield64 VertexAttribBufferMask;
1451
1452 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1453 GLbitfield64 _Enabled;
1454
1455 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1456 GLbitfield64 NewArrays;
1457
1458 /** The index buffer (also known as the element array buffer in OpenGL). */
1459 struct gl_buffer_object *IndexBufferObj;
1460 };
1461
1462
1463 /** Used to signal when transitioning from one kind of drawing method
1464 * to another.
1465 */
1466 typedef enum {
1467 DRAW_NONE, /**< Initial value only */
1468 DRAW_BEGIN_END,
1469 DRAW_DISPLAY_LIST,
1470 DRAW_ARRAYS
1471 } gl_draw_method;
1472
1473 /**
1474 * Enum for the OpenGL APIs we know about and may support.
1475 *
1476 * NOTE: This must match the api_enum table in
1477 * src/mesa/main/get_hash_generator.py
1478 */
1479 typedef enum
1480 {
1481 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1482 API_OPENGLES,
1483 API_OPENGLES2,
1484 API_OPENGL_CORE,
1485 API_OPENGL_LAST = API_OPENGL_CORE
1486 } gl_api;
1487
1488 /**
1489 * Vertex array state
1490 */
1491 struct gl_array_attrib
1492 {
1493 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1494 struct gl_vertex_array_object *VAO;
1495
1496 /** The default vertex array object */
1497 struct gl_vertex_array_object *DefaultVAO;
1498
1499 /** The last VAO accessed by a DSA function */
1500 struct gl_vertex_array_object *LastLookedUpVAO;
1501
1502 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1503 struct _mesa_HashTable *Objects;
1504
1505 GLint ActiveTexture; /**< Client Active Texture */
1506 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1507 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1508
1509 /**
1510 * \name Primitive restart controls
1511 *
1512 * Primitive restart is enabled if either \c PrimitiveRestart or
1513 * \c PrimitiveRestartFixedIndex is set.
1514 */
1515 /*@{*/
1516 GLboolean PrimitiveRestart;
1517 GLboolean PrimitiveRestartFixedIndex;
1518 GLboolean _PrimitiveRestart;
1519 GLuint RestartIndex;
1520 /*@}*/
1521
1522 /** One of the DRAW_xxx flags, not consumed by drivers */
1523 gl_draw_method DrawMethod;
1524
1525 /* GL_ARB_vertex_buffer_object */
1526 struct gl_buffer_object *ArrayBufferObj;
1527
1528 /**
1529 * Vertex arrays as consumed by a driver.
1530 * The array pointer is set up only by the VBO module.
1531 */
1532 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1533
1534 /** Legal array datatypes and the API for which they have been computed */
1535 GLbitfield LegalTypesMask;
1536 gl_api LegalTypesMaskAPI;
1537 };
1538
1539
1540 /**
1541 * Feedback buffer state
1542 */
1543 struct gl_feedback
1544 {
1545 GLenum Type;
1546 GLbitfield _Mask; /**< FB_* bits */
1547 GLfloat *Buffer;
1548 GLuint BufferSize;
1549 GLuint Count;
1550 };
1551
1552
1553 /**
1554 * Selection buffer state
1555 */
1556 struct gl_selection
1557 {
1558 GLuint *Buffer; /**< selection buffer */
1559 GLuint BufferSize; /**< size of the selection buffer */
1560 GLuint BufferCount; /**< number of values in the selection buffer */
1561 GLuint Hits; /**< number of records in the selection buffer */
1562 GLuint NameStackDepth; /**< name stack depth */
1563 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1564 GLboolean HitFlag; /**< hit flag */
1565 GLfloat HitMinZ; /**< minimum hit depth */
1566 GLfloat HitMaxZ; /**< maximum hit depth */
1567 };
1568
1569
1570 /**
1571 * 1-D Evaluator control points
1572 */
1573 struct gl_1d_map
1574 {
1575 GLuint Order; /**< Number of control points */
1576 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1577 GLfloat *Points; /**< Points to contiguous control points */
1578 };
1579
1580
1581 /**
1582 * 2-D Evaluator control points
1583 */
1584 struct gl_2d_map
1585 {
1586 GLuint Uorder; /**< Number of control points in U dimension */
1587 GLuint Vorder; /**< Number of control points in V dimension */
1588 GLfloat u1, u2, du;
1589 GLfloat v1, v2, dv;
1590 GLfloat *Points; /**< Points to contiguous control points */
1591 };
1592
1593
1594 /**
1595 * All evaluator control point state
1596 */
1597 struct gl_evaluators
1598 {
1599 /**
1600 * \name 1-D maps
1601 */
1602 /*@{*/
1603 struct gl_1d_map Map1Vertex3;
1604 struct gl_1d_map Map1Vertex4;
1605 struct gl_1d_map Map1Index;
1606 struct gl_1d_map Map1Color4;
1607 struct gl_1d_map Map1Normal;
1608 struct gl_1d_map Map1Texture1;
1609 struct gl_1d_map Map1Texture2;
1610 struct gl_1d_map Map1Texture3;
1611 struct gl_1d_map Map1Texture4;
1612 /*@}*/
1613
1614 /**
1615 * \name 2-D maps
1616 */
1617 /*@{*/
1618 struct gl_2d_map Map2Vertex3;
1619 struct gl_2d_map Map2Vertex4;
1620 struct gl_2d_map Map2Index;
1621 struct gl_2d_map Map2Color4;
1622 struct gl_2d_map Map2Normal;
1623 struct gl_2d_map Map2Texture1;
1624 struct gl_2d_map Map2Texture2;
1625 struct gl_2d_map Map2Texture3;
1626 struct gl_2d_map Map2Texture4;
1627 /*@}*/
1628 };
1629
1630
1631 struct gl_transform_feedback_varying_info
1632 {
1633 char *Name;
1634 GLenum Type;
1635 GLint BufferIndex;
1636 GLint Size;
1637 GLint Offset;
1638 };
1639
1640
1641 /**
1642 * Per-output info vertex shaders for transform feedback.
1643 */
1644 struct gl_transform_feedback_output
1645 {
1646 uint32_t OutputRegister;
1647 uint32_t OutputBuffer;
1648 uint32_t NumComponents;
1649 uint32_t StreamId;
1650
1651 /** offset (in DWORDs) of this output within the interleaved structure */
1652 uint32_t DstOffset;
1653
1654 /**
1655 * Offset into the output register of the data to output. For example,
1656 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1657 * offset is in the y and z components of the output register.
1658 */
1659 uint32_t ComponentOffset;
1660 };
1661
1662
1663 struct gl_transform_feedback_buffer
1664 {
1665 uint32_t Binding;
1666
1667 uint32_t NumVaryings;
1668
1669 /**
1670 * Total number of components stored in each buffer. This may be used by
1671 * hardware back-ends to determine the correct stride when interleaving
1672 * multiple transform feedback outputs in the same buffer.
1673 */
1674 uint32_t Stride;
1675
1676 /**
1677 * Which transform feedback stream this buffer binding is associated with.
1678 */
1679 uint32_t Stream;
1680 };
1681
1682
1683 /** Post-link transform feedback info. */
1684 struct gl_transform_feedback_info
1685 {
1686 unsigned NumOutputs;
1687
1688 /* Bitmask of active buffer indices. */
1689 unsigned ActiveBuffers;
1690
1691 struct gl_transform_feedback_output *Outputs;
1692
1693 /** Transform feedback varyings used for the linking of this shader program.
1694 *
1695 * Use for glGetTransformFeedbackVarying().
1696 */
1697 struct gl_transform_feedback_varying_info *Varyings;
1698 GLint NumVarying;
1699
1700 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1701 };
1702
1703
1704 /**
1705 * Transform feedback object state
1706 */
1707 struct gl_transform_feedback_object
1708 {
1709 GLuint Name; /**< AKA the object ID */
1710 GLint RefCount;
1711 GLchar *Label; /**< GL_KHR_debug */
1712 GLboolean Active; /**< Is transform feedback enabled? */
1713 GLboolean Paused; /**< Is transform feedback paused? */
1714 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1715 at least once? */
1716 GLboolean EverBound; /**< Has this object been bound? */
1717
1718 /**
1719 * GLES: if Active is true, remaining number of primitives which can be
1720 * rendered without overflow. This is necessary to track because GLES
1721 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1722 * glDrawArraysInstanced would overflow transform feedback buffers.
1723 * Undefined if Active is false.
1724 *
1725 * Not tracked for desktop GL since it's unnecessary.
1726 */
1727 unsigned GlesRemainingPrims;
1728
1729 /**
1730 * The shader program active when BeginTransformFeedback() was called.
1731 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1732 * where stage is the pipeline stage that is the source of data for
1733 * transform feedback.
1734 */
1735 struct gl_shader_program *shader_program;
1736
1737 /** The feedback buffers */
1738 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1739 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1740
1741 /** Start of feedback data in dest buffer */
1742 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1743
1744 /**
1745 * Max data to put into dest buffer (in bytes). Computed based on
1746 * RequestedSize and the actual size of the buffer.
1747 */
1748 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1749
1750 /**
1751 * Size that was specified when the buffer was bound. If the buffer was
1752 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1753 * zero.
1754 */
1755 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1756 };
1757
1758
1759 /**
1760 * Context state for transform feedback.
1761 */
1762 struct gl_transform_feedback_state
1763 {
1764 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1765
1766 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1767 struct gl_buffer_object *CurrentBuffer;
1768
1769 /** The table of all transform feedback objects */
1770 struct _mesa_HashTable *Objects;
1771
1772 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1773 struct gl_transform_feedback_object *CurrentObject;
1774
1775 /** The default xform-fb object (Name==0) */
1776 struct gl_transform_feedback_object *DefaultObject;
1777 };
1778
1779
1780 /**
1781 * A "performance monitor" as described in AMD_performance_monitor.
1782 */
1783 struct gl_perf_monitor_object
1784 {
1785 GLuint Name;
1786
1787 /** True if the monitor is currently active (Begin called but not End). */
1788 GLboolean Active;
1789
1790 /**
1791 * True if the monitor has ended.
1792 *
1793 * This is distinct from !Active because it may never have began.
1794 */
1795 GLboolean Ended;
1796
1797 /**
1798 * A list of groups with currently active counters.
1799 *
1800 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1801 */
1802 unsigned *ActiveGroups;
1803
1804 /**
1805 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1806 *
1807 * Checking whether counter 'c' in group 'g' is active can be done via:
1808 *
1809 * BITSET_TEST(ActiveCounters[g], c)
1810 */
1811 GLuint **ActiveCounters;
1812 };
1813
1814
1815 union gl_perf_monitor_counter_value
1816 {
1817 float f;
1818 uint64_t u64;
1819 uint32_t u32;
1820 };
1821
1822
1823 struct gl_perf_monitor_counter
1824 {
1825 /** Human readable name for the counter. */
1826 const char *Name;
1827
1828 /**
1829 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1830 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1831 */
1832 GLenum Type;
1833
1834 /** Minimum counter value. */
1835 union gl_perf_monitor_counter_value Minimum;
1836
1837 /** Maximum counter value. */
1838 union gl_perf_monitor_counter_value Maximum;
1839 };
1840
1841
1842 struct gl_perf_monitor_group
1843 {
1844 /** Human readable name for the group. */
1845 const char *Name;
1846
1847 /**
1848 * Maximum number of counters in this group which can be active at the
1849 * same time.
1850 */
1851 GLuint MaxActiveCounters;
1852
1853 /** Array of counters within this group. */
1854 const struct gl_perf_monitor_counter *Counters;
1855 GLuint NumCounters;
1856 };
1857
1858
1859 /**
1860 * Context state for AMD_performance_monitor.
1861 */
1862 struct gl_perf_monitor_state
1863 {
1864 /** Array of performance monitor groups (indexed by group ID) */
1865 const struct gl_perf_monitor_group *Groups;
1866 GLuint NumGroups;
1867
1868 /** The table of all performance monitors. */
1869 struct _mesa_HashTable *Monitors;
1870 };
1871
1872
1873 /**
1874 * Names of the various vertex/fragment program register files, etc.
1875 *
1876 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1877 * All values should fit in a 4-bit field.
1878 *
1879 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1880 * considered to be "uniform" variables since they can only be set outside
1881 * glBegin/End. They're also all stored in the same Parameters array.
