mesa: Make gl_VertexID be a system value like gl_InstanceID.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * Stencil buffer data type.
53 */
54 #if STENCIL_BITS==8
55 typedef GLubyte GLstencil;
56 #elif STENCIL_BITS==16
57 typedef GLushort GLstencil;
58 #else
59 # error "illegal number of stencil bits"
60 #endif
61
62
63 /**
64 * \name 64-bit extension of GLbitfield.
65 */
66 /*@{*/
67 typedef GLuint64 GLbitfield64;
68
69 /** Set a single bit */
70 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_context;
84 struct st_context;
85 struct gl_uniform_storage;
86 /*@}*/
87
88
89 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
90 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
91 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
92 #define PRIM_UNKNOWN (GL_POLYGON+3)
93
94
95 /**
96 * Shader stages. Note that these will become 5 with tessellation.
97 * These MUST have the same values as gallium's PIPE_SHADER_*
98 */
99 typedef enum
100 {
101 MESA_SHADER_VERTEX = 0,
102 MESA_SHADER_FRAGMENT = 1,
103 MESA_SHADER_GEOMETRY = 2,
104 MESA_SHADER_TYPES = 3
105 } gl_shader_type;
106
107
108
109 /**
110 * Indexes for vertex program attributes.
111 * GL_NV_vertex_program aliases generic attributes over the conventional
112 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
113 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
114 * generic attributes are distinct/separate).
115 */
116 typedef enum
117 {
118 VERT_ATTRIB_POS = 0,
119 VERT_ATTRIB_WEIGHT = 1,
120 VERT_ATTRIB_NORMAL = 2,
121 VERT_ATTRIB_COLOR0 = 3,
122 VERT_ATTRIB_COLOR1 = 4,
123 VERT_ATTRIB_FOG = 5,
124 VERT_ATTRIB_COLOR_INDEX = 6,
125 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
126 VERT_ATTRIB_EDGEFLAG = 7,
127 VERT_ATTRIB_TEX0 = 8,
128 VERT_ATTRIB_TEX1 = 9,
129 VERT_ATTRIB_TEX2 = 10,
130 VERT_ATTRIB_TEX3 = 11,
131 VERT_ATTRIB_TEX4 = 12,
132 VERT_ATTRIB_TEX5 = 13,
133 VERT_ATTRIB_TEX6 = 14,
134 VERT_ATTRIB_TEX7 = 15,
135 VERT_ATTRIB_GENERIC0 = 16,
136 VERT_ATTRIB_GENERIC1 = 17,
137 VERT_ATTRIB_GENERIC2 = 18,
138 VERT_ATTRIB_GENERIC3 = 19,
139 VERT_ATTRIB_GENERIC4 = 20,
140 VERT_ATTRIB_GENERIC5 = 21,
141 VERT_ATTRIB_GENERIC6 = 22,
142 VERT_ATTRIB_GENERIC7 = 23,
143 VERT_ATTRIB_GENERIC8 = 24,
144 VERT_ATTRIB_GENERIC9 = 25,
145 VERT_ATTRIB_GENERIC10 = 26,
146 VERT_ATTRIB_GENERIC11 = 27,
147 VERT_ATTRIB_GENERIC12 = 28,
148 VERT_ATTRIB_GENERIC13 = 29,
149 VERT_ATTRIB_GENERIC14 = 30,
150 VERT_ATTRIB_GENERIC15 = 31,
151 VERT_ATTRIB_MAX = 32
152 } gl_vert_attrib;
153
154 /**
155 * Bitflags for vertex attributes.
156 * These are used in bitfields in many places.
157 */
158 /*@{*/
159 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
160 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
161 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
162 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
163 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
164 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
165 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
166 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
167 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
168 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
169 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
170 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
171 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
172 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
173 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
174 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
175 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
176 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
177 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
178 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
179 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
180 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
181 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
182 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
183 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
184 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
185 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
186 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
187 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
188 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
189 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
190 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
191
192 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
193 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
194 /*@}*/
195
196
197 /**
198 * Indexes for vertex program result attributes. Note that
199 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
200 * assumptions about the layout of this enum.
201 */
202 typedef enum
203 {
204 VERT_RESULT_HPOS = 0,
205 VERT_RESULT_COL0 = 1,
206 VERT_RESULT_COL1 = 2,
207 VERT_RESULT_FOGC = 3,
208 VERT_RESULT_TEX0 = 4,
209 VERT_RESULT_TEX1 = 5,
210 VERT_RESULT_TEX2 = 6,
211 VERT_RESULT_TEX3 = 7,
212 VERT_RESULT_TEX4 = 8,
213 VERT_RESULT_TEX5 = 9,
214 VERT_RESULT_TEX6 = 10,
215 VERT_RESULT_TEX7 = 11,
216 VERT_RESULT_PSIZ = 12,
217 VERT_RESULT_BFC0 = 13,
218 VERT_RESULT_BFC1 = 14,
219 VERT_RESULT_EDGE = 15,
220 VERT_RESULT_CLIP_VERTEX = 16,
221 VERT_RESULT_CLIP_DIST0 = 17,
222 VERT_RESULT_CLIP_DIST1 = 18,
223 VERT_RESULT_VAR0 = 19, /**< shader varying */
224 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
225 } gl_vert_result;
226
227
228 /*********************************************/
229
230 /**
231 * Indexes for geometry program attributes.
232 */
233 typedef enum
234 {
235 GEOM_ATTRIB_POSITION = 0,
236 GEOM_ATTRIB_COLOR0 = 1,
237 GEOM_ATTRIB_COLOR1 = 2,
238 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
239 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
240 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
241 GEOM_ATTRIB_POINT_SIZE = 6,
242 GEOM_ATTRIB_CLIP_VERTEX = 7,
243 GEOM_ATTRIB_PRIMITIVE_ID = 8,
244 GEOM_ATTRIB_TEX_COORD = 9,
245
246 GEOM_ATTRIB_VAR0 = 16,
247 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
248 } gl_geom_attrib;
249
250 /**
251 * Bitflags for geometry attributes.
252 * These are used in bitfields in many places.
253 */
254 /*@{*/
255 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
256 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
257 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
258 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
259 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
260 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
261 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
262 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
263 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
264 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
265 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
266
267 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
268 /*@}*/
269
270
271 /**
272 * Indexes for geometry program result attributes
273 */
274 typedef enum
275 {
276 GEOM_RESULT_POS = 0,
277 GEOM_RESULT_COL0 = 1,
278 GEOM_RESULT_COL1 = 2,
279 GEOM_RESULT_SCOL0 = 3,
280 GEOM_RESULT_SCOL1 = 4,
281 GEOM_RESULT_FOGC = 5,
282 GEOM_RESULT_TEX0 = 6,
283 GEOM_RESULT_TEX1 = 7,
284 GEOM_RESULT_TEX2 = 8,
285 GEOM_RESULT_TEX3 = 9,
286 GEOM_RESULT_TEX4 = 10,
287 GEOM_RESULT_TEX5 = 11,
288 GEOM_RESULT_TEX6 = 12,
289 GEOM_RESULT_TEX7 = 13,
290 GEOM_RESULT_PSIZ = 14,
291 GEOM_RESULT_CLPV = 15,
292 GEOM_RESULT_PRID = 16,
293 GEOM_RESULT_LAYR = 17,
294 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
295 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
296 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
297 } gl_geom_result;
298
299
300 /**
301 * Indexes for fragment program input attributes. Note that
302 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
303 * assumptions about the layout of this enum.
304 */
305 typedef enum
306 {
307 FRAG_ATTRIB_WPOS = 0,
308 FRAG_ATTRIB_COL0 = 1,
309 FRAG_ATTRIB_COL1 = 2,
310 FRAG_ATTRIB_FOGC = 3,
311 FRAG_ATTRIB_TEX0 = 4,
312 FRAG_ATTRIB_TEX1 = 5,
313 FRAG_ATTRIB_TEX2 = 6,
314 FRAG_ATTRIB_TEX3 = 7,
315 FRAG_ATTRIB_TEX4 = 8,
316 FRAG_ATTRIB_TEX5 = 9,
317 FRAG_ATTRIB_TEX6 = 10,
318 FRAG_ATTRIB_TEX7 = 11,
319 FRAG_ATTRIB_FACE = 12, /**< front/back face */
320 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
321 FRAG_ATTRIB_CLIP_DIST0 = 14,
322 FRAG_ATTRIB_CLIP_DIST1 = 15,
323 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
324 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
325 } gl_frag_attrib;
326
327
328 /**
329 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
330 *
331 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
332 *
333 * gl_vert_result values which have no corresponding gl_frag_attrib
334 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
335 * VERT_RESULT_EDGE) are converted to a value of -1.
336 */
337 static inline int
338 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
339 {
340 if (vert_result >= VERT_RESULT_CLIP_DIST0)
341 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
342 else if (vert_result <= VERT_RESULT_TEX7)
343 return vert_result;
344 else
345 return -1;
346 }
347
348
349 /**
350 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
351 *
352 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
353 *
354 * gl_frag_attrib values which have no corresponding gl_vert_result
355 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
356 */
357 static inline int
358 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
359 {
360 if (frag_attrib <= FRAG_ATTRIB_TEX7)
361 return frag_attrib;
362 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
363 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
364 else
365 return -1;
366 }
367
368
369 /**
370 * Bitflags for fragment program input attributes.
371 */
372 /*@{*/
373 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
374 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
375 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
376 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
377 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
378 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
379 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
380 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
381 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
382 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
383 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
384 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
385 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
386 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
387 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
388
389 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
390 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
391
392 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
393 FRAG_BIT_TEX1| \
394 FRAG_BIT_TEX2| \
395 FRAG_BIT_TEX3| \
396 FRAG_BIT_TEX4| \
397 FRAG_BIT_TEX5| \
398 FRAG_BIT_TEX6| \
399 FRAG_BIT_TEX7)
400 /*@}*/
401
402
403 /**
404 * Fragment program results
405 */
406 typedef enum
407 {
408 FRAG_RESULT_DEPTH = 0,
409 FRAG_RESULT_STENCIL = 1,
410 /* If a single color should be written to all render targets, this
411 * register is written. No FRAG_RESULT_DATAn will be written.
412 */
413 FRAG_RESULT_COLOR = 2,
414
415 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
416 * or ARB_fragment_program fragment.color[n]) color results. If
417 * any are written, FRAG_RESULT_COLOR will not be written.
418 */
419 FRAG_RESULT_DATA0 = 3,
420 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
421 } gl_frag_result;
422
423
424 /**
425 * Indexes for all renderbuffers
426 */
427 typedef enum
428 {
429 /* the four standard color buffers */
430 BUFFER_FRONT_LEFT,
431 BUFFER_BACK_LEFT,
432 BUFFER_FRONT_RIGHT,
433 BUFFER_BACK_RIGHT,
434 BUFFER_DEPTH,
435 BUFFER_STENCIL,
436 BUFFER_ACCUM,
437 /* optional aux buffer */
438 BUFFER_AUX0,
439 /* generic renderbuffers */
440 BUFFER_COLOR0,
441 BUFFER_COLOR1,
442 BUFFER_COLOR2,
443 BUFFER_COLOR3,
444 BUFFER_COLOR4,
445 BUFFER_COLOR5,
446 BUFFER_COLOR6,
447 BUFFER_COLOR7,
448 BUFFER_COUNT
449 } gl_buffer_index;
450
451 /**
452 * Bit flags for all renderbuffers
453 */
454 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
455 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
456 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
457 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
458 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
459 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
460 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
461 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
462 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
463 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
464 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
465 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
466 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
467 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
468 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
469 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
470 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
471 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
472 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
473
474 /**
475 * Mask of all the color buffer bits (but not accum).