1882 */
1883 typedef enum
1884 {
1885 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1886 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1887 PROGRAM_INPUT, /**< machine->Inputs[] */
1888 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1889 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1890 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1891 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1892 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1893 PROGRAM_ADDRESS, /**< machine->AddressReg */
1894 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1895 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1896 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1897 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1898 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1899 PROGRAM_MEMORY, /**< for shared, global and local memory */
1900 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1901 PROGRAM_FILE_MAX
1902 } gl_register_file;
1903
1904
1905 /**
1906 * Base class for any kind of program object
1907 */
1908 struct gl_program
1909 {
1910 mtx_t Mutex;
1911 GLuint Id;
1912 GLint RefCount;
1913 GLubyte *String; /**< Null-terminated program text */
1914
1915 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1916 GLenum Format; /**< String encoding format */
1917
1918 struct prog_instruction *Instructions;
1919
1920 struct nir_shader *nir;
1921
1922 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1923 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1924 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1925 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1926 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1927 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1928 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1929 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1930 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1931 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1932 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1933 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1934
1935 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1936
1937 /**
1938 * For vertex and geometry shaders, true if the program uses the
1939 * gl_ClipDistance output. Ignored for fragment shaders.
1940 */
1941 unsigned ClipDistanceArraySize;
1942 unsigned CullDistanceArraySize;
1943
1944
1945 /** Named parameters, constants, etc. from program text */
1946 struct gl_program_parameter_list *Parameters;
1947
1948 /**
1949 * Local parameters used by the program.
1950 *
1951 * It's dynamically allocated because it is rarely used (just
1952 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1953 * allocated.
1954 */
1955 GLfloat (*LocalParams)[4];
1956
1957 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1958 GLubyte SamplerUnits[MAX_SAMPLERS];
1959
1960 /** Bitmask of which register files are read/written with indirect
1961 * addressing. Mask of (1 << PROGRAM_x) bits.
1962 */
1963 GLbitfield IndirectRegisterFiles;
1964
1965 /** Logical counts */
1966 /*@{*/
1967 GLuint NumInstructions;
1968 GLuint NumTemporaries;
1969 GLuint NumParameters;
1970 GLuint NumAttributes;
1971 GLuint NumAddressRegs;
1972 GLuint NumAluInstructions;
1973 GLuint NumTexInstructions;
1974 GLuint NumTexIndirections;
1975 /*@}*/
1976 /** Native, actual h/w counts */
1977 /*@{*/
1978 GLuint NumNativeInstructions;
1979 GLuint NumNativeTemporaries;
1980 GLuint NumNativeParameters;
1981 GLuint NumNativeAttributes;
1982 GLuint NumNativeAddressRegs;
1983 GLuint NumNativeAluInstructions;
1984 GLuint NumNativeTexInstructions;
1985 GLuint NumNativeTexIndirections;
1986 /*@}*/
1987 };
1988
1989
1990 /** Vertex program object */
1991 struct gl_vertex_program
1992 {
1993 struct gl_program Base; /**< base class */
1994 GLboolean IsPositionInvariant;
1995 };
1996
1997
1998 /** Tessellation control program object */
1999 struct gl_tess_ctrl_program
2000 {
2001 struct gl_program Base; /**< base class */
2002
2003 /* output layout */
2004 GLint VerticesOut;
2005 };
2006
2007
2008 /** Tessellation evaluation program object */
2009 struct gl_tess_eval_program
2010 {
2011 struct gl_program Base; /**< base class */
2012
2013 /* input layout */
2014 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2015 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2016 GLenum VertexOrder; /* GL_CW or GL_CCW */
2017 bool PointMode;
2018 };
2019
2020
2021 /** Geometry program object */
2022 struct gl_geometry_program
2023 {
2024 struct gl_program Base; /**< base class */
2025
2026 GLint VerticesIn;
2027 GLint VerticesOut;
2028 GLint Invocations;
2029 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2030 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2031 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2032 bool UsesEndPrimitive;
2033 bool UsesStreams;
2034 };
2035
2036
2037 /** Fragment program object */
2038 struct gl_fragment_program
2039 {
2040 struct gl_program Base; /**< base class */
2041 GLboolean UsesKill; /**< shader uses KIL instruction */
2042 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2043 GLboolean OriginUpperLeft;
2044 GLboolean PixelCenterInteger;
2045 enum gl_frag_depth_layout FragDepthLayout;
2046
2047 /**
2048 * GLSL interpolation qualifier associated with each fragment shader input.
2049 * For inputs that do not have an interpolation qualifier specified in
2050 * GLSL, the value is INTERP_MODE_NONE.
2051 */
2052 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2053
2054 /**
2055 * Bitfield indicating, for each fragment shader input, 1 if that input
2056 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2057 */
2058 GLbitfield64 IsCentroid;
2059
2060 /**
2061 * Bitfield indicating, for each fragment shader input, 1 if that input
2062 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2063 */
2064 GLbitfield64 IsSample;
2065 };
2066
2067
2068 /** Compute program object */
2069 struct gl_compute_program
2070 {
2071 struct gl_program Base; /**< base class */
2072
2073 /**
2074 * Size specified using local_size_{x,y,z}.
2075 */
2076 unsigned LocalSize[3];
2077
2078 /**
2079 * Size of shared variables accessed by the compute shader.
2080 */
2081 unsigned SharedSize;
2082 };
2083
2084
2085 /**
2086 * State common to vertex and fragment programs.
2087 */
2088 struct gl_program_state
2089 {
2090 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2091 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2092 };
2093
2094
2095 /**
2096 * Context state for vertex programs.
2097 */
2098 struct gl_vertex_program_state
2099 {
2100 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2101 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2102 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2103 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2104 /** Computed two sided lighting for fixed function/programs. */
2105 GLboolean _TwoSideEnabled;
2106 struct gl_vertex_program *Current; /**< User-bound vertex program */
2107
2108 /** Currently enabled and valid vertex program (including internal
2109 * programs, user-defined vertex programs and GLSL vertex shaders).
2110 * This is the program we must use when rendering.
2111 */
2112 struct gl_vertex_program *_Current;
2113
2114 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2115
2116 /** Should fixed-function T&L be implemented with a vertex prog? */
2117 GLboolean _MaintainTnlProgram;
2118
2119 /** Program to emulate fixed-function T&L (see above) */
2120 struct gl_vertex_program *_TnlProgram;
2121
2122 /** Cache of fixed-function programs */
2123 struct gl_program_cache *Cache;
2124
2125 GLboolean _Overriden;
2126 };
2127
2128 /**
2129 * Context state for tessellation control programs.
2130 */
2131 struct gl_tess_ctrl_program_state
2132 {
2133 /** Currently bound and valid shader. */
2134 struct gl_tess_ctrl_program *_Current;
2135
2136 GLint patch_vertices;
2137 GLfloat patch_default_outer_level[4];
2138 GLfloat patch_default_inner_level[2];
2139 };
2140
2141 /**
2142 * Context state for tessellation evaluation programs.
2143 */
2144 struct gl_tess_eval_program_state
2145 {
2146 /** Currently bound and valid shader. */
2147 struct gl_tess_eval_program *_Current;
2148 };
2149
2150 /**
2151 * Context state for geometry programs.
2152 */
2153 struct gl_geometry_program_state
2154 {
2155 /** Currently enabled and valid program (including internal programs
2156 * and compiled shader programs).
2157 */
2158 struct gl_geometry_program *_Current;
2159 };
2160
2161 /**
2162 * Context state for fragment programs.
2163 */
2164 struct gl_fragment_program_state
2165 {
2166 GLboolean Enabled; /**< User-set fragment program enable flag */
2167 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2168 struct gl_fragment_program *Current; /**< User-bound fragment program */
2169
2170 /** Currently enabled and valid fragment program (including internal
2171 * programs, user-defined fragment programs and GLSL fragment shaders).
2172 * This is the program we must use when rendering.
2173 */
2174 struct gl_fragment_program *_Current;
2175
2176 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2177
2178 /** Should fixed-function texturing be implemented with a fragment prog? */
2179 GLboolean _MaintainTexEnvProgram;
2180
2181 /** Program to emulate fixed-function texture env/combine (see above) */
2182 struct gl_fragment_program *_TexEnvProgram;
2183
2184 /** Cache of fixed-function programs */
2185 struct gl_program_cache *Cache;
2186 };
2187
2188
2189 /**
2190 * Context state for compute programs.
2191 */
2192 struct gl_compute_program_state
2193 {
2194 /** Currently enabled and valid program (including internal programs
2195 * and compiled shader programs).
2196 */
2197 struct gl_compute_program *_Current;
2198 };
2199
2200
2201 /**
2202 * ATI_fragment_shader runtime state
2203 */
2204
2205 struct atifs_instruction;
2206 struct atifs_setupinst;
2207
2208 /**
2209 * ATI fragment shader
2210 */
2211 struct ati_fragment_shader
2212 {
2213 GLuint Id;
2214 GLint RefCount;
2215 struct atifs_instruction *Instructions[2];
2216 struct atifs_setupinst *SetupInst[2];
2217 GLfloat Constants[8][4];
2218 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2219 GLubyte numArithInstr[2];
2220 GLubyte regsAssigned[2];
2221 GLubyte NumPasses; /**< 1 or 2 */
2222 GLubyte cur_pass;
2223 GLubyte last_optype;
2224 GLboolean interpinp1;
2225 GLboolean isValid;
2226 GLuint swizzlerq;
2227 struct gl_program *Program;
2228 };
2229
2230 /**
2231 * Context state for GL_ATI_fragment_shader
2232 */
2233 struct gl_ati_fragment_shader_state
2234 {
2235 GLboolean Enabled;
2236 GLboolean _Enabled; /**< enabled and valid shader? */
2237 GLboolean Compiling;
2238 GLfloat GlobalConstants[8][4];
2239 struct ati_fragment_shader *Current;
2240 };
2241
2242 /**
2243 * Shader subroutine function definition
2244 */
2245 struct gl_subroutine_function
2246 {
2247 char *name;
2248 int index;
2249 int num_compat_types;
2250 const struct glsl_type **types;
2251 };
2252
2253 /**
2254 * Shader information needed by both gl_shader and gl_linked shader.
2255 */
2256 struct gl_shader_info
2257 {
2258 bool uses_builtin_functions;
2259 bool uses_gl_fragcoord;
2260 bool redeclares_gl_fragcoord;
2261 bool ARB_fragment_coord_conventions_enable;
2262
2263 /**
2264 * Fragment shader state from GLSL 1.50 layout qualifiers.
2265 */
2266 bool origin_upper_left;
2267 bool pixel_center_integer;
2268
2269 struct {
2270 /** Global xfb_stride out qualifier if any */
2271 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2272 } TransformFeedback;
2273
2274 /**
2275 * Tessellation Control shader state from layout qualifiers.
2276 */
2277 struct {
2278 /**
2279 * 0 - vertices not declared in shader, or
2280 * 1 .. GL_MAX_PATCH_VERTICES
2281 */
2282 GLint VerticesOut;
2283 } TessCtrl;
2284
2285 /**
2286 * Tessellation Evaluation shader state from layout qualifiers.
2287 */
2288 struct {
2289 /**
2290 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2291 * in this shader.
2292 */
2293 GLenum PrimitiveMode;
2294 /**
2295 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2296 * in this shader.
2297 */
2298 GLenum Spacing;
2299 /**
2300 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2301 */
2302 GLenum VertexOrder;
2303 /**
2304 * 1, 0, or -1 if it's not set in this shader.
2305 */
2306 int PointMode;
2307 } TessEval;
2308
2309 /**
2310 * Geometry shader state from GLSL 1.50 layout qualifiers.
2311 */
2312 struct {
2313 GLint VerticesOut;
2314 /**
2315 * 0 - Invocations count not declared in shader, or
2316 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2317 */
2318 GLint Invocations;
2319 /**
2320 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2321 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2322 * shader.
2323 */
2324 GLenum InputType;
2325 /**
2326 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2327 * it's not set in this shader.
2328 */
2329 GLenum OutputType;
2330 } Geom;
2331
2332 /**
2333 * Whether early fragment tests are enabled as defined by
2334 * ARB_shader_image_load_store.
2335 */
2336 bool EarlyFragmentTests;
2337
2338 /**
2339 * A bitmask of gl_advanced_blend_mode values
2340 */
2341 GLbitfield BlendSupport;
2342
2343 /**
2344 * Compute shader state from ARB_compute_shader layout qualifiers.
2345 */
2346 struct {
2347 /**
2348 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2349 * it's not set in this shader.
2350 */
2351 unsigned LocalSize[3];
2352 } Comp;
2353 };
2354
2355 /**
2356 * A linked GLSL shader object.
2357 */
2358 struct gl_linked_shader
2359 {
2360 gl_shader_stage Stage;
2361
2362 struct gl_program *Program; /**< Post-compile assembly code */
2363
2364 /**
2365 * \name Sampler tracking
2366 *
2367 * \note Each of these fields is only set post-linking.
2368 */
2369 /*@{*/
2370 unsigned num_samplers; /**< Number of samplers used by this shader. */
2371 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2372 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2373 /*@}*/
2374
2375 /**
2376 * Map from sampler unit to texture unit (set by glUniform1i())
2377 *
2378 * A sampler unit is associated with each sampler uniform by the linker.
2379 * The sampler unit associated with each uniform is stored in the
2380 * \c gl_uniform_storage::sampler field.
2381 */
2382 GLubyte SamplerUnits[MAX_SAMPLERS];
2383 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2384 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2385
2386 /**
2387 * Number of default uniform block components used by this shader.
2388 *
2389 * This field is only set post-linking.
2390 */
2391 unsigned num_uniform_components;
2392
2393 /**
2394 * Number of combined uniform components used by this shader.
2395 *
2396 * This field is only set post-linking. It is the sum of the uniform block
2397 * sizes divided by sizeof(float), and num_uniform_compoennts.
2398 */
2399 unsigned num_combined_uniform_components;
2400
2401 unsigned NumUniformBlocks;
2402 struct gl_uniform_block **UniformBlocks;
2403
2404 unsigned NumShaderStorageBlocks;
2405 struct gl_uniform_block **ShaderStorageBlocks;
2406
2407 struct exec_list *ir;
2408 struct exec_list *packed_varyings;
2409 struct exec_list *fragdata_arrays;
2410 struct glsl_symbol_table *symbols;
2411
2412 /**
2413 * Map from image uniform index to image unit (set by glUniform1i())
2414 *
2415 * An image uniform index is associated with each image uniform by
2416 * the linker. The image index associated with each uniform is
2417 * stored in the \c gl_uniform_storage::image field.
2418 */
2419 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2420
2421 /**
2422 * Access qualifier specified in the shader for each image uniform
2423 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2424 * GL_READ_WRITE.
2425 *
2426 * It may be different, though only more strict than the value of
2427 * \c gl_image_unit::Access for the corresponding image unit.
2428 */
2429 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2430
2431 /**
2432 * Number of image uniforms defined in the shader. It specifies
2433 * the number of valid elements in the \c ImageUnits and \c
2434 * ImageAccess arrays above.
2435 */
2436 GLuint NumImages;
2437
2438 struct gl_active_atomic_buffer **AtomicBuffers;
2439 unsigned NumAtomicBuffers;
2440
2441 /**
2442 * Number of types for subroutine uniforms.
2443 */
2444 GLuint NumSubroutineUniformTypes;
2445
2446 /**
2447 * Subroutine uniform remap table
2448 * based on the program level uniform remap table.
2449 */
2450 GLuint NumSubroutineUniforms; /* non-sparse total */
2451 GLuint NumSubroutineUniformRemapTable;
2452 struct gl_uniform_storage **SubroutineUniformRemapTable;
2453
2454 /**
2455 * Num of subroutine functions for this stage
2456 * and storage for them.
2457 */
2458 GLuint NumSubroutineFunctions;
2459 GLuint MaxSubroutineFunctionIndex;
2460 struct gl_subroutine_function *SubroutineFunctions;
2461
2462 struct gl_shader_info info;
2463 };
2464
2465 static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
2466 {
2467 GLbitfield external_samplers = 0;
2468 GLbitfield mask = shader->active_samplers;
2469
2470 while (mask) {
2471 int idx = u_bit_scan(&mask);
2472 if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2473 external_samplers |= (1 << idx);
2474 }
2475
2476 return external_samplers;
2477 }
2478
2479 /**
2480 * A GLSL shader object.
2481 */
2482 struct gl_shader
2483 {
2484 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2485 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2486 * Must be the first field.
2487 */
2488 GLenum Type;
2489 gl_shader_stage Stage;
2490 GLuint Name; /**< AKA the handle */
2491 GLint RefCount; /**< Reference count */
2492 GLchar *Label; /**< GL_KHR_debug */
2493 GLboolean DeletePending;
2494 GLboolean CompileStatus;
2495 bool IsES; /**< True if this shader uses GLSL ES */
2496
2497 GLuint SourceChecksum; /**< for debug/logging purposes */
2498 const GLchar *Source; /**< Source code string */
2499
2500 GLchar *InfoLog;
2501
2502 unsigned Version; /**< GLSL version used for linking */
2503
2504 struct exec_list *ir;
2505 struct glsl_symbol_table *symbols;
2506
2507 struct gl_shader_info info;
2508 };
2509
2510
2511 struct gl_uniform_buffer_variable
2512 {
2513 char *Name;
2514
2515 /**
2516 * Name of the uniform as seen by glGetUniformIndices.
2517 *
2518 * glGetUniformIndices requires that the block instance index \b not be
2519 * present in the name of queried uniforms.
2520 *
2521 * \note
2522 * \c gl_uniform_buffer_variable::IndexName and
2523 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2524 */
2525 char *IndexName;
2526
2527 const struct glsl_type *Type;
2528 unsigned int Offset;
2529 GLboolean RowMajor;
2530 };
2531
2532
2533 enum gl_uniform_block_packing
2534 {
2535 ubo_packing_std140,
2536 ubo_packing_shared,
2537 ubo_packing_packed,
2538 ubo_packing_std430
2539 };
2540
2541
2542 struct gl_uniform_block
2543 {
2544 /** Declared name of the uniform block */
2545 char *Name;
2546
2547 /** Array of supplemental information about UBO ir_variables. */
2548 struct gl_uniform_buffer_variable *Uniforms;
2549 GLuint NumUniforms;
2550
2551 /**
2552 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2553 * with glBindBufferBase to bind a buffer object to this uniform block. When
2554 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2555 */
2556 GLuint Binding;
2557
2558 /**
2559 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2560 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2561 */
2562 GLuint UniformBufferSize;
2563
2564 /** Stages that reference this block */
2565 uint8_t stageref;
2566
2567 /**
2568 * Layout specified in the shader
2569 *
2570 * This isn't accessible through the API, but it is used while
2571 * cross-validating uniform blocks.
2572 */
2573 enum gl_uniform_block_packing _Packing;
2574 };
2575
2576 /**
2577 * Structure that represents a reference to an atomic buffer from some
2578 * shader program.
2579 */
2580 struct gl_active_atomic_buffer
2581 {
2582 /** Uniform indices of the atomic counters declared within it. */
2583 GLuint *Uniforms;
2584 GLuint NumUniforms;
2585
2586 /** Binding point index associated with it. */
2587 GLuint Binding;
2588
2589 /** Minimum reasonable size it is expected to have. */
2590 GLuint MinimumSize;
2591
2592 /** Shader stages making use of it. */
2593 GLboolean StageReferences[MESA_SHADER_STAGES];
2594 };
2595
2596 /**
2597 * Data container for shader queries. This holds only the minimal
2598 * amount of required information for resource queries to work.
2599 */
2600 struct gl_shader_variable
2601 {
2602 /**
2603 * Declared type of the variable
2604 */
2605 const struct glsl_type *type;
2606
2607 /**
2608 * If the variable is in an interface block, this is the type of the block.
2609 */
2610 const struct glsl_type *interface_type;
2611
2612 /**
2613 * For variables inside structs (possibly recursively), this is the
2614 * outermost struct type.
2615 */
2616 const struct glsl_type *outermost_struct_type;
2617
2618 /**
2619 * Declared name of the variable
2620 */
2621 char *name;
2622
2623 /**
2624 * Storage location of the base of this variable
2625 *
2626 * The precise meaning of this field depends on the nature of the variable.
2627 *
2628 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2629 * - Vertex shader output: one of the values from \c gl_varying_slot.
2630 * - Geometry shader input: one of the values from \c gl_varying_slot.
2631 * - Geometry shader output: one of the values from \c gl_varying_slot.
2632 * - Fragment shader input: one of the values from \c gl_varying_slot.
2633 * - Fragment shader output: one of the values from \c gl_frag_result.
2634 * - Uniforms: Per-stage uniform slot number for default uniform block.
2635 * - Uniforms: Index within the uniform block definition for UBO members.
2636 * - Non-UBO Uniforms: explicit location until linking then reused to
2637 * store uniform slot number.
2638 * - Other: This field is not currently used.
2639 *
2640 * If the variable is a uniform, shader input, or shader output, and the
2641 * slot has not been assigned, the value will be -1.
2642 */
2643 int location;
2644
2645 /**
2646 * Specifies the first component the variable is stored in as per
2647 * ARB_enhanced_layouts.
2648 */
2649 unsigned component:2;
2650
2651 /**
2652 * Output index for dual source blending.
2653 *
2654 * \note
2655 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2656 * source blending.
2657 */
2658 unsigned index:1;
2659
2660 /**
2661 * Specifies whether a shader input/output is per-patch in tessellation
2662 * shader stages.
2663 */
2664 unsigned patch:1;
2665
2666 /**
2667 * Storage class of the variable.
2668 *
2669 * \sa (n)ir_variable_mode
2670 */
2671 unsigned mode:4;
2672
2673 /**
2674 * Interpolation mode for shader inputs / outputs
2675 *
2676 * \sa glsl_interp_mode
2677 */
2678 unsigned interpolation:2;
2679
2680 /**
2681 * Was the location explicitly set in the shader?
2682 *
2683 * If the location is explicitly set in the shader, it \b cannot be changed
2684 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2685 * no effect).
2686 */
2687 unsigned explicit_location:1;
2688
2689 /**
2690 * Precision qualifier.
2691 */
2692 unsigned precision:2;
2693 };
2694
2695 /**
2696 * Active resource in a gl_shader_program
2697 */
2698 struct gl_program_resource
2699 {
2700 GLenum Type; /** Program interface type. */
2701 const void *Data; /** Pointer to resource associated data structure. */
2702 uint8_t StageReferences; /** Bitmask of shader stage references. */
2703 };
2704
2705 /**
2706 * A GLSL program object.
2707 * Basically a linked collection of vertex and fragment shaders.
2708 */
2709 struct gl_shader_program
2710 {
2711 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2712 GLuint Name; /**< aka handle or ID */
2713 GLchar *Label; /**< GL_KHR_debug */
2714 GLint RefCount; /**< Reference count */
2715 GLboolean DeletePending;
2716
2717 /**
2718 * Is the application intending to glGetProgramBinary this program?
2719 */
2720 GLboolean BinaryRetreivableHint;
2721
2722 /**
2723 * Indicates whether program can be bound for individual pipeline stages
2724 * using UseProgramStages after it is next linked.
2725 */
2726 GLboolean SeparateShader;
2727
2728 GLuint NumShaders; /**< number of attached shaders */
2729 struct gl_shader **Shaders; /**< List of attached the shaders */
2730
2731 /**
2732 * User-defined attribute bindings
2733 *
2734 * These are set via \c glBindAttribLocation and are used to direct the
2735 * GLSL linker. These are \b not the values used in the compiled shader,
2736 * and they are \b not the values returned by \c glGetAttribLocation.
2737 */
2738 struct string_to_uint_map *AttributeBindings;
2739
2740 /**
2741 * User-defined fragment data bindings
2742 *
2743 * These are set via \c glBindFragDataLocation and are used to direct the
2744 * GLSL linker. These are \b not the values used in the compiled shader,
2745 * and they are \b not the values returned by \c glGetFragDataLocation.
2746 */
2747 struct string_to_uint_map *FragDataBindings;
2748 struct string_to_uint_map *FragDataIndexBindings;
2749
2750 /**
2751 * Transform feedback varyings last specified by
2752 * glTransformFeedbackVaryings().
2753 *
2754 * For the current set of transform feedback varyings used for transform
2755 * feedback output, see LinkedTransformFeedback.
2756 */
2757 struct {
2758 GLenum BufferMode;
2759 /** Global xfb_stride out qualifier if any */
2760 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2761 GLuint NumVarying;
2762 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2763 } TransformFeedback;
2764
2765 /** Post-link transform feedback info. */
2766 struct gl_transform_feedback_info LinkedTransformFeedback;
2767
2768 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2769 enum gl_frag_depth_layout FragDepthLayout;
2770
2771 /**
2772 * Tessellation Evaluation shader state from layout qualifiers.
2773 */
2774 struct {
2775 /**
2776 * True if gl_ClipDistance is written to. Copied into
2777 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2778 */
2779 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2780 0 if not present. */
2781 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2782 0 if not present. */
2783 } TessEval;
2784
2785 /**
2786 * Geometry shader state - copied into gl_geometry_program by
2787 * _mesa_copy_linked_program_data().
2788 */
2789 struct {
2790 GLint VerticesIn;
2791
2792 /**
2793 * True if gl_ClipDistance is written to. Copied into
2794 * gl_geometry_program by _mesa_copy_linked_program_data().
2795 */
2796 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2797 0 if not present. */
2798 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2799 0 if not present. */
2800 bool UsesEndPrimitive;
2801 bool UsesStreams;
2802 } Geom;
2803
2804 /** Vertex shader state */
2805 struct {
2806 /**
2807 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2808 * by _mesa_copy_linked_program_data().