476 */
477 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
478 BUFFER_BIT_BACK_LEFT | \
479 BUFFER_BIT_FRONT_RIGHT | \
480 BUFFER_BIT_BACK_RIGHT | \
481 BUFFER_BIT_AUX0 | \
482 BUFFER_BIT_COLOR0 | \
483 BUFFER_BIT_COLOR1 | \
484 BUFFER_BIT_COLOR2 | \
485 BUFFER_BIT_COLOR3 | \
486 BUFFER_BIT_COLOR4 | \
487 BUFFER_BIT_COLOR5 | \
488 BUFFER_BIT_COLOR6 | \
489 BUFFER_BIT_COLOR7)
490
491
492 /**
493 * Framebuffer configuration (aka visual / pixelformat)
494 * Note: some of these fields should be boolean, but it appears that
495 * code in drivers/dri/common/util.c requires int-sized fields.
496 */
497 struct gl_config
498 {
499 GLboolean rgbMode;
500 GLboolean floatMode;
501 GLboolean colorIndexMode; /* XXX is this used anywhere? */
502 GLuint doubleBufferMode;
503 GLuint stereoMode;
504
505 GLboolean haveAccumBuffer;
506 GLboolean haveDepthBuffer;
507 GLboolean haveStencilBuffer;
508
509 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
510 GLuint redMask, greenMask, blueMask, alphaMask;
511 GLint rgbBits; /* total bits for rgb */
512 GLint indexBits; /* total bits for colorindex */
513
514 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
515 GLint depthBits;
516 GLint stencilBits;
517
518 GLint numAuxBuffers;
519
520 GLint level;
521
522 /* EXT_visual_rating / GLX 1.2 */
523 GLint visualRating;
524
525 /* EXT_visual_info / GLX 1.2 */
526 GLint transparentPixel;
527 /* colors are floats scaled to ints */
528 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
529 GLint transparentIndex;
530
531 /* ARB_multisample / SGIS_multisample */
532 GLint sampleBuffers;
533 GLint samples;
534
535 /* SGIX_pbuffer / GLX 1.3 */
536 GLint maxPbufferWidth;
537 GLint maxPbufferHeight;
538 GLint maxPbufferPixels;
539 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
540 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
541
542 /* OML_swap_method */
543 GLint swapMethod;
544
545 /* EXT_texture_from_pixmap */
546 GLint bindToTextureRgb;
547 GLint bindToTextureRgba;
548 GLint bindToMipmapTexture;
549 GLint bindToTextureTargets;
550 GLint yInverted;
551
552 /* EXT_framebuffer_sRGB */
553 GLint sRGBCapable;
554 };
555
556
557 /**
558 * \name Bit flags used for updating material values.
559 */
560 /*@{*/
561 #define MAT_ATTRIB_FRONT_AMBIENT 0
562 #define MAT_ATTRIB_BACK_AMBIENT 1
563 #define MAT_ATTRIB_FRONT_DIFFUSE 2
564 #define MAT_ATTRIB_BACK_DIFFUSE 3
565 #define MAT_ATTRIB_FRONT_SPECULAR 4
566 #define MAT_ATTRIB_BACK_SPECULAR 5
567 #define MAT_ATTRIB_FRONT_EMISSION 6
568 #define MAT_ATTRIB_BACK_EMISSION 7
569 #define MAT_ATTRIB_FRONT_SHININESS 8
570 #define MAT_ATTRIB_BACK_SHININESS 9
571 #define MAT_ATTRIB_FRONT_INDEXES 10
572 #define MAT_ATTRIB_BACK_INDEXES 11
573 #define MAT_ATTRIB_MAX 12
574
575 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
576 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
577 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
578 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
579 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
580 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
581
582 #define MAT_INDEX_AMBIENT 0
583 #define MAT_INDEX_DIFFUSE 1
584 #define MAT_INDEX_SPECULAR 2
585
586 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
587 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
588 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
589 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
590 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
591 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
592 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
593 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
594 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
595 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
596 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
597 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
598
599
600 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
601 MAT_BIT_FRONT_AMBIENT | \
602 MAT_BIT_FRONT_DIFFUSE | \
603 MAT_BIT_FRONT_SPECULAR | \
604 MAT_BIT_FRONT_SHININESS | \
605 MAT_BIT_FRONT_INDEXES)
606
607 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
608 MAT_BIT_BACK_AMBIENT | \
609 MAT_BIT_BACK_DIFFUSE | \
610 MAT_BIT_BACK_SPECULAR | \
611 MAT_BIT_BACK_SHININESS | \
612 MAT_BIT_BACK_INDEXES)
613
614 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
615 /*@}*/
616
617
618 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
619 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
620
621 /**
622 * Material shininess lookup table.
623 */
624 struct gl_shine_tab
625 {
626 struct gl_shine_tab *next, *prev;
627 GLfloat tab[SHINE_TABLE_SIZE+1];
628 GLfloat shininess;
629 GLuint refcount;
630 };
631
632
633 /**
634 * Light source state.
635 */
636 struct gl_light
637 {
638 struct gl_light *next; /**< double linked list with sentinel */
639 struct gl_light *prev;
640
641 GLfloat Ambient[4]; /**< ambient color */
642 GLfloat Diffuse[4]; /**< diffuse color */
643 GLfloat Specular[4]; /**< specular color */
644 GLfloat EyePosition[4]; /**< position in eye coordinates */
645 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
646 GLfloat SpotExponent;
647 GLfloat SpotCutoff; /**< in degrees */
648 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
649 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
650 GLfloat ConstantAttenuation;
651 GLfloat LinearAttenuation;
652 GLfloat QuadraticAttenuation;
653 GLboolean Enabled; /**< On/off flag */
654
655 /**
656 * \name Derived fields
657 */
658 /*@{*/
659 GLbitfield _Flags; /**< State */
660
661 GLfloat _Position[4]; /**< position in eye/obj coordinates */
662 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
663 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
664 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
665 GLfloat _VP_inf_spot_attenuation;
666
667 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
668 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
669 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
670 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
671 GLfloat _dli; /**< CI diffuse light intensity */
672 GLfloat _sli; /**< CI specular light intensity */
673 /*@}*/
674 };
675
676
677 /**
678 * Light model state.
679 */
680 struct gl_lightmodel
681 {
682 GLfloat Ambient[4]; /**< ambient color */
683 GLboolean LocalViewer; /**< Local (or infinite) view point? */
684 GLboolean TwoSide; /**< Two (or one) sided lighting? */
685 GLenum ColorControl; /**< either GL_SINGLE_COLOR
686 * or GL_SEPARATE_SPECULAR_COLOR */
687 };
688
689
690 /**
691 * Material state.
692 */
693 struct gl_material
694 {
695 GLfloat Attrib[MAT_ATTRIB_MAX][4];
696 };
697
698
699 /**
700 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
701 */
702 struct gl_accum_attrib
703 {
704 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
705 };
706
707
708 /**
709 * Used for storing clear color, texture border color, etc.
710 * The float values are typically unclamped.
711 */
712 union gl_color_union
713 {
714 GLfloat f[4];
715 GLint i[4];
716 GLuint ui[4];
717 };
718
719
720 /**
721 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
722 */
723 struct gl_colorbuffer_attrib
724 {
725 GLuint ClearIndex; /**< Index for glClear */
726 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
727 GLuint IndexMask; /**< Color index write mask */
728 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
729
730 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
731
732 /**
733 * \name alpha testing
734 */
735 /*@{*/
736 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
737 GLenum AlphaFunc; /**< Alpha test function */
738 GLfloat AlphaRefUnclamped;
739 GLclampf AlphaRef; /**< Alpha reference value */
740 /*@}*/
741
742 /**
743 * \name Blending
744 */
745 /*@{*/
746 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
747
748 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
749 * control, only on the fixed-pointness of the render target.
750 * The query does however depend on fragment color clamping.
751 */
752 GLfloat BlendColorUnclamped[4]; /**< Blending color */
753 GLfloat BlendColor[4]; /**< Blending color */
754
755 struct
756 {
757 GLenum SrcRGB; /**< RGB blend source term */
758 GLenum DstRGB; /**< RGB blend dest term */
759 GLenum SrcA; /**< Alpha blend source term */
760 GLenum DstA; /**< Alpha blend dest term */
761 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
762 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
763 } Blend[MAX_DRAW_BUFFERS];
764 /** Are the blend func terms currently different for each buffer/target? */
765 GLboolean _BlendFuncPerBuffer;
766 /** Are the blend equations currently different for each buffer/target? */
767 GLboolean _BlendEquationPerBuffer;
768 /*@}*/
769
770 /**
771 * \name Logic op
772 */
773 /*@{*/
774 GLenum LogicOp; /**< Logic operator */
775 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
776 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
777 /*@}*/
778
779 GLboolean DitherFlag; /**< Dither enable flag */
780
781 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
782 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
783 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
784 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
785
786 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
787 };
788
789
790 /**
791 * Current attribute group (GL_CURRENT_BIT).
792 */
793 struct gl_current_attrib
794 {
795 /**
796 * \name Current vertex attributes.
797 * \note Values are valid only after FLUSH_VERTICES has been called.
798 * \note Index and Edgeflag current values are stored as floats in the
799 * SIX and SEVEN attribute slots.
800 */
801 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
802
803 /**
804 * \name Current raster position attributes (always valid).
805 * \note This set of attributes is very similar to the SWvertex struct.
806 */
807 /*@{*/
808 GLfloat RasterPos[4];
809 GLfloat RasterDistance;
810 GLfloat RasterColor[4];
811 GLfloat RasterSecondaryColor[4];
812 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
813 GLboolean RasterPosValid;
814 /*@}*/
815 };
816
817
818 /**
819 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
820 */
821 struct gl_depthbuffer_attrib
822 {
823 GLenum Func; /**< Function for depth buffer compare */
824 GLclampd Clear; /**< Value to clear depth buffer to */
825 GLboolean Test; /**< Depth buffering enabled flag */
826 GLboolean Mask; /**< Depth buffer writable? */
827 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
828 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
829 };
830
831
832 /**
833 * Evaluator attribute group (GL_EVAL_BIT).
834 */
835 struct gl_eval_attrib
836 {
837 /**
838 * \name Enable bits
839 */
840 /*@{*/
841 GLboolean Map1Color4;
842 GLboolean Map1Index;
843 GLboolean Map1Normal;
844 GLboolean Map1TextureCoord1;
845 GLboolean Map1TextureCoord2;
846 GLboolean Map1TextureCoord3;
847 GLboolean Map1TextureCoord4;
848 GLboolean Map1Vertex3;
849 GLboolean Map1Vertex4;
850 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
851 GLboolean Map2Color4;
852 GLboolean Map2Index;
853 GLboolean Map2Normal;
854 GLboolean Map2TextureCoord1;
855 GLboolean Map2TextureCoord2;
856 GLboolean Map2TextureCoord3;
857 GLboolean Map2TextureCoord4;
858 GLboolean Map2Vertex3;
859 GLboolean Map2Vertex4;
860 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
861 GLboolean AutoNormal;
862 /*@}*/
863
864 /**
865 * \name Map Grid endpoints and divisions and calculated du values
866 */
867 /*@{*/
868 GLint MapGrid1un;
869 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
870 GLint MapGrid2un, MapGrid2vn;
871 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
872 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
873 /*@}*/
874 };
875
876
877 /**
878 * Fog attribute group (GL_FOG_BIT).