2809 */
2810 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2811 0 if not present. */
2812 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2813 0 if not present. */
2814 } Vert;
2815
2816 /**
2817 * Compute shader state - copied into gl_compute_program by
2818 * _mesa_copy_linked_program_data().
2819 */
2820 struct {
2821 /**
2822 * If this shader contains a compute stage, size specified using
2823 * local_size_{x,y,z}. Otherwise undefined.
2824 */
2825 unsigned LocalSize[3];
2826 /**
2827 * Size of shared variables accessed by the compute shader.
2828 */
2829 unsigned SharedSize;
2830 } Comp;
2831
2832 /* post-link info: */
2833 unsigned NumUniformStorage;
2834 unsigned NumHiddenUniforms;
2835 struct gl_uniform_storage *UniformStorage;
2836
2837 /**
2838 * Mapping from GL uniform locations returned by \c glUniformLocation to
2839 * UniformStorage entries. Arrays will have multiple contiguous slots
2840 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2841 */
2842 unsigned NumUniformRemapTable;
2843 struct gl_uniform_storage **UniformRemapTable;
2844
2845 /**
2846 * Sometimes there are empty slots left over in UniformRemapTable after we
2847 * allocate slots to explicit locations. This list stores the blocks of
2848 * continuous empty slots inside UniformRemapTable.
2849 */
2850 struct exec_list EmptyUniformLocations;
2851
2852 /**
2853 * Size of the gl_ClipDistance array that is output from the last pipeline
2854 * stage before the fragment shader.
2855 */
2856 unsigned LastClipDistanceArraySize;
2857 unsigned LastCullDistanceArraySize;
2858
2859 unsigned NumUniformBlocks;
2860 struct gl_uniform_block *UniformBlocks;
2861
2862 unsigned NumShaderStorageBlocks;
2863 struct gl_uniform_block *ShaderStorageBlocks;
2864
2865 /**
2866 * Map of active uniform names to locations
2867 *
2868 * Maps any active uniform that is not an array element to a location.
2869 * Each active uniform, including individual structure members will appear
2870 * in this map. This roughly corresponds to the set of names that would be
2871 * enumerated by \c glGetActiveUniform.
2872 */
2873 struct string_to_uint_map *UniformHash;
2874
2875 struct gl_active_atomic_buffer *AtomicBuffers;
2876 unsigned NumAtomicBuffers;
2877
2878 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2879 GLboolean Validated;
2880 GLboolean _Used; /**< Ever used for drawing? */
2881 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2882 GLchar *InfoLog;
2883
2884 unsigned Version; /**< GLSL version used for linking */
2885 bool IsES; /**< True if this program uses GLSL ES */
2886
2887 /**
2888 * Per-stage shaders resulting from the first stage of linking.
2889 *
2890 * Set of linked shaders for this program. The array is accessed using the
2891 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2892 * \c NULL.
2893 */
2894 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2895
2896 /** List of all active resources after linking. */
2897 struct gl_program_resource *ProgramResourceList;
2898 unsigned NumProgramResourceList;
2899
2900 /* True if any of the fragment shaders attached to this program use:
2901 * #extension ARB_fragment_coord_conventions: enable
2902 */
2903 GLboolean ARB_fragment_coord_conventions_enable;
2904 };
2905
2906
2907 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2908 #define GLSL_LOG 0x2 /**< Write shaders to files */
2909 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2910 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2911 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2912 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2913 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2914 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2915 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2916 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2917
2918
2919 /**
2920 * Context state for GLSL vertex/fragment shaders.
2921 * Extended to support pipeline object
2922 */
2923 struct gl_pipeline_object
2924 {
2925 /** Name of the pipeline object as received from glGenProgramPipelines.
2926 * It would be 0 for shaders without separate shader objects.
2927 */
2928 GLuint Name;
2929
2930 GLint RefCount;
2931
2932 mtx_t Mutex;
2933
2934 GLchar *Label; /**< GL_KHR_debug */
2935
2936 /**
2937 * Programs used for rendering
2938 *
2939 * There is a separate program set for each shader stage.
2940 */
2941 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2942
2943 struct gl_shader_program *_CurrentFragmentProgram;
2944
2945 /**
2946 * Program used by glUniform calls.
2947 *
2948 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2949 */
2950 struct gl_shader_program *ActiveProgram;
2951
2952 GLbitfield Flags; /**< Mask of GLSL_x flags */
2953
2954 GLboolean EverBound; /**< Has the pipeline object been created */
2955
2956 GLboolean Validated; /**< Pipeline Validation status */
2957
2958 GLchar *InfoLog;
2959 };
2960
2961 /**
2962 * Context state for GLSL pipeline shaders.
2963 */
2964 struct gl_pipeline_shader_state
2965 {
2966 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2967 struct gl_pipeline_object *Current;
2968
2969 /* Default Object to ensure that _Shader is never NULL */
2970 struct gl_pipeline_object *Default;
2971
2972 /** Pipeline objects */
2973 struct _mesa_HashTable *Objects;
2974 };
2975
2976 /**
2977 * Compiler options for a single GLSL shaders type
2978 */
2979 struct gl_shader_compiler_options
2980 {
2981 /** Driver-selectable options: */
2982 GLboolean EmitNoLoops;
2983 GLboolean EmitNoFunctions;
2984 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2985 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2986 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2987 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2988 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2989 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2990 * gl_CullDistance together from
2991 * float[8] to vec4[2]
2992 **/
2993
2994 /**
2995 * \name Forms of indirect addressing the driver cannot do.
2996 */
2997 /*@{*/
2998 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2999 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3000 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3001 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3002 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3003 /*@}*/
3004
3005 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3006 GLuint MaxUnrollIterations;
3007
3008 /**
3009 * Optimize code for array of structures backends.
3010 *
3011 * This is a proxy for:
3012 * - preferring DP4 instructions (rather than MUL/MAD) for
3013 * matrix * vector operations, such as position transformation.
3014 */
3015 GLboolean OptimizeForAOS;
3016
3017 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3018
3019 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3020 GLboolean ClampBlockIndicesToArrayBounds;
3021
3022 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
3023 * variable access to intrinsics. */
3024
3025 const struct nir_shader_compiler_options *NirOptions;
3026 };
3027
3028
3029 /**
3030 * Occlusion/timer query object.
3031 */
3032 struct gl_query_object
3033 {
3034 GLenum Target; /**< The query target, when active */
3035 GLuint Id; /**< hash table ID/name */
3036 GLchar *Label; /**< GL_KHR_debug */
3037 GLuint64EXT Result; /**< the counter */
3038 GLboolean Active; /**< inside Begin/EndQuery */
3039 GLboolean Ready; /**< result is ready? */
3040 GLboolean EverBound;/**< has query object ever been bound */
3041 GLuint Stream; /**< The stream */
3042 };
3043
3044
3045 /**
3046 * Context state for query objects.
3047 */
3048 struct gl_query_state
3049 {
3050 struct _mesa_HashTable *QueryObjects;
3051 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3052 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3053
3054 /** GL_NV_conditional_render */
3055 struct gl_query_object *CondRenderQuery;
3056
3057 /** GL_EXT_transform_feedback */
3058 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3059 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3060
3061 /** GL_ARB_timer_query */
3062 struct gl_query_object *TimeElapsed;
3063
3064 /** GL_ARB_pipeline_statistics_query */
3065 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3066
3067 GLenum CondRenderMode;
3068 };
3069
3070
3071 /** Sync object state */
3072 struct gl_sync_object
3073 {
3074 GLenum Type; /**< GL_SYNC_FENCE */
3075 GLuint Name; /**< Fence name */
3076 GLchar *Label; /**< GL_KHR_debug */
3077 GLint RefCount; /**< Reference count */
3078 GLboolean DeletePending; /**< Object was deleted while there were still
3079 * live references (e.g., sync not yet finished)
3080 */
3081 GLenum SyncCondition;
3082 GLbitfield Flags; /**< Flags passed to glFenceSync */
3083 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3084 };
3085
3086
3087 /**
3088 * State which can be shared by multiple contexts:
3089 */
3090 struct gl_shared_state
3091 {
3092 mtx_t Mutex; /**< for thread safety */
3093 GLint RefCount; /**< Reference count */
3094 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3095 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3096 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3097
3098 /** Default texture objects (shared by all texture units) */
3099 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3100
3101 /** Fallback texture used when a bound texture is incomplete */
3102 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3103
3104 /**
3105 * \name Thread safety and statechange notification for texture
3106 * objects.
3107 *
3108 * \todo Improve the granularity of locking.
3109 */
3110 /*@{*/
3111 mtx_t TexMutex; /**< texobj thread safety */
3112 GLuint TextureStateStamp; /**< state notification for shared tex */
3113 /*@}*/
3114
3115 /** Default buffer object for vertex arrays that aren't in VBOs */
3116 struct gl_buffer_object *NullBufferObj;
3117
3118 /**
3119 * \name Vertex/geometry/fragment programs
3120 */
3121 /*@{*/
3122 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3123 struct gl_vertex_program *DefaultVertexProgram;
3124 struct gl_fragment_program *DefaultFragmentProgram;
3125 /*@}*/
3126
3127 /* GL_ATI_fragment_shader */
3128 struct _mesa_HashTable *ATIShaders;
3129 struct ati_fragment_shader *DefaultFragmentShader;
3130
3131 struct _mesa_HashTable *BufferObjects;
3132
3133 /** Table of both gl_shader and gl_shader_program objects */
3134 struct _mesa_HashTable *ShaderObjects;
3135
3136 /* GL_EXT_framebuffer_object */
3137 struct _mesa_HashTable *RenderBuffers;
3138 struct _mesa_HashTable *FrameBuffers;
3139
3140 /* GL_ARB_sync */
3141 struct set *SyncObjects;
3142
3143 /** GL_ARB_sampler_objects */
3144 struct _mesa_HashTable *SamplerObjects;
3145
3146 /**
3147 * Some context in this share group was affected by a GPU reset
3148 *
3149 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3150 * been affected by a GPU reset must also return
3151 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3152 *
3153 * Once this field becomes true, it is never reset to false.
3154 */
3155 bool ShareGroupReset;
3156 };
3157
3158
3159
3160 /**
3161 * Renderbuffers represent drawing surfaces such as color, depth and/or
3162 * stencil. A framebuffer object has a set of renderbuffers.
3163 * Drivers will typically derive subclasses of this type.
3164 */
3165 struct gl_renderbuffer
3166 {
3167 mtx_t Mutex; /**< for thread safety */
3168 GLuint ClassID; /**< Useful for drivers */
3169 GLuint Name;
3170 GLchar *Label; /**< GL_KHR_debug */
3171 GLint RefCount;
3172 GLuint Width, Height;
3173 GLuint Depth;
3174 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3175 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3176 /**
3177 * True for renderbuffers that wrap textures, giving the driver a chance to
3178 * flush render caches through the FinishRenderTexture hook.
3179 *
3180 * Drivers may also set this on renderbuffers other than those generated by
3181 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3182 * called without a rb->TexImage.
3183 */
3184 GLboolean NeedsFinishRenderTexture;
3185 GLubyte NumSamples;
3186 GLenum InternalFormat; /**< The user-specified format */
3187 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3188 GL_STENCIL_INDEX. */
3189 mesa_format Format; /**< The actual renderbuffer memory format */
3190 /**
3191 * Pointer to the texture image if this renderbuffer wraps a texture,
3192 * otherwise NULL.
3193 *
3194 * Note that the reference on the gl_texture_object containing this
3195 * TexImage is held by the gl_renderbuffer_attachment.
3196 */
3197 struct gl_texture_image *TexImage;
3198
3199 /** Delete this renderbuffer */
3200 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3201
3202 /** Allocate new storage for this renderbuffer */
3203 GLboolean (*AllocStorage)(struct gl_context *ctx,
3204 struct gl_renderbuffer *rb,
3205 GLenum internalFormat,
3206 GLuint width, GLuint height);
3207 };
3208
3209
3210 /**
3211 * A renderbuffer attachment points to either a texture object (and specifies
3212 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3213 */
3214 struct gl_renderbuffer_attachment
3215 {
3216 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3217 GLboolean Complete;
3218
3219 /**
3220 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3221 * application supplied renderbuffer object.
3222 */
3223 struct gl_renderbuffer *Renderbuffer;
3224
3225 /**
3226 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3227 * supplied texture object.
3228 */
3229 struct gl_texture_object *Texture;
3230 GLuint TextureLevel; /**< Attached mipmap level. */
3231 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3232 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3233 * and 2D array textures */
3234 GLboolean Layered;
3235 };
3236
3237
3238 /**
3239 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3240 * In C++ terms, think of this as a base class from which device drivers
3241 * will make derived classes.