879 */
880 struct gl_fog_attrib
881 {
882 GLboolean Enabled; /**< Fog enabled flag */
883 GLfloat ColorUnclamped[4]; /**< Fog color */
884 GLfloat Color[4]; /**< Fog color */
885 GLfloat Density; /**< Density >= 0.0 */
886 GLfloat Start; /**< Start distance in eye coords */
887 GLfloat End; /**< End distance in eye coords */
888 GLfloat Index; /**< Fog index */
889 GLenum Mode; /**< Fog mode */
890 GLboolean ColorSumEnabled;
891 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
892 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
893 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
894 };
895
896
897 /**
898 * \brief Layout qualifiers for gl_FragDepth.
899 *
900 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
901 * a layout qualifier.
902 *
903 * \see enum ir_depth_layout
904 */
905 enum gl_frag_depth_layout {
906 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
907 FRAG_DEPTH_LAYOUT_ANY,
908 FRAG_DEPTH_LAYOUT_GREATER,
909 FRAG_DEPTH_LAYOUT_LESS,
910 FRAG_DEPTH_LAYOUT_UNCHANGED
911 };
912
913
914 /**
915 * Hint attribute group (GL_HINT_BIT).
916 *
917 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
918 */
919 struct gl_hint_attrib
920 {
921 GLenum PerspectiveCorrection;
922 GLenum PointSmooth;
923 GLenum LineSmooth;
924 GLenum PolygonSmooth;
925 GLenum Fog;
926 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
927 GLenum TextureCompression; /**< GL_ARB_texture_compression */
928 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
929 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
930 };
931
932 /**
933 * Light state flags.
934 */
935 /*@{*/
936 #define LIGHT_SPOT 0x1
937 #define LIGHT_LOCAL_VIEWER 0x2
938 #define LIGHT_POSITIONAL 0x4
939 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
940 /*@}*/
941
942
943 /**
944 * Lighting attribute group (GL_LIGHT_BIT).
945 */
946 struct gl_light_attrib
947 {
948 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
949 struct gl_lightmodel Model; /**< Lighting model */
950
951 /**
952 * Must flush FLUSH_VERTICES before referencing:
953 */
954 /*@{*/
955 struct gl_material Material; /**< Includes front & back values */
956 /*@}*/
957
958 GLboolean Enabled; /**< Lighting enabled flag */
959 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
960 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
961 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
962 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
963 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
964 GLboolean ColorMaterialEnabled;
965 GLenum ClampVertexColor;
966 GLboolean _ClampVertexColor;
967
968 struct gl_light EnabledList; /**< List sentinel */
969
970 /**
971 * Derived state for optimizations:
972 */
973 /*@{*/
974 GLboolean _NeedEyeCoords;
975 GLboolean _NeedVertices; /**< Use fast shader? */
976 GLbitfield _Flags; /**< LIGHT_* flags, see above */
977 GLfloat _BaseColor[2][3];
978 /*@}*/
979 };
980
981
982 /**
983 * Line attribute group (GL_LINE_BIT).
984 */
985 struct gl_line_attrib
986 {
987 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
988 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
989 GLushort StipplePattern; /**< Stipple pattern */
990 GLint StippleFactor; /**< Stipple repeat factor */
991 GLfloat Width; /**< Line width */
992 };
993
994
995 /**
996 * Display list attribute group (GL_LIST_BIT).
997 */
998 struct gl_list_attrib
999 {
1000 GLuint ListBase;
1001 };
1002
1003
1004 /**
1005 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1006 */
1007 struct gl_multisample_attrib
1008 {
1009 GLboolean Enabled;
1010 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1011 GLboolean SampleAlphaToCoverage;
1012 GLboolean SampleAlphaToOne;
1013 GLboolean SampleCoverage;
1014 GLfloat SampleCoverageValue;
1015 GLboolean SampleCoverageInvert;
1016 };
1017
1018
1019 /**
1020 * A pixelmap (see glPixelMap)
1021 */
1022 struct gl_pixelmap
1023 {
1024 GLint Size;
1025 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1026 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1027 };
1028
1029
1030 /**
1031 * Collection of all pixelmaps
1032 */
1033 struct gl_pixelmaps
1034 {
1035 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1036 struct gl_pixelmap GtoG;
1037 struct gl_pixelmap BtoB;
1038 struct gl_pixelmap AtoA;
1039 struct gl_pixelmap ItoR;
1040 struct gl_pixelmap ItoG;
1041 struct gl_pixelmap ItoB;
1042 struct gl_pixelmap ItoA;
1043 struct gl_pixelmap ItoI;
1044 struct gl_pixelmap StoS;
1045 };
1046
1047
1048 /**
1049 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1050 */
1051 struct gl_pixel_attrib
1052 {
1053 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1054
1055 /*--- Begin Pixel Transfer State ---*/
1056 /* Fields are in the order in which they're applied... */
1057
1058 /** Scale & Bias (index shift, offset) */
1059 /*@{*/
1060 GLfloat RedBias, RedScale;
1061 GLfloat GreenBias, GreenScale;
1062 GLfloat BlueBias, BlueScale;
1063 GLfloat AlphaBias, AlphaScale;
1064 GLfloat DepthBias, DepthScale;
1065 GLint IndexShift, IndexOffset;
1066 /*@}*/
1067
1068 /* Pixel Maps */
1069 /* Note: actual pixel maps are not part of this attrib group */
1070 GLboolean MapColorFlag;
1071 GLboolean MapStencilFlag;
1072
1073 /*--- End Pixel Transfer State ---*/
1074
1075 /** glPixelZoom */
1076 GLfloat ZoomX, ZoomY;
1077 };
1078
1079
1080 /**
1081 * Point attribute group (GL_POINT_BIT).
1082 */
1083 struct gl_point_attrib
1084 {
1085 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1086 GLfloat Size; /**< User-specified point size */
1087 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1088 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1089 GLfloat Threshold; /**< GL_EXT_point_parameters */
1090 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1091 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1092 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1093 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1094 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1095 };
1096
1097
1098 /**
1099 * Polygon attribute group (GL_POLYGON_BIT).
1100 */
1101 struct gl_polygon_attrib
1102 {
1103 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1104 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1105 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1106 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1107 GLboolean CullFlag; /**< Culling on/off flag */
1108 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1109 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1110 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1111 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1112 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1113 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1114 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1115 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1116 };
1117
1118
1119 /**
1120 * Scissor attributes (GL_SCISSOR_BIT).
1121 */
1122 struct gl_scissor_attrib
1123 {
1124 GLboolean Enabled; /**< Scissor test enabled? */
1125 GLint X, Y; /**< Lower left corner of box */
1126 GLsizei Width, Height; /**< Size of box */
1127 };
1128
1129
1130 /**
1131 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1132 *
1133 * Three sets of stencil data are tracked so that OpenGL 2.0,
1134 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1135 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1136 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1137 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1138 * GL_EXT_stencil_two_side GL_BACK state.
1139 *
1140 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1141 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1142 *
1143 * The derived value \c _TestTwoSide is set when the front-face and back-face
1144 * stencil state are different.
1145 */
1146 struct gl_stencil_attrib
1147 {
1148 GLboolean Enabled; /**< Enabled flag */
1149 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1150 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1151 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1152 GLboolean _TestTwoSide;
1153 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1154 GLenum Function[3]; /**< Stencil function */
1155 GLenum FailFunc[3]; /**< Fail function */
1156 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1157 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1158 GLint Ref[3]; /**< Reference value */
1159 GLuint ValueMask[3]; /**< Value mask */
1160 GLuint WriteMask[3]; /**< Write mask */
1161 GLuint Clear; /**< Clear value */
1162 };
1163
1164
1165 /**
1166 * An index for each type of texture object. These correspond to the GL
1167 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1168 * Note: the order is from highest priority to lowest priority.
1169 */
1170 typedef enum
1171 {
1172 TEXTURE_BUFFER_INDEX,
1173 TEXTURE_2D_ARRAY_INDEX,
1174 TEXTURE_1D_ARRAY_INDEX,
1175 TEXTURE_EXTERNAL_INDEX,
1176 TEXTURE_CUBE_INDEX,
1177 TEXTURE_3D_INDEX,
1178 TEXTURE_RECT_INDEX,
1179 TEXTURE_2D_INDEX,
1180 TEXTURE_1D_INDEX,
1181 NUM_TEXTURE_TARGETS
1182 } gl_texture_index;
1183
1184
1185 /**
1186 * Bit flags for each type of texture object
1187 * Used for Texture.Unit[]._ReallyEnabled flags.
1188 */
1189 /*@{*/
1190 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1191 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1192 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1193 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1194 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1195 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1196 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1197 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1198 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1199 /*@}*/
1200
1201
1202 /**
1203 * TexGenEnabled flags.
1204 */
1205 /*@{*/
1206 #define S_BIT 1
1207 #define T_BIT 2
1208 #define R_BIT 4
1209 #define Q_BIT 8
1210 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1211 /*@}*/
1212
1213
1214 /**
1215 * Bit flag versions of the corresponding GL_ constants.
1216 */
1217 /*@{*/
1218 #define TEXGEN_SPHERE_MAP 0x1
1219 #define TEXGEN_OBJ_LINEAR 0x2
1220 #define TEXGEN_EYE_LINEAR 0x4
1221 #define TEXGEN_REFLECTION_MAP_NV 0x8
1222 #define TEXGEN_NORMAL_MAP_NV 0x10
1223
1224 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1225 TEXGEN_REFLECTION_MAP_NV | \
1226 TEXGEN_NORMAL_MAP_NV)
1227 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1228 TEXGEN_REFLECTION_MAP_NV | \
1229 TEXGEN_NORMAL_MAP_NV | \
1230 TEXGEN_EYE_LINEAR)
1231 /*@}*/
1232
1233
1234
1235 /** Tex-gen enabled for texture unit? */
1236 #define ENABLE_TEXGEN(unit) (1 << (unit))
1237
1238 /** Non-identity texture matrix for texture unit? */
1239 #define ENABLE_TEXMAT(unit) (1 << (unit))
1240
1241
1242 /**
1243 * Texture image state. Drivers will typically create a subclass of this
1244 * with extra fields for memory buffers, etc.
1245 */
1246 struct gl_texture_image
1247 {
1248 GLint InternalFormat; /**< Internal format as given by the user */
1249 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1250 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1251 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1252 * GL_DEPTH_STENCIL_EXT only. Used for
1253 * choosing TexEnv arithmetic.
1254 */
1255 gl_format TexFormat; /**< The actual texture memory format */
1256
1257 GLuint Border; /**< 0 or 1 */
1258 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1259 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1260 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1261 GLuint Width2; /**< = Width - 2*Border */
1262 GLuint Height2; /**< = Height - 2*Border */
1263 GLuint Depth2; /**< = Depth - 2*Border */
1264 GLuint WidthLog2; /**< = log2(Width2) */
1265 GLuint HeightLog2; /**< = log2(Height2) */
1266 GLuint DepthLog2; /**< = log2(Depth2) */
1267 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1268
1269 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1270 GLuint Level; /**< Which mipmap level am I? */
1271 /** Cube map face: index into gl_texture_object::Image[] array */
1272 GLuint Face;
1273 };
1274
1275
1276 /**
1277 * Indexes for cube map faces.
1278 */
1279 typedef enum
1280 {
1281 FACE_POS_X = 0,
1282 FACE_NEG_X = 1,
1283 FACE_POS_Y = 2,
1284 FACE_NEG_Y = 3,
1285 FACE_POS_Z = 4,
1286 FACE_NEG_Z = 5,
1287 MAX_FACES = 6
1288 } gl_face_index;
1289
1290
1291 /**
1292 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1293 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1294 */
1295 struct gl_sampler_object
1296 {
1297 GLuint Name;
1298 GLint RefCount;
1299
1300 GLenum WrapS; /**< S-axis texture image wrap mode */
1301 GLenum WrapT; /**< T-axis texture image wrap mode */
1302 GLenum WrapR; /**< R-axis texture image wrap mode */
1303 GLenum MinFilter; /**< minification filter */
1304 GLenum MagFilter; /**< magnification filter */
1305 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1306 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1307 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1308 GLfloat LodBias; /**< OpenGL 1.4 */
1309 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1310 GLenum CompareMode; /**< GL_ARB_shadow */
1311 GLenum CompareFunc; /**< GL_ARB_shadow */
1312 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1313 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1314 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1315
1316 /* deprecated sampler state */
1317 GLenum DepthMode; /**< GL_ARB_depth_texture */
1318 };
1319
1320
1321 /**
1322 * Texture object state. Contains the array of mipmap images, border color,
1323 * wrap modes, filter modes, and shadow/texcompare state.
1324 */
1325 struct gl_texture_object
1326 {
1327 _glthread_Mutex Mutex; /**< for thread safety */
1328 GLint RefCount; /**< reference count */
1329 GLuint Name; /**< the user-visible texture object ID */
1330 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1331
1332 struct gl_sampler_object Sampler;
1333
1334 GLfloat Priority; /**< in [0,1] */
1335 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1336 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1337 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1338 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1339 GLint CropRect[4]; /**< GL_OES_draw_texture */
1340 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1341 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1342 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1343 GLboolean _Complete; /**< Is texture object complete? */
1344 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1345 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1346 GLboolean Immutable; /**< GL_ARB_texture_storage */
1347
1348 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1349 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1350
1351 /** GL_ARB_texture_buffer_object */
1352 struct gl_buffer_object *BufferObject;
1353 GLenum BufferObjectFormat;
1354
1355 /** GL_OES_EGL_image_external */
1356 GLint RequiredTextureImageUnits;
1357
1358 /**
1359 * \name For device driver.
1360 * Note: instead of attaching driver data to this pointer, it's preferable
1361 * to instead use this struct as a base class for your own texture object
1362 * class. Driver->NewTextureObject() can be used to implement the
1363 * allocation.
1364 */
1365 void *DriverData; /**< Arbitrary device driver data */
1366 };
1367
1368
1369 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1370 #define MAX_COMBINER_TERMS 4
1371
1372
1373 /**
1374 * Texture combine environment state.
1375 */
1376 struct gl_tex_env_combine_state
1377 {
1378 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1379 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1380 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1381 GLenum SourceRGB[MAX_COMBINER_TERMS];
1382 GLenum SourceA[MAX_COMBINER_TERMS];
1383 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1384 GLenum OperandRGB[MAX_COMBINER_TERMS];
1385 GLenum OperandA[MAX_COMBINER_TERMS];
1386 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1387 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1388 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1389 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1390 };
1391
1392
1393 /**
1394 * Texture coord generation state.
1395 */
1396 struct gl_texgen
1397 {
1398 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1399 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1400 GLfloat ObjectPlane[4];
1401 GLfloat EyePlane[4];
1402 };
1403
1404
1405 /**
1406 * Texture unit state. Contains enable flags, texture environment/function/
1407 * combiners, texgen state, and pointers to current texture objects.
1408 */
1409 struct gl_texture_unit
1410 {
1411 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1412 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1413
1414 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1415 GLclampf EnvColor[4];
1416 GLfloat EnvColorUnclamped[4];
1417
1418 struct gl_texgen GenS;
1419 struct gl_texgen GenT;
1420 struct gl_texgen GenR;
1421 struct gl_texgen GenQ;
1422 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1423 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1424
1425 GLfloat LodBias; /**< for biasing mipmap levels */
1426 GLenum BumpTarget;
1427 GLfloat RotMatrix[4]; /* 2x2 matrix */
1428
1429 /** Current sampler object (GL_ARB_sampler_objects) */
1430 struct gl_sampler_object *Sampler;
1431
1432 /**
1433 * \name GL_EXT_texture_env_combine
1434 */
1435 struct gl_tex_env_combine_state Combine;
1436
1437 /**
1438 * Derived state based on \c EnvMode and the \c BaseFormat of the
1439 * currently enabled texture.
1440 */
1441 struct gl_tex_env_combine_state _EnvMode;
1442
1443 /**
1444 * Currently enabled combiner state. This will point to either
1445 * \c Combine or \c _EnvMode.
1446 */
1447 struct gl_tex_env_combine_state *_CurrentCombine;
1448
1449 /** Current texture object pointers */
1450 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1451
1452 /** Points to highest priority, complete and enabled texture object */
1453 struct gl_texture_object *_Current;
1454 };
1455
1456
1457 /**
1458 * Texture attribute group (GL_TEXTURE_BIT).
1459 */
1460 struct gl_texture_attrib
1461 {
1462 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1463 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1464
1465 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1466
1467 /** GL_ARB_texture_buffer_object */
1468 struct gl_buffer_object *BufferObject;
1469
1470 /** GL_ARB_seamless_cubemap */
1471 GLboolean CubeMapSeamless;
1472
1473 /** Texture units/samplers used by vertex or fragment texturing */
1474 GLbitfield _EnabledUnits;
1475
1476 /** Texture coord units/sets used for fragment texturing */
1477 GLbitfield _EnabledCoordUnits;
1478
1479 /** Texture coord units that have texgen enabled */
1480 GLbitfield _TexGenEnabled;
1481
1482 /** Texture coord units that have non-identity matrices */
1483 GLbitfield _TexMatEnabled;
1484
1485 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1486 GLbitfield _GenFlags;
1487 };
1488
1489
1490 /**
1491 * Data structure representing a single clip plane (e.g. one of the elements
1492 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1493 */
1494 typedef GLfloat gl_clip_plane[4];
1495
1496
1497 /**
1498 * Transformation attribute group (GL_TRANSFORM_BIT).
1499 */
1500 struct gl_transform_attrib
1501 {
1502 GLenum MatrixMode; /**< Matrix mode */
1503 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1504 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1505 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1506 GLboolean Normalize; /**< Normalize all normals? */
1507 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1508 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1509 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1510
1511 GLfloat CullEyePos[4];
1512 GLfloat CullObjPos[4];
1513 };
1514
1515
1516 /**
1517 * Viewport attribute group (GL_VIEWPORT_BIT).
1518 */
1519 struct gl_viewport_attrib
1520 {
1521 GLint X, Y; /**< position */
1522 GLsizei Width, Height; /**< size */
1523 GLfloat Near, Far; /**< Depth buffer range */
1524 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1525 };
1526
1527
1528 /**
1529 * GL_ARB_vertex/pixel_buffer_object buffer object
1530 */
1531 struct gl_buffer_object
1532 {
1533 _glthread_Mutex Mutex;
1534 GLint RefCount;
1535 GLuint Name;
1536 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1537 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1538 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1539 /** Fields describing a mapped buffer */
1540 /*@{*/
1541 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1542 GLvoid *Pointer; /**< User-space address of mapping */
1543 GLintptr Offset; /**< Mapped offset */
1544 GLsizeiptr Length; /**< Mapped length */
1545 /*@}*/
1546 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1547 GLboolean Written; /**< Ever written to? (for debugging) */
1548 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1549 };
1550
1551
1552 /**
1553 * Client pixel packing/unpacking attributes
1554 */
1555 struct gl_pixelstore_attrib
1556 {
1557 GLint Alignment;
1558 GLint RowLength;
1559 GLint SkipPixels;
1560 GLint SkipRows;
1561 GLint ImageHeight;
1562 GLint SkipImages;
1563 GLboolean SwapBytes;
1564 GLboolean LsbFirst;
1565 GLboolean Invert; /**< GL_MESA_pack_invert */
1566 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1567 };
1568
1569
1570 /**
1571 * Client vertex array attributes
1572 */
1573 struct gl_client_array
1574 {
1575 GLint Size; /**< components per element (1,2,3,4) */
1576 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1577 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1578 GLsizei Stride; /**< user-specified stride */
1579 GLsizei StrideB; /**< actual stride in bytes */
1580 const GLubyte *Ptr; /**< Points to array data */
1581 GLboolean Enabled; /**< Enabled flag is a boolean */
1582 GLboolean Normalized; /**< GL_ARB_vertex_program */
1583 GLboolean Integer; /**< Integer-valued? */
1584 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1585 GLuint _ElementSize; /**< size of each element in bytes */
1586
1587 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1588 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1589 };
1590
1591
1592 /**
1593 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1594 * extension, but a nice encapsulation in any case.
1595 */
1596 struct gl_array_object
1597 {
1598 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1599 GLuint Name;
1600
1601 GLint RefCount;
1602 _glthread_Mutex Mutex;
1603 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1604
1605 /** Conventional vertex arrays */
1606 /*@{*/
1607 struct gl_client_array Vertex;
1608 struct gl_client_array Weight;
1609 struct gl_client_array Normal;
1610 struct gl_client_array Color;
1611 struct gl_client_array SecondaryColor;
1612 struct gl_client_array FogCoord;
1613 struct gl_client_array Index;
1614 struct gl_client_array EdgeFlag;
1615 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1616 struct gl_client_array PointSize;
1617 /*@}*/
1618
1619 /**
1620 * Generic arrays for vertex programs/shaders.
1621 * For NV vertex programs, these attributes alias and take priority
1622 * over the conventional attribs above. For ARB vertex programs and
1623 * GLSL vertex shaders, these attributes are separate.
1624 */
1625 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1626
1627 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1628 GLbitfield _Enabled;
1629
1630 /**
1631 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1632 * we can determine the max legal (in bounds) glDrawElements array index.