3242 */
3243 struct gl_framebuffer
3244 {
3245 mtx_t Mutex; /**< for thread safety */
3246 /**
3247 * If zero, this is a window system framebuffer. If non-zero, this
3248 * is a FBO framebuffer; note that for some devices (i.e. those with
3249 * a natural pixel coordinate system for FBOs that differs from the
3250 * OpenGL/Mesa coordinate system), this means that the viewport,
3251 * polygon face orientation, and polygon stipple will have to be inverted.
3252 */
3253 GLuint Name;
3254 GLint RefCount;
3255
3256 GLchar *Label; /**< GL_KHR_debug */
3257
3258 GLboolean DeletePending;
3259
3260 /**
3261 * The framebuffer's visual. Immutable if this is a window system buffer.
3262 * Computed from attachments if user-made FBO.
3263 */
3264 struct gl_config Visual;
3265
3266 /**
3267 * Size of frame buffer in pixels. If there are no attachments, then both
3268 * of these are 0.
3269 */
3270 GLuint Width, Height;
3271
3272 /**
3273 * In the case that the framebuffer has no attachment (i.e.
3274 * GL_ARB_framebuffer_no_attachments) then the geometry of
3275 * the framebuffer is specified by the default values.
3276 */
3277 struct {
3278 GLuint Width, Height, Layers, NumSamples;
3279 GLboolean FixedSampleLocations;
3280 /* Derived from NumSamples by the driver so that it can choose a valid
3281 * value for the hardware.
3282 */
3283 GLuint _NumSamples;
3284 } DefaultGeometry;
3285
3286 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3287 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3288 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3289 */
3290 /*@{*/
3291 GLint _Xmin, _Xmax;
3292 GLint _Ymin, _Ymax;
3293 /*@}*/
3294
3295 /** \name Derived Z buffer stuff */
3296 /*@{*/
3297 GLuint _DepthMax; /**< Max depth buffer value */
3298 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3299 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3300 /*@}*/
3301
3302 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3303 GLenum _Status;
3304
3305 /** Whether one of Attachment has Type != GL_NONE
3306 * NOTE: the values for Width and Height are set to 0 in case of having
3307 * no attachments, a backend driver supporting the extension
3308 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3309 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3310 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3311 * _Ymax do NOT take into account _HasAttachments being false). To get the
3312 * geometry of the framebuffer, the helper functions
3313 * _mesa_geometric_width(),
3314 * _mesa_geometric_height(),
3315 * _mesa_geometric_samples() and
3316 * _mesa_geometric_layers()
3317 * are available that check _HasAttachments.
3318 */
3319 bool _HasAttachments;
3320
3321 /** Integer color values */
3322 GLboolean _IntegerColor;
3323
3324 /* ARB_color_buffer_float */
3325 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3326 GLboolean _HasSNormOrFloatColorBuffer;
3327
3328 /**
3329 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3330 * is not layered. For cube maps and cube map arrays, each cube face
3331 * counts as a layer. As the case for Width, Height a backend driver
3332 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3333 * in the case that _HasAttachments is false
3334 */
3335 GLuint MaxNumLayers;
3336
3337 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3338 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3339
3340 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3341 * attribute group and GL_PIXEL attribute group, respectively.
3342 */
3343 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3344 GLenum ColorReadBuffer;
3345
3346 /** Computed from ColorDraw/ReadBuffer above */
3347 GLuint _NumColorDrawBuffers;
3348 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3349 GLint _ColorReadBufferIndex; /* -1 = None */
3350 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3351 struct gl_renderbuffer *_ColorReadBuffer;
3352
3353 /** Delete this framebuffer */
3354 void (*Delete)(struct gl_framebuffer *fb);
3355 };
3356
3357
3358 /**
3359 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3360 */
3361 struct gl_precision
3362 {
3363 GLushort RangeMin; /**< min value exponent */
3364 GLushort RangeMax; /**< max value exponent */
3365 GLushort Precision; /**< number of mantissa bits */
3366 };
3367
3368
3369 /**
3370 * Limits for vertex, geometry and fragment programs/shaders.
3371 */
3372 struct gl_program_constants
3373 {
3374 /* logical limits */
3375 GLuint MaxInstructions;
3376 GLuint MaxAluInstructions;
3377 GLuint MaxTexInstructions;
3378 GLuint MaxTexIndirections;
3379 GLuint MaxAttribs;
3380 GLuint MaxTemps;
3381 GLuint MaxAddressRegs;
3382 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3383 GLuint MaxParameters;
3384 GLuint MaxLocalParams;
3385 GLuint MaxEnvParams;
3386 /* native/hardware limits */
3387 GLuint MaxNativeInstructions;
3388 GLuint MaxNativeAluInstructions;
3389 GLuint MaxNativeTexInstructions;
3390 GLuint MaxNativeTexIndirections;
3391 GLuint MaxNativeAttribs;
3392 GLuint MaxNativeTemps;
3393 GLuint MaxNativeAddressRegs;
3394 GLuint MaxNativeParameters;
3395 /* For shaders */
3396 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3397
3398 /**
3399 * \name Per-stage input / output limits
3400 *
3401 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3402 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3403 * ES). This is stored as \c gl_constants::MaxVarying.
3404 *
3405 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3406 * variables. Each stage as a certain number of outputs that it can feed
3407 * to the next stage and a certain number inputs that it can consume from
3408 * the previous stage.
3409 *
3410 * Vertex shader inputs do not participate this in this accounting.
3411 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3412 *
3413 * Fragment shader outputs do not participate this in this accounting.
3414 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3415 */
3416 /*@{*/
3417 GLuint MaxInputComponents;
3418 GLuint MaxOutputComponents;
3419 /*@}*/
3420
3421 /* ES 2.0 and GL_ARB_ES2_compatibility */
3422 struct gl_precision LowFloat, MediumFloat, HighFloat;
3423 struct gl_precision LowInt, MediumInt, HighInt;
3424 /* GL_ARB_uniform_buffer_object */
3425 GLuint MaxUniformBlocks;
3426 GLuint MaxCombinedUniformComponents;
3427 GLuint MaxTextureImageUnits;
3428
3429 /* GL_ARB_shader_atomic_counters */
3430 GLuint MaxAtomicBuffers;
3431 GLuint MaxAtomicCounters;
3432
3433 /* GL_ARB_shader_image_load_store */
3434 GLuint MaxImageUniforms;
3435
3436 /* GL_ARB_shader_storage_buffer_object */
3437 GLuint MaxShaderStorageBlocks;
3438 };
3439
3440
3441 /**
3442 * Constants which may be overridden by device driver during context creation
3443 * but are never changed after that.
3444 */
3445 struct gl_constants
3446 {
3447 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3448 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3449 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3450 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3451 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3452 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3453 GLuint MaxTextureCoordUnits;
3454 GLuint MaxCombinedTextureImageUnits;
3455 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3456 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3457 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3458 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3459
3460 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3461
3462 GLuint MaxArrayLockSize;
3463
3464 GLint SubPixelBits;
3465
3466 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3467 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3468 GLfloat PointSizeGranularity;
3469 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3470 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3471 GLfloat LineWidthGranularity;
3472
3473 GLuint MaxClipPlanes;
3474 GLuint MaxLights;
3475 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3476 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3477
3478 GLuint MaxViewportWidth, MaxViewportHeight;
3479 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3480 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3481 struct {
3482 GLfloat Min;
3483 GLfloat Max;
3484 } ViewportBounds; /**< GL_ARB_viewport_array */
3485 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3486
3487 struct gl_program_constants Program[MESA_SHADER_STAGES];
3488 GLuint MaxProgramMatrices;
3489 GLuint MaxProgramMatrixStackDepth;
3490
3491 struct {
3492 GLuint SamplesPassed;
3493 GLuint TimeElapsed;
3494 GLuint Timestamp;
3495 GLuint PrimitivesGenerated;
3496 GLuint PrimitivesWritten;
3497 GLuint VerticesSubmitted;
3498 GLuint PrimitivesSubmitted;
3499 GLuint VsInvocations;
3500 GLuint TessPatches;
3501 GLuint TessInvocations;
3502 GLuint GsInvocations;
3503 GLuint GsPrimitives;
3504 GLuint FsInvocations;
3505 GLuint ComputeInvocations;
3506 GLuint ClInPrimitives;
3507 GLuint ClOutPrimitives;
3508 } QueryCounterBits;
3509
3510 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3511
3512 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3513 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3514 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3515
3516 /**
3517 * GL_ARB_framebuffer_no_attachments
3518 */
3519 GLuint MaxFramebufferWidth;
3520 GLuint MaxFramebufferHeight;
3521 GLuint MaxFramebufferLayers;
3522 GLuint MaxFramebufferSamples;
3523
3524 /** Number of varying vectors between any two shader stages. */
3525 GLuint MaxVarying;
3526
3527 /** @{
3528 * GL_ARB_uniform_buffer_object
3529 */
3530 GLuint MaxCombinedUniformBlocks;
3531 GLuint MaxUniformBufferBindings;
3532 GLuint MaxUniformBlockSize;
3533 GLuint UniformBufferOffsetAlignment;
3534 /** @} */
3535
3536 /** @{
3537 * GL_ARB_shader_storage_buffer_object
3538 */
3539 GLuint MaxCombinedShaderStorageBlocks;
3540 GLuint MaxShaderStorageBufferBindings;
3541 GLuint MaxShaderStorageBlockSize;
3542 GLuint ShaderStorageBufferOffsetAlignment;
3543 /** @} */
3544
3545 /**
3546 * GL_ARB_explicit_uniform_location
3547 */
3548 GLuint MaxUserAssignableUniformLocations;
3549
3550 /** geometry shader */
3551 GLuint MaxGeometryOutputVertices;
3552 GLuint MaxGeometryTotalOutputComponents;
3553
3554 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3555
3556 /**
3557 * Changes default GLSL extension behavior from "error" to "warn". It's out
3558 * of spec, but it can make some apps work that otherwise wouldn't.
3559 */
3560 GLboolean ForceGLSLExtensionsWarn;
3561
3562 /**
3563 * If non-zero, forces GLSL shaders to behave as if they began
3564 * with "#version ForceGLSLVersion".
3565 */
3566 GLuint ForceGLSLVersion;
3567
3568 /**
3569 * Allow GLSL #extension directives in the middle of shaders.
3570 */
3571 GLboolean AllowGLSLExtensionDirectiveMidShader;
3572
3573 /**
3574 * Force uninitialized variables to default to zero.
3575 */
3576 GLboolean GLSLZeroInit;
3577
3578 /**
3579 * Does the driver support real 32-bit integers? (Otherwise, integers are
3580 * simulated via floats.)
3581 */
3582 GLboolean NativeIntegers;
3583
3584 /**
3585 * Does VertexID count from zero or from base vertex?
3586 *
3587 * \note
3588 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3589 * ignored and need not be set.
3590 */
3591 bool VertexID_is_zero_based;
3592
3593 /**
3594 * If the driver supports real 32-bit integers, what integer value should be
3595 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3596 */
3597 GLuint UniformBooleanTrue;
3598
3599 /**
3600 * Maximum amount of time, measured in nanseconds, that the server can wait.
3601 */
3602 GLuint64 MaxServerWaitTimeout;
3603
3604 /** GL_EXT_provoking_vertex */
3605 GLboolean QuadsFollowProvokingVertexConvention;
3606
3607 /** GL_ARB_viewport_array */
3608 GLenum LayerAndVPIndexProvokingVertex;
3609
3610 /** OpenGL version 3.0 */
3611 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3612
3613 /** OpenGL version 3.2 */
3614 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3615
3616 /** OpenGL version 4.4 */
3617 GLuint MaxVertexAttribStride;
3618
3619 /** GL_EXT_transform_feedback */
3620 GLuint MaxTransformFeedbackBuffers;
3621 GLuint MaxTransformFeedbackSeparateComponents;
3622 GLuint MaxTransformFeedbackInterleavedComponents;
3623 GLuint MaxVertexStreams;
3624
3625 /** GL_EXT_gpu_shader4 */
3626 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3627
3628 /** GL_ARB_texture_gather */
3629 GLuint MinProgramTextureGatherOffset;
3630 GLuint MaxProgramTextureGatherOffset;
3631 GLuint MaxProgramTextureGatherComponents;
3632
3633 /* GL_ARB_robustness */
3634 GLenum ResetStrategy;
3635
3636 /* GL_ARB_blend_func_extended */
3637 GLuint MaxDualSourceDrawBuffers;
3638
3639 /**
3640 * Whether the implementation strips out and ignores texture borders.