1633 */
1634 GLuint _MaxElement;
1635 };
1636
1637
1638 /**
1639 * Vertex array state
1640 */
1641 struct gl_array_attrib
1642 {
1643 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1644 struct gl_array_object *ArrayObj;
1645
1646 /** The default vertex array object */
1647 struct gl_array_object *DefaultArrayObj;
1648
1649 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1650 struct _mesa_HashTable *Objects;
1651
1652 GLint ActiveTexture; /**< Client Active Texture */
1653 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1654 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1655
1656 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1657 GLboolean PrimitiveRestart;
1658 GLuint RestartIndex;
1659
1660 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1661 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1662
1663 /* GL_ARB_vertex_buffer_object */
1664 struct gl_buffer_object *ArrayBufferObj;
1665 struct gl_buffer_object *ElementArrayBufferObj;
1666 };
1667
1668
1669 /**
1670 * Feedback buffer state
1671 */
1672 struct gl_feedback
1673 {
1674 GLenum Type;
1675 GLbitfield _Mask; /**< FB_* bits */
1676 GLfloat *Buffer;
1677 GLuint BufferSize;
1678 GLuint Count;
1679 };
1680
1681
1682 /**
1683 * Selection buffer state
1684 */
1685 struct gl_selection
1686 {
1687 GLuint *Buffer; /**< selection buffer */
1688 GLuint BufferSize; /**< size of the selection buffer */
1689 GLuint BufferCount; /**< number of values in the selection buffer */
1690 GLuint Hits; /**< number of records in the selection buffer */
1691 GLuint NameStackDepth; /**< name stack depth */
1692 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1693 GLboolean HitFlag; /**< hit flag */
1694 GLfloat HitMinZ; /**< minimum hit depth */
1695 GLfloat HitMaxZ; /**< maximum hit depth */
1696 };
1697
1698
1699 /**
1700 * 1-D Evaluator control points
1701 */
1702 struct gl_1d_map
1703 {
1704 GLuint Order; /**< Number of control points */
1705 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1706 GLfloat *Points; /**< Points to contiguous control points */
1707 };
1708
1709
1710 /**
1711 * 2-D Evaluator control points
1712 */
1713 struct gl_2d_map
1714 {
1715 GLuint Uorder; /**< Number of control points in U dimension */
1716 GLuint Vorder; /**< Number of control points in V dimension */
1717 GLfloat u1, u2, du;
1718 GLfloat v1, v2, dv;
1719 GLfloat *Points; /**< Points to contiguous control points */
1720 };
1721
1722
1723 /**
1724 * All evaluator control point state
1725 */
1726 struct gl_evaluators
1727 {
1728 /**
1729 * \name 1-D maps
1730 */
1731 /*@{*/
1732 struct gl_1d_map Map1Vertex3;
1733 struct gl_1d_map Map1Vertex4;
1734 struct gl_1d_map Map1Index;
1735 struct gl_1d_map Map1Color4;
1736 struct gl_1d_map Map1Normal;
1737 struct gl_1d_map Map1Texture1;
1738 struct gl_1d_map Map1Texture2;
1739 struct gl_1d_map Map1Texture3;
1740 struct gl_1d_map Map1Texture4;
1741 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1742 /*@}*/
1743
1744 /**
1745 * \name 2-D maps
1746 */
1747 /*@{*/
1748 struct gl_2d_map Map2Vertex3;
1749 struct gl_2d_map Map2Vertex4;
1750 struct gl_2d_map Map2Index;
1751 struct gl_2d_map Map2Color4;
1752 struct gl_2d_map Map2Normal;
1753 struct gl_2d_map Map2Texture1;
1754 struct gl_2d_map Map2Texture2;
1755 struct gl_2d_map Map2Texture3;
1756 struct gl_2d_map Map2Texture4;
1757 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1758 /*@}*/
1759 };
1760
1761
1762 /**
1763 * Names of the various vertex/fragment program register files, etc.
1764 *
1765 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1766 * All values should fit in a 4-bit field.
1767 *
1768 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1769 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1770 * be "uniform" variables since they can only be set outside glBegin/End.
1771 * They're also all stored in the same Parameters array.
1772 */
1773 typedef enum
1774 {
1775 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1776 PROGRAM_INPUT, /**< machine->Inputs[] */
1777 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1778 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1779 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1780 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1781 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1782 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1783 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1784 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1785 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1786 PROGRAM_ADDRESS, /**< machine->AddressReg */
1787 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1788 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1789 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1790 PROGRAM_FILE_MAX
1791 } gl_register_file;
1792
1793
1794 /**
1795 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1796 * one of these values.
1797 */
1798 typedef enum
1799 {
1800 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1801 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1802 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1803 SYSTEM_VALUE_MAX /**< Number of values */
1804 } gl_system_value;
1805
1806
1807 /**
1808 * The possible interpolation qualifiers that can be applied to a fragment
1809 * shader input in GLSL.
1810 *
1811 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1812 * gl_fragment_program data structure to 0 causes the default behavior.
1813 */
1814 enum glsl_interp_qualifier
1815 {
1816 INTERP_QUALIFIER_NONE = 0,
1817 INTERP_QUALIFIER_SMOOTH,
1818 INTERP_QUALIFIER_FLAT,
1819 INTERP_QUALIFIER_NOPERSPECTIVE
1820 };
1821
1822
1823 /** Vertex and fragment instructions */
1824 struct prog_instruction;
1825 struct gl_program_parameter_list;
1826 struct gl_uniform_list;
1827
1828 /** Post-link transform feedback info. */
1829 struct gl_transform_feedback_info {
1830 unsigned NumOutputs;
1831
1832 struct {
1833 unsigned OutputRegister;
1834 unsigned OutputBuffer;
1835 unsigned NumComponents;
1836 } Outputs[MAX_PROGRAM_OUTPUTS];
1837 };
1838
1839 /**
1840 * Base class for any kind of program object
1841 */
1842 struct gl_program
1843 {
1844 GLuint Id;
1845 GLubyte *String; /**< Null-terminated program text */
1846 GLint RefCount;
1847 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1848 GLenum Format; /**< String encoding format */
1849 GLboolean Resident;
1850
1851 struct prog_instruction *Instructions;
1852
1853 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1854 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1855 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1856 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1857 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1858 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1859 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1860 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1861
1862
1863 /** Named parameters, constants, etc. from program text */
1864 struct gl_program_parameter_list *Parameters;
1865 /** Numbered local parameters */
1866 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1867
1868 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1869 GLubyte SamplerUnits[MAX_SAMPLERS];
1870 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1871 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1872
1873 /** Bitmask of which register files are read/written with indirect
1874 * addressing. Mask of (1 << PROGRAM_x) bits.
1875 */
1876 GLbitfield IndirectRegisterFiles;
1877
1878 /** Logical counts */
1879 /*@{*/
1880 GLuint NumInstructions;
1881 GLuint NumTemporaries;
1882 GLuint NumParameters;
1883 GLuint NumAttributes;
1884 GLuint NumAddressRegs;
1885 GLuint NumAluInstructions;
1886 GLuint NumTexInstructions;
1887 GLuint NumTexIndirections;
1888 /*@}*/
1889 /** Native, actual h/w counts */
1890 /*@{*/
1891 GLuint NumNativeInstructions;
1892 GLuint NumNativeTemporaries;
1893 GLuint NumNativeParameters;
1894 GLuint NumNativeAttributes;
1895 GLuint NumNativeAddressRegs;
1896 GLuint NumNativeAluInstructions;
1897 GLuint NumNativeTexInstructions;
1898 GLuint NumNativeTexIndirections;
1899 /*@}*/
1900 };
1901
1902
1903 /** Vertex program object */
1904 struct gl_vertex_program
1905 {
1906 struct gl_program Base; /**< base class */
1907 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1908 GLboolean IsPositionInvariant;
1909 GLboolean UsesClipDistance;
1910 };
1911
1912
1913 /** Geometry program object */
1914 struct gl_geometry_program
1915 {
1916 struct gl_program Base; /**< base class */
1917
1918 GLint VerticesOut;
1919 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1920 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1921 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1922 };
1923
1924
1925 /** Fragment program object */
1926 struct gl_fragment_program
1927 {
1928 struct gl_program Base; /**< base class */
1929 GLboolean UsesKill; /**< shader uses KIL instruction */
1930 GLboolean OriginUpperLeft;
1931 GLboolean PixelCenterInteger;
1932 enum gl_frag_depth_layout FragDepthLayout;
1933
1934 /**
1935 * GLSL interpolation qualifier associated with each fragment shader input.
1936 * For inputs that do not have an interpolation qualifier specified in
1937 * GLSL, the value is INTERP_QUALIFIER_NONE.
1938 */
1939 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1940 };
1941
1942
1943 /**
1944 * State common to vertex and fragment programs.
1945 */
1946 struct gl_program_state
1947 {
1948 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1949 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1950 };
1951
1952
1953 /**
1954 * Context state for vertex programs.
1955 */
1956 struct gl_vertex_program_state
1957 {
1958 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1959 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1960 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1961 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1962 /** Computed two sided lighting for fixed function/programs. */
1963 GLboolean _TwoSideEnabled;
1964 struct gl_vertex_program *Current; /**< User-bound vertex program */
1965
1966 /** Currently enabled and valid vertex program (including internal
1967 * programs, user-defined vertex programs and GLSL vertex shaders).
1968 * This is the program we must use when rendering.
1969 */
1970 struct gl_vertex_program *_Current;
1971
1972 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1973
1974 /* For GL_NV_vertex_program only: */
1975 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1976 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1977
1978 /** Should fixed-function T&L be implemented with a vertex prog? */
1979 GLboolean _MaintainTnlProgram;
1980
1981 /** Program to emulate fixed-function T&L (see above) */
1982 struct gl_vertex_program *_TnlProgram;
1983
1984 /** Cache of fixed-function programs */
1985 struct gl_program_cache *Cache;
1986
1987 GLboolean _Overriden;
1988 };
1989
1990
1991 /**
1992 * Context state for geometry programs.
1993 */
1994 struct gl_geometry_program_state
1995 {
1996 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1997 GLboolean _Enabled; /**< Enabled and valid program? */
1998 struct gl_geometry_program *Current; /**< user-bound geometry program */
1999
2000 /** Currently enabled and valid program (including internal programs
2001 * and compiled shader programs).
2002 */
2003 struct gl_geometry_program *_Current;
2004
2005 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2006
2007 /** Cache of fixed-function programs */
2008 struct gl_program_cache *Cache;
2009 };
2010
2011 /**
2012 * Context state for fragment programs.
2013 */
2014 struct gl_fragment_program_state
2015 {
2016 GLboolean Enabled; /**< User-set fragment program enable flag */
2017 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2018 struct gl_fragment_program *Current; /**< User-bound fragment program */
2019
2020 /** Currently enabled and valid fragment program (including internal
2021 * programs, user-defined fragment programs and GLSL fragment shaders).
2022 * This is the program we must use when rendering.
2023 */
2024 struct gl_fragment_program *_Current;
2025
2026 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2027
2028 /** Should fixed-function texturing be implemented with a fragment prog? */
2029 GLboolean _MaintainTexEnvProgram;
2030
2031 /** Program to emulate fixed-function texture env/combine (see above) */
2032 struct gl_fragment_program *_TexEnvProgram;
2033
2034 /** Cache of fixed-function programs */
2035 struct gl_program_cache *Cache;
2036 };
2037
2038
2039 /**
2040 * ATI_fragment_shader runtime state
2041 */
2042 #define ATI_FS_INPUT_PRIMARY 0
2043 #define ATI_FS_INPUT_SECONDARY 1
2044
2045 struct atifs_instruction;
2046 struct atifs_setupinst;
2047
2048 /**
2049 * ATI fragment shader
2050 */
2051 struct ati_fragment_shader
2052 {
2053 GLuint Id;
2054 GLint RefCount;
2055 struct atifs_instruction *Instructions[2];
2056 struct atifs_setupinst *SetupInst[2];
2057 GLfloat Constants[8][4];
2058 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2059 GLubyte numArithInstr[2];
2060 GLubyte regsAssigned[2];
2061 GLubyte NumPasses; /**< 1 or 2 */
2062 GLubyte cur_pass;
2063 GLubyte last_optype;
2064 GLboolean interpinp1;
2065 GLboolean isValid;
2066 GLuint swizzlerq;
2067 };
2068
2069 /**
2070 * Context state for GL_ATI_fragment_shader
2071 */
2072 struct gl_ati_fragment_shader_state
2073 {
2074 GLboolean Enabled;
2075 GLboolean _Enabled; /**< enabled and valid shader? */
2076 GLboolean Compiling;
2077 GLfloat GlobalConstants[8][4];
2078 struct ati_fragment_shader *Current;
2079 };
2080
2081
2082 /**
2083 * Occlusion/timer query object.
2084 */
2085 struct gl_query_object
2086 {
2087 GLenum Target; /**< The query target, when active */
2088 GLuint Id; /**< hash table ID/name */
2089 GLuint64EXT Result; /**< the counter */
2090 GLboolean Active; /**< inside Begin/EndQuery */
2091 GLboolean Ready; /**< result is ready? */
2092 };
2093
2094
2095 /**
2096 * Context state for query objects.