3641 *
3642 * Many GPU hardware implementations don't support rendering with texture
3643 * borders and mipmapped textures. (Note: not static border color, but the
3644 * old 1-pixel border around each edge). Implementations then have to do
3645 * slow fallbacks to be correct, or just ignore the border and be fast but
3646 * wrong. Setting the flag strips the border off of TexImage calls,
3647 * providing "fast but wrong" at significantly reduced driver complexity.
3648 *
3649 * Texture borders are deprecated in GL 3.0.
3650 **/
3651 GLboolean StripTextureBorder;
3652
3653 /**
3654 * For drivers which can do a better job at eliminating unused uniforms
3655 * than the GLSL compiler.
3656 *
3657 * XXX Remove these as soon as a better solution is available.
3658 */
3659 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3660
3661 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3662 bool GLSLFragCoordIsSysVal;
3663 bool GLSLFrontFacingIsSysVal;
3664
3665 /**
3666 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3667 * than passing the transform feedback object to the drawing function.
3668 */
3669 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3670
3671 /** GL_ARB_map_buffer_alignment */
3672 GLuint MinMapBufferAlignment;
3673
3674 /**
3675 * Disable varying packing. This is out of spec, but potentially useful
3676 * for older platforms that supports a limited number of texture
3677 * indirections--on these platforms, unpacking the varyings in the fragment
3678 * shader increases the number of texture indirections by 1, which might
3679 * make some shaders not executable at all.
3680 *
3681 * Drivers that support transform feedback must set this value to GL_FALSE.
3682 */
3683 GLboolean DisableVaryingPacking;
3684
3685 /**
3686 * Should meaningful names be generated for compiler temporary variables?
3687 *
3688 * Generally, it is not useful to have the compiler generate "meaningful"
3689 * names for temporary variables that it creates. This can, however, be a
3690 * useful debugging aid. In Mesa debug builds or release builds when
3691 * MESA_GLSL is set at run-time, meaningful names will be generated.
3692 * Drivers can also force names to be generated by setting this field.
3693 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3694 * vertex shader assembly) is set at run-time.
3695 */
3696 bool GenerateTemporaryNames;
3697
3698 /*
3699 * Maximum value supported for an index in DrawElements and friends.
3700 *
3701 * This must be at least (1ull<<24)-1. The default value is
3702 * (1ull<<32)-1.
3703 *
3704 * \since ES 3.0 or GL_ARB_ES3_compatibility
3705 * \sa _mesa_init_constants
3706 */
3707 GLuint64 MaxElementIndex;
3708
3709 /**
3710 * Disable interpretation of line continuations (lines ending with a
3711 * backslash character ('\') in GLSL source.
3712 */
3713 GLboolean DisableGLSLLineContinuations;
3714
3715 /** GL_ARB_texture_multisample */
3716 GLint MaxColorTextureSamples;
3717 GLint MaxDepthTextureSamples;
3718 GLint MaxIntegerSamples;
3719
3720 /**
3721 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3722 * samples are laid out in a rectangular grid roughly corresponding to
3723 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3724 * are used to map indices of rectangular grid to sample numbers within
3725 * a pixel. This mapping of indices to sample numbers must be initialized
3726 * by the driver for the target hardware. For example, if we have the 8X
3727 * MSAA sample number layout (sample positions) for XYZ hardware:
3728 *
3729 * sample indices layout sample number layout
3730 * --------- ---------
3731 * | 0 | 1 | | a | b |
3732 * --------- ---------
3733 * | 2 | 3 | | c | d |
3734 * --------- ---------
3735 * | 4 | 5 | | e | f |
3736 * --------- ---------
3737 * | 6 | 7 | | g | h |
3738 * --------- ---------
3739 *
3740 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3741 *
3742 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3743 * below:
3744 * SampleMap8x = {a, b, c, d, e, f, g, h};
3745 *
3746 * Follow the logic for sample counts 2-8.
3747 *
3748 * For 16x the sample indices layout as a 4x4 grid as follows:
3749 *
3750 * -----------------
3751 * | 0 | 1 | 2 | 3 |
3752 * -----------------
3753 * | 4 | 5 | 6 | 7 |
3754 * -----------------
3755 * | 8 | 9 |10 |11 |
3756 * -----------------
3757 * |12 |13 |14 |15 |
3758 * -----------------
3759 */
3760 uint8_t SampleMap2x[2];
3761 uint8_t SampleMap4x[4];
3762 uint8_t SampleMap8x[8];
3763 uint8_t SampleMap16x[16];
3764
3765 /** GL_ARB_shader_atomic_counters */
3766 GLuint MaxAtomicBufferBindings;
3767 GLuint MaxAtomicBufferSize;
3768 GLuint MaxCombinedAtomicBuffers;
3769 GLuint MaxCombinedAtomicCounters;
3770
3771 /** GL_ARB_vertex_attrib_binding */
3772 GLint MaxVertexAttribRelativeOffset;
3773 GLint MaxVertexAttribBindings;
3774
3775 /* GL_ARB_shader_image_load_store */
3776 GLuint MaxImageUnits;
3777 GLuint MaxCombinedShaderOutputResources;
3778 GLuint MaxImageSamples;
3779 GLuint MaxCombinedImageUniforms;
3780
3781 /** GL_ARB_compute_shader */
3782 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3783 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3784 GLuint MaxComputeWorkGroupInvocations;
3785 GLuint MaxComputeSharedMemorySize;
3786
3787 /** GL_ARB_gpu_shader5 */
3788 GLfloat MinFragmentInterpolationOffset;
3789 GLfloat MaxFragmentInterpolationOffset;
3790
3791 GLboolean FakeSWMSAA;
3792
3793 /** GL_KHR_context_flush_control */
3794 GLenum ContextReleaseBehavior;
3795
3796 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3797
3798 /** GL_ARB_tessellation_shader */
3799 GLuint MaxPatchVertices;
3800 GLuint MaxTessGenLevel;
3801 GLuint MaxTessPatchComponents;
3802 GLuint MaxTessControlTotalOutputComponents;
3803 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3804 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3805 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3806 bool PrimitiveRestartForPatches;
3807 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3808 * gl_LocalInvocationIndex based on
3809 * other builtin variables. */
3810
3811 /** GL_OES_primitive_bounding_box */
3812 bool NoPrimitiveBoundingBoxOutput;
3813 };
3814
3815
3816 /**
3817 * Enable flag for each OpenGL extension. Different device drivers will
3818 * enable different extensions at runtime.
3819 */
3820 struct gl_extensions
3821 {
3822 GLboolean dummy; /* don't remove this! */
3823 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3824 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3825 GLboolean ANGLE_texture_compression_dxt;
3826 GLboolean ARB_ES2_compatibility;
3827 GLboolean ARB_ES3_compatibility;
3828 GLboolean ARB_ES3_1_compatibility;
3829 GLboolean ARB_ES3_2_compatibility;
3830 GLboolean ARB_arrays_of_arrays;
3831 GLboolean ARB_base_instance;
3832 GLboolean ARB_blend_func_extended;
3833 GLboolean ARB_buffer_storage;
3834 GLboolean ARB_clear_texture;
3835 GLboolean ARB_clip_control;
3836 GLboolean ARB_color_buffer_float;
3837 GLboolean ARB_compute_shader;
3838 GLboolean ARB_conditional_render_inverted;
3839 GLboolean ARB_conservative_depth;
3840 GLboolean ARB_copy_image;
3841 GLboolean ARB_cull_distance;
3842 GLboolean ARB_depth_buffer_float;
3843 GLboolean ARB_depth_clamp;
3844 GLboolean ARB_depth_texture;
3845 GLboolean ARB_derivative_control;
3846 GLboolean ARB_draw_buffers_blend;
3847 GLboolean ARB_draw_elements_base_vertex;
3848 GLboolean ARB_draw_indirect;
3849 GLboolean ARB_draw_instanced;
3850 GLboolean ARB_fragment_coord_conventions;
3851 GLboolean ARB_fragment_layer_viewport;
3852 GLboolean ARB_fragment_program;
3853 GLboolean ARB_fragment_program_shadow;
3854 GLboolean ARB_fragment_shader;
3855 GLboolean ARB_framebuffer_no_attachments;
3856 GLboolean ARB_framebuffer_object;
3857 GLboolean ARB_enhanced_layouts;
3858 GLboolean ARB_explicit_attrib_location;
3859 GLboolean ARB_explicit_uniform_location;
3860 GLboolean ARB_gpu_shader5;
3861 GLboolean ARB_gpu_shader_fp64;
3862 GLboolean ARB_half_float_vertex;
3863 GLboolean ARB_indirect_parameters;
3864 GLboolean ARB_instanced_arrays;
3865 GLboolean ARB_internalformat_query;
3866 GLboolean ARB_internalformat_query2;
3867 GLboolean ARB_map_buffer_range;
3868 GLboolean ARB_occlusion_query;
3869 GLboolean ARB_occlusion_query2;
3870 GLboolean ARB_pipeline_statistics_query;
3871 GLboolean ARB_point_sprite;
3872 GLboolean ARB_query_buffer_object;
3873 GLboolean ARB_robust_buffer_access_behavior;
3874 GLboolean ARB_sample_shading;
3875 GLboolean ARB_seamless_cube_map;
3876 GLboolean ARB_shader_atomic_counter_ops;
3877 GLboolean ARB_shader_atomic_counters;
3878 GLboolean ARB_shader_bit_encoding;
3879 GLboolean ARB_shader_clock;
3880 GLboolean ARB_shader_draw_parameters;
3881 GLboolean ARB_shader_group_vote;
3882 GLboolean ARB_shader_image_load_store;
3883 GLboolean ARB_shader_image_size;
3884 GLboolean ARB_shader_precision;
3885 GLboolean ARB_shader_stencil_export;
3886 GLboolean ARB_shader_storage_buffer_object;
3887 GLboolean ARB_shader_subroutine;
3888 GLboolean ARB_shader_texture_image_samples;
3889 GLboolean ARB_shader_texture_lod;
3890 GLboolean ARB_shader_viewport_layer_array;
3891 GLboolean ARB_shading_language_packing;
3892 GLboolean ARB_shading_language_420pack;
3893 GLboolean ARB_shadow;
3894 GLboolean ARB_stencil_texturing;
3895 GLboolean ARB_sync;
3896 GLboolean ARB_tessellation_shader;
3897 GLboolean ARB_texture_border_clamp;
3898 GLboolean ARB_texture_buffer_object;
3899 GLboolean ARB_texture_buffer_object_rgb32;
3900 GLboolean ARB_texture_buffer_range;
3901 GLboolean ARB_texture_compression_bptc;
3902 GLboolean ARB_texture_compression_rgtc;
3903 GLboolean ARB_texture_cube_map;
3904 GLboolean ARB_texture_cube_map_array;
3905 GLboolean ARB_texture_env_combine;
3906 GLboolean ARB_texture_env_crossbar;
3907 GLboolean ARB_texture_env_dot3;
3908 GLboolean ARB_texture_float;
3909 GLboolean ARB_texture_gather;
3910 GLboolean ARB_texture_mirror_clamp_to_edge;
3911 GLboolean ARB_texture_multisample;
3912 GLboolean ARB_texture_non_power_of_two;
3913 GLboolean ARB_texture_stencil8;
3914 GLboolean ARB_texture_query_levels;
3915 GLboolean ARB_texture_query_lod;
3916 GLboolean ARB_texture_rg;
3917 GLboolean ARB_texture_rgb10_a2ui;
3918 GLboolean ARB_texture_view;
3919 GLboolean ARB_timer_query;
3920 GLboolean ARB_transform_feedback2;
3921 GLboolean ARB_transform_feedback3;
3922 GLboolean ARB_transform_feedback_instanced;
3923 GLboolean ARB_uniform_buffer_object;
3924 GLboolean ARB_vertex_attrib_64bit;
3925 GLboolean ARB_vertex_program;
3926 GLboolean ARB_vertex_shader;
3927 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3928 GLboolean ARB_vertex_type_2_10_10_10_rev;
3929 GLboolean ARB_viewport_array;
3930 GLboolean EXT_blend_color;
3931 GLboolean EXT_blend_equation_separate;
3932 GLboolean EXT_blend_func_separate;
3933 GLboolean EXT_blend_minmax;
3934 GLboolean EXT_depth_bounds_test;
3935 GLboolean EXT_draw_buffers2;
3936 GLboolean EXT_framebuffer_multisample;
3937 GLboolean EXT_framebuffer_multisample_blit_scaled;
3938 GLboolean EXT_framebuffer_sRGB;
3939 GLboolean EXT_gpu_program_parameters;
3940 GLboolean EXT_gpu_shader4;
3941 GLboolean EXT_packed_float;
3942 GLboolean EXT_pixel_buffer_object;
3943 GLboolean EXT_point_parameters;
3944 GLboolean EXT_polygon_offset_clamp;
3945 GLboolean EXT_provoking_vertex;
3946 GLboolean EXT_shader_integer_mix;
3947 GLboolean EXT_shader_samples_identical;
3948 GLboolean EXT_stencil_two_side;
3949 GLboolean EXT_texture_array;
3950 GLboolean EXT_texture_compression_latc;
3951 GLboolean EXT_texture_compression_s3tc;
3952 GLboolean EXT_texture_env_dot3;
3953 GLboolean EXT_texture_filter_anisotropic;
3954 GLboolean EXT_texture_integer;
3955 GLboolean EXT_texture_mirror_clamp;
3956 GLboolean EXT_texture_shared_exponent;
3957 GLboolean EXT_texture_snorm;
3958 GLboolean EXT_texture_sRGB;