2097 */
2098 struct gl_query_state
2099 {
2100 struct _mesa_HashTable *QueryObjects;
2101 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2102 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2103
2104 /** GL_NV_conditional_render */
2105 struct gl_query_object *CondRenderQuery;
2106
2107 /** GL_EXT_transform_feedback */
2108 struct gl_query_object *PrimitivesGenerated;
2109 struct gl_query_object *PrimitivesWritten;
2110
2111 /** GL_ARB_timer_query */
2112 struct gl_query_object *TimeElapsed;
2113
2114 GLenum CondRenderMode;
2115 };
2116
2117
2118 /** Sync object state */
2119 struct gl_sync_object {
2120 struct simple_node link;
2121 GLenum Type; /**< GL_SYNC_FENCE */
2122 GLuint Name; /**< Fence name */
2123 GLint RefCount; /**< Reference count */
2124 GLboolean DeletePending; /**< Object was deleted while there were still
2125 * live references (e.g., sync not yet finished)
2126 */
2127 GLenum SyncCondition;
2128 GLbitfield Flags; /**< Flags passed to glFenceSync */
2129 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2130 };
2131
2132
2133 /** Set by #pragma directives */
2134 struct gl_sl_pragmas
2135 {
2136 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2137 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2138 GLboolean Optimize; /**< defaults on */
2139 GLboolean Debug; /**< defaults off */
2140 };
2141
2142
2143 /**
2144 * A GLSL vertex or fragment shader object.
2145 */
2146 struct gl_shader
2147 {
2148 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2149 GLuint Name; /**< AKA the handle */
2150 GLint RefCount; /**< Reference count */
2151 GLboolean DeletePending;
2152 GLboolean CompileStatus;
2153 const GLchar *Source; /**< Source code string */
2154 GLuint SourceChecksum; /**< for debug/logging purposes */
2155 struct gl_program *Program; /**< Post-compile assembly code */
2156 GLchar *InfoLog;
2157 struct gl_sl_pragmas Pragmas;
2158
2159 unsigned Version; /**< GLSL version used for linking */
2160
2161 struct exec_list *ir;
2162 struct glsl_symbol_table *symbols;
2163
2164 /** Shaders containing built-in functions that are used for linking. */
2165 struct gl_shader *builtins_to_link[16];
2166 unsigned num_builtins_to_link;
2167 };
2168
2169
2170 /**
2171 * A GLSL program object.
2172 * Basically a linked collection of vertex and fragment shaders.
2173 */
2174 struct gl_shader_program
2175 {
2176 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2177 GLuint Name; /**< aka handle or ID */
2178 GLint RefCount; /**< Reference count */
2179 GLboolean DeletePending;
2180
2181 /**
2182 * Flags that the linker should not reject the program if it lacks
2183 * a vertex or fragment shader. GLES2 doesn't allow separate
2184 * shader objects, and would reject them. However, we internally
2185 * build separate shader objects for fixed function programs, which
2186 * we use for drivers/common/meta.c and for handling
2187 * _mesa_update_state with no program bound (for example in
2188 * glClear()).
2189 */
2190 GLboolean InternalSeparateShader;
2191
2192 GLuint NumShaders; /**< number of attached shaders */
2193 struct gl_shader **Shaders; /**< List of attached the shaders */
2194
2195 /**
2196 * User-defined attribute bindings
2197 *
2198 * These are set via \c glBindAttribLocation and are used to direct the
2199 * GLSL linker. These are \b not the values used in the compiled shader,
2200 * and they are \b not the values returned by \c glGetAttribLocation.
2201 */
2202 struct string_to_uint_map *AttributeBindings;
2203
2204 /**
2205 * User-defined fragment data bindings
2206 *
2207 * These are set via \c glBindFragDataLocation and are used to direct the
2208 * GLSL linker. These are \b not the values used in the compiled shader,
2209 * and they are \b not the values returned by \c glGetFragDataLocation.
2210 */
2211 struct string_to_uint_map *FragDataBindings;
2212
2213 /** Transform feedback varyings */
2214 struct {
2215 GLenum BufferMode;
2216 GLuint NumVarying;
2217 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2218 } TransformFeedback;
2219
2220 /** Post-link transform feedback info. */
2221 struct gl_transform_feedback_info LinkedTransformFeedback;
2222
2223 /** Geometry shader state - copied into gl_geometry_program at link time */
2224 struct {
2225 GLint VerticesOut;
2226 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2227 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2228 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2229 } Geom;
2230
2231 /** Vertex shader state - copied into gl_vertex_program at link time */
2232 struct {
2233 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2234 } Vert;
2235
2236 /* post-link info: */
2237 unsigned NumUserUniformStorage;
2238 struct gl_uniform_storage *UniformStorage;
2239
2240 /**
2241 * Map of active uniform names to locations
2242 *
2243 * Maps any active uniform that is not an array element to a location.
2244 * Each active uniform, including individual structure members will appear
2245 * in this map. This roughly corresponds to the set of names that would be
2246 * enumerated by \c glGetActiveUniform.
2247 */
2248 struct string_to_uint_map *UniformHash;
2249
2250 /**
2251 * Map from sampler unit to texture unit (set by glUniform1i())
2252 *
2253 * A sampler unit is associated with each sampler uniform by the linker.
2254 * The sampler unit associated with each uniform is stored in the
2255 * \c gl_uniform_storage::sampler field.
2256 */
2257 GLubyte SamplerUnits[MAX_SAMPLERS];
2258 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2259 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2260
2261 struct gl_program_parameter_list *Varying;
2262 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2263 GLboolean Validated;
2264 GLboolean _Used; /**< Ever used for drawing? */
2265 GLchar *InfoLog;
2266
2267 unsigned Version; /**< GLSL version used for linking */
2268
2269 /**
2270 * Per-stage shaders resulting from the first stage of linking.
2271 *
2272 * Set of linked shaders for this program. The array is accessed using the
2273 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2274 * \c NULL.
2275 */
2276 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2277 };
2278
2279
2280 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2281 #define GLSL_LOG 0x2 /**< Write shaders to files */
2282 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2283 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2284 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2285 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2286 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2287 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2288
2289
2290 /**
2291 * Context state for GLSL vertex/fragment shaders.
2292 */
2293 struct gl_shader_state
2294 {
2295 /**
2296 * Programs used for rendering
2297 *
2298 * There is a separate program set for each shader stage. If
2299 * GL_EXT_separate_shader_objects is not supported, each of these must point
2300 * to \c NULL or to the same program.
2301 */
2302 struct gl_shader_program *CurrentVertexProgram;
2303 struct gl_shader_program *CurrentGeometryProgram;
2304 struct gl_shader_program *CurrentFragmentProgram;
2305
2306 /**
2307 * Program used by glUniform calls.
2308 *
2309 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2310 */
2311 struct gl_shader_program *ActiveProgram;
2312
2313 GLbitfield Flags; /**< Mask of GLSL_x flags */
2314 };
2315
2316 /**
2317 * Compiler options for a single GLSL shaders type
2318 */
2319 struct gl_shader_compiler_options
2320 {
2321 /** Driver-selectable options: */
2322 GLboolean EmitCondCodes; /**< Use condition codes? */
2323 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2324 GLboolean EmitNoLoops;
2325 GLboolean EmitNoFunctions;
2326 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2327 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2328 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2329 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2330 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2331
2332 /**
2333 * \name Forms of indirect addressing the driver cannot do.
2334 */
2335 /*@{*/
2336 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2337 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2338 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2339 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2340 /*@}*/
2341
2342 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2343 GLuint MaxUnrollIterations;
2344
2345 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2346 };
2347
2348 /**
2349 * Transform feedback object state
2350 */
2351 struct gl_transform_feedback_object
2352 {
2353 GLuint Name; /**< AKA the object ID */
2354 GLint RefCount;
2355 GLboolean Active; /**< Is transform feedback enabled? */
2356 GLboolean Paused; /**< Is transform feedback paused? */
2357
2358 /** The feedback buffers */
2359 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2360 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2361
2362 /** Start of feedback data in dest buffer */
2363 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2364 /** Max data to put into dest buffer (in bytes) */
2365 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2366 };
2367
2368
2369 /**
2370 * Context state for transform feedback.
2371 */
2372 struct gl_transform_feedback
2373 {
2374 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2375
2376 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2377
2378 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2379 struct gl_buffer_object *CurrentBuffer;
2380
2381 /** The table of all transform feedback objects */
2382 struct _mesa_HashTable *Objects;
2383
2384 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2385 struct gl_transform_feedback_object *CurrentObject;
2386
2387 /** The default xform-fb object (Name==0) */
2388 struct gl_transform_feedback_object *DefaultObject;
2389 };
2390
2391
2392
2393 /**
2394 * State which can be shared by multiple contexts:
2395 */
2396 struct gl_shared_state
2397 {
2398 _glthread_Mutex Mutex; /**< for thread safety */
2399 GLint RefCount; /**< Reference count */
2400 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2401 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2402
2403 /** Default texture objects (shared by all texture units) */
2404 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2405
2406 /** Fallback texture used when a bound texture is incomplete */
2407 struct gl_texture_object *FallbackTex;
2408
2409 /**
2410 * \name Thread safety and statechange notification for texture
2411 * objects.
2412 *
2413 * \todo Improve the granularity of locking.
2414 */
2415 /*@{*/
2416 _glthread_Mutex TexMutex; /**< texobj thread safety */
2417 GLuint TextureStateStamp; /**< state notification for shared tex */
2418 /*@}*/
2419
2420 /** Default buffer object for vertex arrays that aren't in VBOs */
2421 struct gl_buffer_object *NullBufferObj;
2422
2423 /**
2424 * \name Vertex/geometry/fragment programs
2425 */
2426 /*@{*/
2427 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2428 struct gl_vertex_program *DefaultVertexProgram;
2429 struct gl_fragment_program *DefaultFragmentProgram;
2430 struct gl_geometry_program *DefaultGeometryProgram;
2431 /*@}*/
2432
2433 /* GL_ATI_fragment_shader */
2434 struct _mesa_HashTable *ATIShaders;
2435 struct ati_fragment_shader *DefaultFragmentShader;
2436
2437 struct _mesa_HashTable *BufferObjects;
2438
2439 /** Table of both gl_shader and gl_shader_program objects */
2440 struct _mesa_HashTable *ShaderObjects;
2441
2442 /* GL_EXT_framebuffer_object */
2443 struct _mesa_HashTable *RenderBuffers;
2444 struct _mesa_HashTable *FrameBuffers;
2445
2446 /* GL_ARB_sync */
2447 struct simple_node SyncObjects;
2448
2449 /** GL_ARB_sampler_objects */
2450 struct _mesa_HashTable *SamplerObjects;
2451
2452 void *DriverData; /**< Device driver shared state */
2453 };
2454
2455
2456
2457
2458 /**
2459 * A renderbuffer stores colors or depth values or stencil values.
2460 * A framebuffer object will have a collection of these.
2461 * Data are read/written to the buffer with a handful of Get/Put functions.
2462 *
2463 * Instances of this object are allocated with the Driver's NewRenderbuffer
2464 * hook. Drivers will likely wrap this class inside a driver-specific
2465 * class to simulate inheritance.
2466 */
2467 struct gl_renderbuffer
2468 {
2469 _glthread_Mutex Mutex; /**< for thread safety */
2470 GLuint ClassID; /**< Useful for drivers */
2471 GLuint Name;
2472 GLint RefCount;
2473 GLuint Width, Height;
2474 GLint RowStride; /**< Padded width in units of pixels */
2475 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2476
2477 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2478
2479 GLubyte NumSamples;
2480
2481 GLenum InternalFormat; /**< The user-specified format */
2482 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2483 GL_STENCIL_INDEX. */
2484 gl_format Format; /**< The actual renderbuffer memory format */
2485
2486 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2487 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2488
2489 /* Used to wrap one renderbuffer around another: */
2490 struct gl_renderbuffer *Wrapped;
2491
2492 /* Delete this renderbuffer */
2493 void (*Delete)(struct gl_renderbuffer *rb);
2494
2495 /* Allocate new storage for this renderbuffer */
2496 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2497 GLenum internalFormat,
2498 GLuint width, GLuint height);
2499
2500 /* Lock/Unlock are called before/after calling the Get/Put functions.
2501 * Not sure this is the right place for these yet.
2502 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2503 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2504 */
2505
2506 /* Return a pointer to the element/pixel at (x,y).
2507 * Should return NULL if the buffer memory can't be directly addressed.
2508 */
2509 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2510 GLint x, GLint y);
2511
2512 /* Get/Read a row of values.
2513 * The values will be of format _BaseFormat and type DataType.
2514 */
2515 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2516 GLint x, GLint y, void *values);
2517
2518 /* Get/Read values at arbitrary locations.
2519 * The values will be of format _BaseFormat and type DataType.
2520 */
2521 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2522 const GLint x[], const GLint y[], void *values);
2523
2524 /* Put/Write a row of values.
2525 * The values will be of format _BaseFormat and type DataType.
2526 */
2527 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2528 GLint x, GLint y, const void *values, const GLubyte *mask);
2529
2530 /* Put/Write a row of RGB values. This is a special-case routine that's
2531 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2532 * a common case for glDrawPixels and some triangle routines.
2533 * The values will be of format GL_RGB and type DataType.
2534 */
2535 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2536 GLint x, GLint y, const void *values, const GLubyte *mask);
2537
2538
2539 /* Put/Write a row of identical values.
2540 * The values will be of format _BaseFormat and type DataType.
2541 */
2542 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2543 GLint x, GLint y, const void *value, const GLubyte *mask);
2544
2545 /* Put/Write values at arbitrary locations.
2546 * The values will be of format _BaseFormat and type DataType.
2547 */
2548 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2549 const GLint x[], const GLint y[], const void *values,
2550 const GLubyte *mask);
2551 /* Put/Write identical values at arbitrary locations.
2552 * The values will be of format _BaseFormat and type DataType.
2553 */
2554 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2555 GLuint count, const GLint x[], const GLint y[],
2556 const void *value, const GLubyte *mask);
2557 };
2558
2559
2560 /**
2561 * A renderbuffer attachment points to either a texture object (and specifies
2562 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2563 */
2564 struct gl_renderbuffer_attachment
2565 {
2566 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2567 GLboolean Complete;
2568
2569 /**
2570 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2571 * application supplied renderbuffer object.
2572 */
2573 struct gl_renderbuffer *Renderbuffer;
2574
2575 /**
2576 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2577 * supplied texture object.
2578 */
2579 struct gl_texture_object *Texture;
2580 GLuint TextureLevel; /**< Attached mipmap level. */
2581 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2582 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2583 * and 2D array textures */
2584 };
2585
2586
2587 /**
2588 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2589 * In C++ terms, think of this as a base class from which device drivers
2590 * will make derived classes.
2591 */
2592 struct gl_framebuffer
2593 {
2594 _glthread_Mutex Mutex; /**< for thread safety */
2595 /**
2596 * If zero, this is a window system framebuffer. If non-zero, this
2597 * is a FBO framebuffer; note that for some devices (i.e. those with
2598 * a natural pixel coordinate system for FBOs that differs from the
2599 * OpenGL/Mesa coordinate system), this means that the viewport,
2600 * polygon face orientation, and polygon stipple will have to be inverted.
2601 */
2602 GLuint Name;
2603
2604 GLint RefCount;
2605 GLboolean DeletePending;
2606
2607 /**
2608 * The framebuffer's visual. Immutable if this is a window system buffer.
2609 * Computed from attachments if user-made FBO.
2610 */
2611 struct gl_config Visual;
2612
2613 GLboolean Initialized;
2614
2615 GLuint Width, Height; /**< size of frame buffer in pixels */
2616
2617 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2618 /*@{*/
2619 GLint _Xmin, _Xmax; /**< inclusive */
2620 GLint _Ymin, _Ymax; /**< exclusive */
2621 /*@}*/
2622
2623 /** \name Derived Z buffer stuff */
2624 /*@{*/
2625 GLuint _DepthMax; /**< Max depth buffer value */
2626 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2627 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2628 /*@}*/
2629
2630 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2631 GLenum _Status;
2632
2633 /** Integer color values */
2634 GLboolean _IntegerColor;
2635
2636 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2637 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2638
2639 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2640 * attribute group and GL_PIXEL attribute group, respectively.
2641 */
2642 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2643 GLenum ColorReadBuffer;
2644
2645 /** Computed from ColorDraw/ReadBuffer above */
2646 GLuint _NumColorDrawBuffers;
2647 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2648 GLint _ColorReadBufferIndex; /* -1 = None */
2649 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2650 struct gl_renderbuffer *_ColorReadBuffer;
2651
2652 /** The Actual depth/stencil buffers to use. May be wrappers around the
2653 * depth/stencil buffers attached above. */
2654 struct gl_renderbuffer *_DepthBuffer;
2655 struct gl_renderbuffer *_StencilBuffer;
2656
2657 /** Delete this framebuffer */
2658 void (*Delete)(struct gl_framebuffer *fb);
2659 };
2660
2661
2662 /**
2663 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2664 */
2665 struct gl_precision
2666 {
2667 GLushort RangeMin; /**< min value exponent */
2668 GLushort RangeMax; /**< max value exponent */
2669 GLushort Precision; /**< number of mantissa bits */
2670 };
2671
2672
2673 /**
2674 * Limits for vertex, geometry and fragment programs/shaders.
2675 */
2676 struct gl_program_constants
2677 {
2678 /* logical limits */
2679 GLuint MaxInstructions;
2680 GLuint MaxAluInstructions;
2681 GLuint MaxTexInstructions;
2682 GLuint MaxTexIndirections;
2683 GLuint MaxAttribs;
2684 GLuint MaxTemps;
2685 GLuint MaxAddressRegs;
2686 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2687 GLuint MaxParameters;
2688 GLuint MaxLocalParams;
2689 GLuint MaxEnvParams;
2690 /* native/hardware limits */
2691 GLuint MaxNativeInstructions;
2692 GLuint MaxNativeAluInstructions;
2693 GLuint MaxNativeTexInstructions;
2694 GLuint MaxNativeTexIndirections;
2695 GLuint MaxNativeAttribs;
2696 GLuint MaxNativeTemps;
2697 GLuint MaxNativeAddressRegs;
2698 GLuint MaxNativeParameters;
2699 /* For shaders */
2700 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2701 /* ES 2.0 and GL_ARB_ES2_compatibility */
2702 struct gl_precision LowFloat, MediumFloat, HighFloat;
2703 struct gl_precision LowInt, MediumInt, HighInt;
2704 };
2705
2706
2707 /**
2708 * Constants which may be overridden by device driver during context creation
2709 * but are never changed after that.
2710 */
2711 struct gl_constants
2712 {
2713 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2714 GLint MaxTextureLevels; /**< Max mipmap levels. */
2715 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2716 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2717 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2718 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2719 GLuint MaxTextureCoordUnits;
2720 GLuint MaxTextureImageUnits;
2721 GLuint MaxVertexTextureImageUnits;
2722 GLuint MaxCombinedTextureImageUnits;
2723 GLuint MaxGeometryTextureImageUnits;
2724 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2725 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2726 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2727 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2728
2729 GLuint MaxArrayLockSize;
2730
2731 GLint SubPixelBits;
2732
2733 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2734 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2735 GLfloat PointSizeGranularity;
2736 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2737 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2738 GLfloat LineWidthGranularity;
2739
2740 GLuint MaxColorTableSize;
2741
2742 GLuint MaxClipPlanes;
2743 GLuint MaxLights;
2744 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2745 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2746
2747 GLuint MaxViewportWidth, MaxViewportHeight;
2748
2749 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2750 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2751 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2752 GLuint MaxProgramMatrices;
2753 GLuint MaxProgramMatrixStackDepth;
2754
2755 /** vertex array / buffer object bounds checking */
2756 GLboolean CheckArrayBounds;
2757
2758 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2759
2760 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2761 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2762 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2763
2764 /** Number of varying vectors between vertex and fragment shaders */
2765 GLuint MaxVarying;
2766 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2767 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2768
2769 /** GL_ARB_geometry_shader4 */
2770 GLuint MaxGeometryOutputVertices;
2771 GLuint MaxGeometryTotalOutputComponents;
2772
2773 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2774
2775 /**
2776 * Does the driver support real 32-bit integers? (Otherwise, integers are
2777 * simulated via floats.)
2778 */
2779 GLboolean NativeIntegers;
2780
2781 /**
2782 * If the driver supports real 32-bit integers, what integer value should be
2783 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2784 */
2785 GLuint UniformBooleanTrue;
2786
2787 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2788 GLbitfield SupportedBumpUnits;
2789
2790 /**
2791 * Maximum amount of time, measured in nanseconds, that the server can wait.
2792 */
2793 GLuint64 MaxServerWaitTimeout;
2794
2795 /** GL_EXT_provoking_vertex */
2796 GLboolean QuadsFollowProvokingVertexConvention;
2797
2798 /** OpenGL version 3.0 */
2799 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2800
2801 /** OpenGL version 3.2 */
2802 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2803
2804 /** GL_EXT_transform_feedback */
2805 GLuint MaxTransformFeedbackSeparateAttribs;
2806 GLuint MaxTransformFeedbackSeparateComponents;
2807 GLuint MaxTransformFeedbackInterleavedComponents;
2808
2809 /** GL_EXT_gpu_shader4 */
2810 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2811
2812 /* GL_EXT_framebuffer_sRGB */
2813 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2814
2815 /* GL_ARB_robustness */
2816 GLenum ResetStrategy;
2817
2818 /**
2819 * Whether the implementation strips out and ignores texture borders.
2820 *
2821 * Many GPU hardware implementations don't support rendering with texture
2822 * borders and mipmapped textures. (Note: not static border color, but the
2823 * old 1-pixel border around each edge). Implementations then have to do
2824 * slow fallbacks to be correct, or just ignore the border and be fast but
2825 * wrong. Setting the flag stripts the border off of TexImage calls,
2826 * providing "fast but wrong" at significantly reduced driver complexity.
2827 *
2828 * Texture borders are deprecated in GL 3.0.
2829 **/
2830 GLboolean StripTextureBorder;
2831 };
2832
2833
2834 /**
2835 * Enable flag for each OpenGL extension. Different device drivers will
2836 * enable different extensions at runtime.