3959 GLboolean EXT_texture_sRGB_decode;
3960 GLboolean EXT_texture_swizzle;
3961 GLboolean EXT_transform_feedback;
3962 GLboolean EXT_timer_query;
3963 GLboolean EXT_vertex_array_bgra;
3964 GLboolean EXT_window_rectangles;
3965 GLboolean OES_copy_image;
3966 GLboolean OES_primitive_bounding_box;
3967 GLboolean OES_sample_variables;
3968 GLboolean OES_standard_derivatives;
3969 GLboolean OES_texture_buffer;
3970 GLboolean OES_texture_cube_map_array;
3971 GLboolean OES_viewport_array;
3972 /* vendor extensions */
3973 GLboolean AMD_performance_monitor;
3974 GLboolean AMD_pinned_memory;
3975 GLboolean AMD_seamless_cubemap_per_texture;
3976 GLboolean AMD_vertex_shader_layer;
3977 GLboolean AMD_vertex_shader_viewport_index;
3978 GLboolean ANDROID_extension_pack_es31a;
3979 GLboolean APPLE_object_purgeable;
3980 GLboolean ATI_meminfo;
3981 GLboolean ATI_texture_compression_3dc;
3982 GLboolean ATI_texture_mirror_once;
3983 GLboolean ATI_texture_env_combine3;
3984 GLboolean ATI_fragment_shader;
3985 GLboolean ATI_separate_stencil;
3986 GLboolean GREMEDY_string_marker;
3987 GLboolean INTEL_performance_query;
3988 GLboolean KHR_blend_equation_advanced;
3989 GLboolean KHR_blend_equation_advanced_coherent;
3990 GLboolean KHR_robustness;
3991 GLboolean KHR_texture_compression_astc_hdr;
3992 GLboolean KHR_texture_compression_astc_ldr;
3993 GLboolean KHR_texture_compression_astc_sliced_3d;
3994 GLboolean MESA_pack_invert;
3995 GLboolean MESA_shader_framebuffer_fetch;
3996 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3997 GLboolean MESA_shader_integer_functions;
3998 GLboolean MESA_ycbcr_texture;
3999 GLboolean NV_conditional_render;
4000 GLboolean NV_fog_distance;
4001 GLboolean NV_point_sprite;
4002 GLboolean NV_primitive_restart;
4003 GLboolean NV_texture_barrier;
4004 GLboolean NV_texture_env_combine4;
4005 GLboolean NV_texture_rectangle;
4006 GLboolean NV_vdpau_interop;
4007 GLboolean NVX_gpu_memory_info;
4008 GLboolean TDFX_texture_compression_FXT1;
4009 GLboolean OES_EGL_image;
4010 GLboolean OES_draw_texture;
4011 GLboolean OES_depth_texture_cube_map;
4012 GLboolean OES_EGL_image_external;
4013 GLboolean OES_texture_float;
4014 GLboolean OES_texture_float_linear;
4015 GLboolean OES_texture_half_float;
4016 GLboolean OES_texture_half_float_linear;
4017 GLboolean OES_compressed_ETC1_RGB8_texture;
4018 GLboolean OES_geometry_shader;
4019 GLboolean OES_texture_compression_astc;
4020 GLboolean extension_sentinel;
4021 /** The extension string */
4022 const GLubyte *String;
4023 /** Number of supported extensions */
4024 GLuint Count;
4025 /**
4026 * The context version which extension helper functions compare against.
4027 * By default, the value is equal to ctx->Version. This changes to ~0
4028 * while meta is in progress.
4029 */
4030 GLubyte Version;
4031 };
4032
4033
4034 /**
4035 * A stack of matrices (projection, modelview, color, texture, etc).
4036 */
4037 struct gl_matrix_stack
4038 {
4039 GLmatrix *Top; /**< points into Stack */
4040 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4041 unsigned StackSize; /**< Number of elements in Stack */
4042 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4043 GLuint MaxDepth; /**< size of Stack[] array */
4044 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4045 };
4046
4047
4048 /**
4049 * \name Bits for image transfer operations
4050 * \sa __struct gl_contextRec::ImageTransferState.
4051 */
4052 /*@{*/
4053 #define IMAGE_SCALE_BIAS_BIT 0x1
4054 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4055 #define IMAGE_MAP_COLOR_BIT 0x4
4056 #define IMAGE_CLAMP_BIT 0x800
4057
4058
4059 /** Pixel Transfer ops */
4060 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4061 IMAGE_SHIFT_OFFSET_BIT | \
4062 IMAGE_MAP_COLOR_BIT)
4063
4064 /**
4065 * \name Bits to indicate what state has changed.
4066 */
4067 /*@{*/
4068 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4069 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4070 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4071 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4072 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4073 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4074 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4075 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4076 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4077 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4078 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4079 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4080 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4081 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4082 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4083 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4084 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4085 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4086 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4087 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4088 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4089 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4090 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4091 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4092 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4093 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4094 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4095 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4096 #define _NEW_BUFFER_OBJECT (1u << 28)
4097 #define _NEW_FRAG_CLAMP (1u << 29)
4098 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4099 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4100 #define _NEW_ALL ~0
4101 /*@}*/
4102
4103
4104 /**
4105 * Composite state flags
4106 */
4107 /*@{*/
4108 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4109 _NEW_TEXTURE | \
4110 _NEW_POINT | \
4111 _NEW_PROGRAM | \
4112 _NEW_MODELVIEW)
4113
4114 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4115 _NEW_FOG | \
4116 _NEW_PROGRAM)
4117
4118
4119 /*@}*/
4120
4121
4122
4123
4124 /* This has to be included here. */
4125 #include "dd.h"
4126
4127
4128 /**
4129 * Display list flags.
4130 * Strictly this is a tnl-private concept, but it doesn't seem
4131 * worthwhile adding a tnl private structure just to hold this one bit
4132 * of information:
4133 */
4134 #define DLIST_DANGLING_REFS 0x1
4135
4136
4137 /** Opaque declaration of display list payload data type */
4138 union gl_dlist_node;
4139
4140
4141 /**
4142 * Provide a location where information about a display list can be
4143 * collected. Could be extended with driverPrivate structures,
4144 * etc. in the future.
4145 */
4146 struct gl_display_list
4147 {
4148 GLuint Name;
4149 GLchar *Label; /**< GL_KHR_debug */
4150 GLbitfield Flags; /**< DLIST_x flags */
4151 /** The dlist commands are in a linked list of nodes */
4152 union gl_dlist_node *Head;
4153 };
4154
4155
4156 /**
4157 * State used during display list compilation and execution.
4158 */
4159 struct gl_dlist_state
4160 {
4161 GLuint CallDepth; /**< Current recursion calling depth */
4162
4163 struct gl_display_list *CurrentList; /**< List currently being compiled */
4164 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4165 GLuint CurrentPos; /**< Index into current block of nodes */
4166
4167 GLvertexformat ListVtxfmt;
4168
4169 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4170 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4171
4172 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4173 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4174
4175 struct {
4176 /* State known to have been set by the currently-compiling display
4177 * list. Used to eliminate some redundant state changes.
4178 */
4179 GLenum ShadeModel;
4180 } Current;
4181 };
4182
4183 /** @{
4184 *
4185 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4186 * to small enums suitable for use as an array index.
4187 */
4188
4189 enum mesa_debug_source {
4190 MESA_DEBUG_SOURCE_API,
4191 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4192 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4193 MESA_DEBUG_SOURCE_THIRD_PARTY,
4194 MESA_DEBUG_SOURCE_APPLICATION,
4195 MESA_DEBUG_SOURCE_OTHER,
4196 MESA_DEBUG_SOURCE_COUNT
4197 };
4198
4199 enum mesa_debug_type {
4200 MESA_DEBUG_TYPE_ERROR,
4201 MESA_DEBUG_TYPE_DEPRECATED,
4202 MESA_DEBUG_TYPE_UNDEFINED,
4203 MESA_DEBUG_TYPE_PORTABILITY,
4204 MESA_DEBUG_TYPE_PERFORMANCE,
4205 MESA_DEBUG_TYPE_OTHER,
4206 MESA_DEBUG_TYPE_MARKER,
4207 MESA_DEBUG_TYPE_PUSH_GROUP,
4208 MESA_DEBUG_TYPE_POP_GROUP,
4209 MESA_DEBUG_TYPE_COUNT
4210 };
4211
4212 enum mesa_debug_severity {
4213 MESA_DEBUG_SEVERITY_LOW,
4214 MESA_DEBUG_SEVERITY_MEDIUM,
4215 MESA_DEBUG_SEVERITY_HIGH,
4216 MESA_DEBUG_SEVERITY_NOTIFICATION,
4217 MESA_DEBUG_SEVERITY_COUNT
4218 };
4219
4220 /** @} */
4221
4222 /**
4223 * Driver-specific state flags.
4224 *
4225 * These are or'd with gl_context::NewDriverState to notify a driver about
4226 * a state change. The driver sets the flags at context creation and
4227 * the meaning of the bits set is opaque to core Mesa.
4228 */
4229 struct gl_driver_flags
4230 {
4231 /** gl_context::Array::_DrawArrays (vertex array state) */
4232 uint64_t NewArray;
4233
4234 /** gl_context::TransformFeedback::CurrentObject */
4235 uint64_t NewTransformFeedback;
4236
4237 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4238 uint64_t NewTransformFeedbackProg;
4239
4240 /** gl_context::RasterDiscard */
4241 uint64_t NewRasterizerDiscard;
4242
4243 /**
4244 * gl_context::UniformBufferBindings
4245 * gl_shader_program::UniformBlocks
4246 */
4247 uint64_t NewUniformBuffer;
4248
4249 /**
4250 * gl_context::ShaderStorageBufferBindings
4251 * gl_shader_program::ShaderStorageBlocks
4252 */
4253 uint64_t NewShaderStorageBuffer;
4254
4255 uint64_t NewTextureBuffer;
4256
4257 /**
4258 * gl_context::AtomicBufferBindings
4259 */
4260 uint64_t NewAtomicBuffer;
4261
4262 /**
4263 * gl_context::ImageUnits
4264 */
4265 uint64_t NewImageUnits;
4266
4267 /**
4268 * gl_context::TessCtrlProgram::patch_default_*
4269 */
4270 uint64_t NewDefaultTessLevels;
4271 };
4272
4273 struct gl_uniform_buffer_binding
4274 {
4275 struct gl_buffer_object *BufferObject;
4276 /** Start of uniform block data in the buffer */
4277 GLintptr Offset;
4278 /** Size of data allowed to be referenced from the buffer (in bytes) */
4279 GLsizeiptr Size;
4280 /**
4281 * glBindBufferBase() indicates that the Size should be ignored and only
4282 * limited by the current size of the BufferObject.
4283 */
4284 GLboolean AutomaticSize;
4285 };
4286
4287 struct gl_shader_storage_buffer_binding
4288 {
4289 struct gl_buffer_object *BufferObject;
4290 /** Start of shader storage block data in the buffer */
4291 GLintptr Offset;
4292 /** Size of data allowed to be referenced from the buffer (in bytes) */
4293 GLsizeiptr Size;
4294 /**
4295 * glBindBufferBase() indicates that the Size should be ignored and only
4296 * limited by the current size of the BufferObject.
4297 */
4298 GLboolean AutomaticSize;
4299 };
4300
4301 /**
4302 * ARB_shader_image_load_store image unit.
4303 */
4304 struct gl_image_unit
4305 {
4306 /**
4307 * Texture object bound to this unit.
4308 */
4309 struct gl_texture_object *TexObj;
4310
4311 /**
4312 * Level of the texture object bound to this unit.
4313 */
4314 GLuint Level;
4315
4316 /**
4317 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4318 * GL_FALSE if only some specific layer of the texture is bound.
4319 * \sa Layer
4320 */
4321 GLboolean Layered;
4322
4323 /**
4324 * Layer of the texture object bound to this unit as specified by the
4325 * application.
4326 */
4327 GLuint Layer;
4328
4329 /**
4330 * Layer of the texture object bound to this unit, or zero if the
4331 * whole level is bound.
4332 */
4333 GLuint _Layer;
4334
4335 /**
4336 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4337 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4338 */
4339 GLenum Access;
4340
4341 /**
4342 * GL internal format that determines the interpretation of the
4343 * image memory when shader image operations are performed through
4344 * this unit.
4345 */
4346 GLenum Format;
4347
4348 /**
4349 * Mesa format corresponding to \c Format.
4350 */
4351 mesa_format _ActualFormat;
4352
4353 };
4354
4355 /**
4356 * Binding point for an atomic counter buffer object.
4357 */
4358 struct gl_atomic_buffer_binding
4359 {
4360 struct gl_buffer_object *BufferObject;
4361 GLintptr Offset;
4362 GLsizeiptr Size;
4363 };
4364
4365 /**
4366 * Shader subroutines storage
4367 */
4368 struct gl_subroutine_index_binding
4369 {
4370 GLuint NumIndex;
4371 GLuint *IndexPtr;
4372 };
4373
4374 /**
4375 * Mesa rendering context.
4376 *
4377 * This is the central context data structure for Mesa. Almost all
4378 * OpenGL state is contained in this structure.
4379 * Think of this as a base class from which device drivers will derive
4380 * sub classes.
4381 */
4382 struct gl_context
4383 {
4384 /** State possibly shared with other contexts in the address space */
4385 struct gl_shared_state *Shared;
4386
4387 /** \name API function pointer tables */
4388 /*@{*/
4389 gl_api API;
4390 /**
4391 * The current dispatch table for non-displaylist-saving execution, either
4392 * BeginEnd or OutsideBeginEnd
4393 */
4394 struct _glapi_table *Exec;
4395 /**
4396 * The normal dispatch table for non-displaylist-saving, non-begin/end
4397 */
4398 struct _glapi_table *OutsideBeginEnd;
4399 /** The dispatch table used between glNewList() and glEndList() */
4400 struct _glapi_table *Save;
4401 /**
4402 * The dispatch table used between glBegin() and glEnd() (outside of a
4403 * display list). Only valid functions between those two are set, which is
4404 * mostly just the set in a GLvertexformat struct.
4405 */
4406 struct _glapi_table *BeginEnd;
4407 /**
4408 * Dispatch table for when a graphics reset has happened.
4409 */
4410 struct _glapi_table *ContextLost;
4411 /**
4412 * Tracks the current dispatch table out of the 4 above, so that it can be
4413 * re-set on glXMakeCurrent().
4414 */
4415 struct _glapi_table *CurrentDispatch;
4416 /*@}*/
4417
4418 struct gl_config Visual;
4419 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4420 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4421 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4422 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4423
4424 /**
4425 * Device driver function pointer table
4426 */
4427 struct dd_function_table Driver;
4428
4429 /** Core/Driver constants */
4430 struct gl_constants Const;
4431
4432 /** \name The various 4x4 matrix stacks */
4433 /*@{*/
4434 struct gl_matrix_stack ModelviewMatrixStack;
4435 struct gl_matrix_stack ProjectionMatrixStack;
4436 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4437 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4438 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4439 /*@}*/
4440
4441 /** Combined modelview and projection matrix */
4442 GLmatrix _ModelProjectMatrix;
4443
4444 /** \name Display lists */
4445 struct gl_dlist_state ListState;
4446
4447 GLboolean ExecuteFlag; /**< Execute GL commands? */
4448 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4449
4450 /** Extension information */
4451 struct gl_extensions Extensions;
4452
4453 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4454 GLuint Version;
4455 char *VersionString;
4456
4457 /** \name State attribute stack (for glPush/PopAttrib) */
4458 /*@{*/
4459 GLuint AttribStackDepth;
4460 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4461 /*@}*/
4462
4463 /** \name Renderer attribute groups
4464 *
4465 * We define a struct for each attribute group to make pushing and popping
4466 * attributes easy. Also it's a good organization.
4467 */
4468 /*@{*/
4469 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4470 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4471 struct gl_current_attrib Current; /**< Current attributes */
4472 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4473 struct gl_eval_attrib Eval; /**< Eval attributes */
4474 struct gl_fog_attrib Fog; /**< Fog attributes */
4475 struct gl_hint_attrib Hint; /**< Hint attributes */
4476 struct gl_light_attrib Light; /**< Light attributes */
4477 struct gl_line_attrib Line; /**< Line attributes */
4478 struct gl_list_attrib List; /**< List attributes */
4479 struct gl_multisample_attrib Multisample;
4480 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4481 struct gl_point_attrib Point; /**< Point attributes */
4482 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4483 GLuint PolygonStipple[32]; /**< Polygon stipple */
4484 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4485 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4486 struct gl_texture_attrib Texture; /**< Texture attributes */
4487 struct gl_transform_attrib Transform; /**< Transformation attributes */
4488 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4489 /*@}*/
4490
4491 /** \name Client attribute stack */
4492 /*@{*/
4493 GLuint ClientAttribStackDepth;
4494 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4495 /*@}*/
4496
4497 /** \name Client attribute groups */
4498 /*@{*/
4499 struct gl_array_attrib Array; /**< Vertex arrays */
4500 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4501 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4502 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4503 /*@}*/
4504
4505 /** \name Other assorted state (not pushed/popped on attribute stack) */
4506 /*@{*/
4507 struct gl_pixelmaps PixelMaps;
4508
4509 struct gl_evaluators EvalMap; /**< All evaluators */
4510 struct gl_feedback Feedback; /**< Feedback */
4511 struct gl_selection Select; /**< Selection */
4512
4513 struct gl_program_state Program; /**< general program state */
4514 struct gl_vertex_program_state VertexProgram;
4515 struct gl_fragment_program_state FragmentProgram;
4516 struct gl_geometry_program_state GeometryProgram;
4517 struct gl_compute_program_state ComputeProgram;
4518 struct gl_tess_ctrl_program_state TessCtrlProgram;
4519 struct gl_tess_eval_program_state TessEvalProgram;
4520 struct gl_ati_fragment_shader_state ATIFragmentShader;
4521
4522 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4523 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4524
4525 /**
4526 * Current active shader pipeline state
4527 *
4528 * Almost all internal users want ::_Shader instead of ::Shader. The
4529 * exceptions are bits of legacy GLSL API that do not know about separate
4530 * shader objects.
4531 *
4532 * If a program is active via \c glUseProgram, this will point to
4533 * \c ::Shader.
4534 *
4535 * If a program pipeline is active via \c glBindProgramPipeline, this will
4536 * point to \c ::Pipeline.Current.
4537 *
4538 * If neither a program nor a program pipeline is active, this will point to
4539 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4540 * \c NULL.
4541 */
4542 struct gl_pipeline_object *_Shader;
4543
4544 struct gl_query_state Query; /**< occlusion, timer queries */
4545
4546 struct gl_transform_feedback_state TransformFeedback;
4547
4548 struct gl_perf_monitor_state PerfMonitor;
4549
4550 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4551 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4552 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4553
4554 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4555 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4556
4557 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4558
4559 /**
4560 * Current GL_ARB_uniform_buffer_object binding referenced by
4561 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4562 */
4563 struct gl_buffer_object *UniformBuffer;
4564
4565 /**
4566 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4567 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4568 */
4569 struct gl_buffer_object *ShaderStorageBuffer;
4570
4571 /**
4572 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4573 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4574 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4575 * shader program.
4576 */
4577 struct gl_uniform_buffer_binding
4578 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4579
4580 /**
4581 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4582 * and GL 4.3. This is set up using glBindBufferRange() or
4583 * glBindBufferBase(). They are associated with shader storage blocks by
4584 * glShaderStorageBlockBinding()'s state in the shader program.
4585 */
4586 struct gl_shader_storage_buffer_binding
4587 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4588
4589 /**
4590 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4591 * target.
4592 */
4593 struct gl_buffer_object *AtomicBuffer;
4594
4595 /**
4596 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4597 * target.
4598 */
4599 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4600
4601 /**
4602 * Array of atomic counter buffer binding points.
4603 */
4604 struct gl_atomic_buffer_binding
4605 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4606
4607 /**
4608 * Array of image units for ARB_shader_image_load_store.
4609 */
4610 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4611
4612 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4613 /*@}*/
4614
4615 struct gl_meta_state *Meta; /**< for "meta" operations */
4616
4617 /* GL_EXT_framebuffer_object */
4618 struct gl_renderbuffer *CurrentRenderbuffer;
4619
4620 GLenum ErrorValue; /**< Last error code */
4621
4622 /**
4623 * Recognize and silence repeated error debug messages in buggy apps.
4624 */
4625 const char *ErrorDebugFmtString;
4626 GLuint ErrorDebugCount;
4627
4628 /* GL_ARB_debug_output/GL_KHR_debug */
4629 mtx_t DebugMutex;
4630 struct gl_debug_state *Debug;
4631
4632 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4633 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4634 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4635
4636 struct gl_driver_flags DriverFlags;
4637
4638 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4639
4640 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4641
4642 /** \name Derived state */
4643 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4644 GLfloat _EyeZDir[3];
4645 GLfloat _ModelViewInvScale;
4646 GLboolean _NeedEyeCoords;
4647 GLboolean _ForceEyeCoords;
4648
4649 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4650
4651 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4652
4653 /** \name For debugging/development only */
4654 /*@{*/
4655 GLboolean FirstTimeCurrent;
4656 /*@}*/
4657
4658 /**
4659 * False if this context was created without a config. This is needed
4660 * because the initial state of glDrawBuffers depends on this
4661 */
4662 GLboolean HasConfig;
4663
4664 /** software compression/decompression supported or not */
4665 GLboolean Mesa_DXTn;
4666
4667 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4668
4669 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4670
4671 /**
4672 * \name Hooks for module contexts.
4673 *
4674 * These will eventually live in the driver or elsewhere.
4675 */
4676 /*@{*/
4677 void *swrast_context;
4678 void *swsetup_context;
4679 void *swtnl_context;
4680 struct vbo_context *vbo_context;
4681 struct st_context *st;
4682 void *aelt_context;
4683 /*@}*/
4684
4685 /**
4686 * \name NV_vdpau_interop
4687 */
4688 /*@{*/
4689 const void *vdpDevice;
4690 const void *vdpGetProcAddress;
4691 struct set *vdpSurfaces;
4692 /*@}*/
4693
4694 /**
4695 * Has this context observed a GPU reset in any context in the share group?
4696 *
4697 * Once this field becomes true, it is never reset to false.
4698 */
4699 GLboolean ShareGroupReset;
4700
4701 /**
4702 * \name OES_primitive_bounding_box
4703 *
4704 * Stores the arguments to glPrimitiveBoundingBox
4705 */
4706 GLfloat PrimitiveBoundingBox[8];
4707 };
4708
4709 /**
4710 * Information about memory usage. All sizes are in kilobytes.
4711 */
4712 struct gl_memory_info
4713 {
4714 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4715 unsigned avail_device_memory; /**< free device memory at the moment */
4716 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4717 unsigned avail_staging_memory; /**< free staging memory at the moment */
4718 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4719 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4720 };
4721
4722 #ifdef DEBUG
4723 extern int MESA_VERBOSE;
4724 extern int MESA_DEBUG_FLAGS;
4725 # define MESA_FUNCTION __func__
4726 #else
4727 # define MESA_VERBOSE 0
4728 # define MESA_DEBUG_FLAGS 0
4729 # define MESA_FUNCTION "a function"
4730 #endif
4731
4732
4733 /** The MESA_VERBOSE var is a bitmask of these flags */
4734 enum _verbose
4735 {
4736 VERBOSE_VARRAY = 0x0001,
4737 VERBOSE_TEXTURE = 0x0002,
4738 VERBOSE_MATERIAL = 0x0004,
4739 VERBOSE_PIPELINE = 0x0008,
4740 VERBOSE_DRIVER = 0x0010,
4741 VERBOSE_STATE = 0x0020,
4742 VERBOSE_API = 0x0040,
4743 VERBOSE_DISPLAY_LIST = 0x0100,
4744 VERBOSE_LIGHTING = 0x0200,
4745 VERBOSE_PRIMS = 0x0400,
4746 VERBOSE_VERTS = 0x0800,
4747 VERBOSE_DISASSEM = 0x1000,
4748 VERBOSE_DRAW = 0x2000,
4749 VERBOSE_SWAPBUFFERS = 0x4000
4750 };
4751
4752
4753 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4754 enum _debug
4755 {
4756 DEBUG_SILENT = (1 << 0),
4757 DEBUG_ALWAYS_FLUSH = (1 << 1),
4758 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4759 DEBUG_INCOMPLETE_FBO = (1 << 3)
4760 };
4761
4762 #ifdef __cplusplus
4763 }
4764 #endif
4765
4766 #endif /* MTYPES_H */