2837 */
2838 struct gl_extensions
2839 {
2840 GLboolean dummy; /* don't remove this! */
2841 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2842 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2843 GLboolean ARB_ES2_compatibility;
2844 GLboolean ARB_blend_func_extended;
2845 GLboolean ARB_color_buffer_float;
2846 GLboolean ARB_copy_buffer;
2847 GLboolean ARB_depth_buffer_float;
2848 GLboolean ARB_depth_clamp;
2849 GLboolean ARB_depth_texture;
2850 GLboolean ARB_draw_buffers_blend;
2851 GLboolean ARB_draw_elements_base_vertex;
2852 GLboolean ARB_draw_instanced;
2853 GLboolean ARB_fragment_coord_conventions;
2854 GLboolean ARB_fragment_program;
2855 GLboolean ARB_fragment_program_shadow;
2856 GLboolean ARB_fragment_shader;
2857 GLboolean ARB_framebuffer_object;
2858 GLboolean ARB_explicit_attrib_location;
2859 GLboolean ARB_geometry_shader4;
2860 GLboolean ARB_half_float_pixel;
2861 GLboolean ARB_half_float_vertex;
2862 GLboolean ARB_instanced_arrays;
2863 GLboolean ARB_map_buffer_range;
2864 GLboolean ARB_occlusion_query;
2865 GLboolean ARB_occlusion_query2;
2866 GLboolean ARB_point_sprite;
2867 GLboolean ARB_sampler_objects;
2868 GLboolean ARB_seamless_cube_map;
2869 GLboolean ARB_shader_objects;
2870 GLboolean ARB_shader_stencil_export;
2871 GLboolean ARB_shader_texture_lod;
2872 GLboolean ARB_shading_language_100;
2873 GLboolean ARB_shadow;
2874 GLboolean ARB_shadow_ambient;
2875 GLboolean ARB_sync;
2876 GLboolean ARB_texture_border_clamp;
2877 GLboolean ARB_texture_buffer_object;
2878 GLboolean ARB_texture_compression_rgtc;
2879 GLboolean ARB_texture_cube_map;
2880 GLboolean ARB_texture_env_combine;
2881 GLboolean ARB_texture_env_crossbar;
2882 GLboolean ARB_texture_env_dot3;
2883 GLboolean ARB_texture_float;
2884 GLboolean ARB_texture_multisample;
2885 GLboolean ARB_texture_non_power_of_two;
2886 GLboolean ARB_texture_rg;
2887 GLboolean ARB_texture_rgb10_a2ui;
2888 GLboolean ARB_texture_storage;
2889 GLboolean ARB_timer_query;
2890 GLboolean ARB_transform_feedback2;
2891 GLboolean ARB_transpose_matrix;
2892 GLboolean ARB_uniform_buffer_object;
2893 GLboolean ARB_vertex_array_object;
2894 GLboolean ARB_vertex_program;
2895 GLboolean ARB_vertex_shader;
2896 GLboolean ARB_vertex_type_2_10_10_10_rev;
2897 GLboolean ARB_window_pos;
2898 GLboolean EXT_blend_color;
2899 GLboolean EXT_blend_equation_separate;
2900 GLboolean EXT_blend_func_separate;
2901 GLboolean EXT_blend_minmax;
2902 GLboolean EXT_clip_volume_hint;
2903 GLboolean EXT_compiled_vertex_array;
2904 GLboolean EXT_depth_bounds_test;
2905 GLboolean EXT_draw_buffers2;
2906 GLboolean EXT_draw_range_elements;
2907 GLboolean EXT_fog_coord;
2908 GLboolean EXT_framebuffer_blit;
2909 GLboolean EXT_framebuffer_multisample;
2910 GLboolean EXT_framebuffer_object;
2911 GLboolean EXT_framebuffer_sRGB;
2912 GLboolean EXT_gpu_program_parameters;
2913 GLboolean EXT_gpu_shader4;
2914 GLboolean EXT_packed_depth_stencil;
2915 GLboolean EXT_packed_float;
2916 GLboolean EXT_packed_pixels;
2917 GLboolean EXT_pixel_buffer_object;
2918 GLboolean EXT_point_parameters;
2919 GLboolean EXT_provoking_vertex;
2920 GLboolean EXT_rescale_normal;
2921 GLboolean EXT_shadow_funcs;
2922 GLboolean EXT_secondary_color;
2923 GLboolean EXT_separate_shader_objects;
2924 GLboolean EXT_separate_specular_color;
2925 GLboolean EXT_stencil_two_side;
2926 GLboolean EXT_texture3D;
2927 GLboolean EXT_texture_array;
2928 GLboolean EXT_texture_compression_latc;
2929 GLboolean EXT_texture_compression_s3tc;
2930 GLboolean EXT_texture_env_dot3;
2931 GLboolean EXT_texture_filter_anisotropic;
2932 GLboolean EXT_texture_integer;
2933 GLboolean EXT_texture_mirror_clamp;
2934 GLboolean EXT_texture_shared_exponent;
2935 GLboolean EXT_texture_snorm;
2936 GLboolean EXT_texture_sRGB;
2937 GLboolean EXT_texture_sRGB_decode;
2938 GLboolean EXT_texture_swizzle;
2939 GLboolean EXT_transform_feedback;
2940 GLboolean EXT_timer_query;
2941 GLboolean EXT_vertex_array_bgra;
2942 GLboolean OES_standard_derivatives;
2943 /* vendor extensions */
2944 GLboolean AMD_conservative_depth;
2945 GLboolean AMD_seamless_cubemap_per_texture;
2946 GLboolean APPLE_packed_pixels;
2947 GLboolean APPLE_vertex_array_object;
2948 GLboolean APPLE_object_purgeable;
2949 GLboolean ATI_envmap_bumpmap;
2950 GLboolean ATI_texture_compression_3dc;
2951 GLboolean ATI_texture_mirror_once;
2952 GLboolean ATI_texture_env_combine3;
2953 GLboolean ATI_fragment_shader;
2954 GLboolean ATI_separate_stencil;
2955 GLboolean IBM_rasterpos_clip;
2956 GLboolean IBM_multimode_draw_arrays;
2957 GLboolean MESA_pack_invert;
2958 GLboolean MESA_resize_buffers;
2959 GLboolean MESA_ycbcr_texture;
2960 GLboolean MESA_texture_array;
2961 GLboolean NV_blend_square;
2962 GLboolean NV_conditional_render;
2963 GLboolean NV_fog_distance;
2964 GLboolean NV_fragment_program;
2965 GLboolean NV_fragment_program_option;
2966 GLboolean NV_light_max_exponent;
2967 GLboolean NV_point_sprite;
2968 GLboolean NV_primitive_restart;
2969 GLboolean NV_texture_barrier;
2970 GLboolean NV_texgen_reflection;
2971 GLboolean NV_texture_env_combine4;
2972 GLboolean NV_texture_rectangle;
2973 GLboolean NV_vertex_program;
2974 GLboolean NV_vertex_program1_1;
2975 GLboolean SGIS_texture_lod;
2976 GLboolean TDFX_texture_compression_FXT1;
2977 GLboolean S3_s3tc;
2978 GLboolean OES_EGL_image;
2979 GLboolean OES_draw_texture;
2980 GLboolean OES_EGL_image_external;
2981 GLboolean extension_sentinel;
2982 /** The extension string */
2983 const GLubyte *String;
2984 /** Number of supported extensions */
2985 GLuint Count;
2986 };
2987
2988
2989 /**
2990 * A stack of matrices (projection, modelview, color, texture, etc).
2991 */
2992 struct gl_matrix_stack
2993 {
2994 GLmatrix *Top; /**< points into Stack */
2995 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2996 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2997 GLuint MaxDepth; /**< size of Stack[] array */
2998 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2999 };
3000
3001
3002 /**
3003 * \name Bits for image transfer operations
3004 * \sa __struct gl_contextRec::ImageTransferState.
3005 */
3006 /*@{*/
3007 #define IMAGE_SCALE_BIAS_BIT 0x1
3008 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3009 #define IMAGE_MAP_COLOR_BIT 0x4
3010 #define IMAGE_CLAMP_BIT 0x800
3011
3012
3013 /** Pixel Transfer ops */
3014 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3015 IMAGE_SHIFT_OFFSET_BIT | \
3016 IMAGE_MAP_COLOR_BIT)
3017
3018 /**
3019 * \name Bits to indicate what state has changed.
3020 */
3021 /*@{*/
3022 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3023 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3024 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3025 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3026 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3027 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3028 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3029 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3030 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3031 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3032 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3033 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3034 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3035 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3036 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3037 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3038 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3039 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3040 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3041 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3042 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3043 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3044 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3045 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3046 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3047 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3048 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3049 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3050 #define _NEW_BUFFER_OBJECT (1 << 28)
3051 #define _NEW_FRAG_CLAMP (1 << 29)
3052 #define _NEW_ALL ~0
3053 /*@}*/
3054
3055
3056 /**
3057 * \name Bits to track array state changes
3058 *
3059 * Also used to summarize array enabled.
3060 */
3061 /*@{*/
3062 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3063 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3064 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3065 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3066 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3067 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3068 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3069 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3070 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3071 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3072 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3073 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3074 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3075 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3076 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3077 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3078 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3079 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3080 #define _NEW_ARRAY_ALL 0xffffffff
3081
3082
3083 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3084 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3085 /*@}*/
3086
3087
3088
3089 /**
3090 * \name A bunch of flags that we think might be useful to drivers.
3091 *
3092 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3093 */
3094 /*@{*/
3095 #define DD_FLATSHADE 0x1
3096 #define DD_SEPARATE_SPECULAR 0x2
3097 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3098 #define DD_TRI_LIGHT_TWOSIDE 0x8
3099 #define DD_TRI_UNFILLED 0x10
3100 #define DD_TRI_SMOOTH 0x20
3101 #define DD_TRI_STIPPLE 0x40
3102 #define DD_TRI_OFFSET 0x80
3103 #define DD_LINE_SMOOTH 0x100
3104 #define DD_LINE_STIPPLE 0x200
3105 #define DD_POINT_SMOOTH 0x400
3106 #define DD_POINT_ATTEN 0x800
3107 #define DD_TRI_TWOSTENCIL 0x1000
3108 /*@}*/
3109
3110
3111 /**
3112 * \name Define the state changes under which each of these bits might change
3113 */
3114 /*@{*/
3115 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3116 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3117 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3118 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3119 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3120 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3121 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3122 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3123 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3124 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3125 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3126 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3127 #define _DD_NEW_POINT_SIZE _NEW_POINT
3128 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3129 /*@}*/
3130
3131
3132 /**
3133 * Composite state flags
3134 */
3135 /*@{*/
3136 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3137 _NEW_TEXTURE | \
3138 _NEW_POINT | \
3139 _NEW_PROGRAM | \
3140 _NEW_MODELVIEW)
3141 /*@}*/
3142
3143
3144
3145
3146 /* This has to be included here. */
3147 #include "dd.h"
3148
3149
3150 /**
3151 * Display list flags.
3152 * Strictly this is a tnl-private concept, but it doesn't seem
3153 * worthwhile adding a tnl private structure just to hold this one bit
3154 * of information:
3155 */
3156 #define DLIST_DANGLING_REFS 0x1
3157
3158
3159 /** Opaque declaration of display list payload data type */
3160 union gl_dlist_node;
3161
3162
3163 /**
3164 * Provide a location where information about a display list can be
3165 * collected. Could be extended with driverPrivate structures,
3166 * etc. in the future.
3167 */
3168 struct gl_display_list
3169 {
3170 GLuint Name;
3171 GLbitfield Flags; /**< DLIST_x flags */
3172 /** The dlist commands are in a linked list of nodes */
3173 union gl_dlist_node *Head;
3174 };
3175
3176
3177 /**
3178 * State used during display list compilation and execution.
3179 */
3180 struct gl_dlist_state
3181 {
3182 GLuint CallDepth; /**< Current recursion calling depth */
3183
3184 struct gl_display_list *CurrentList; /**< List currently being compiled */
3185 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3186 GLuint CurrentPos; /**< Index into current block of nodes */
3187
3188 GLvertexformat ListVtxfmt;
3189
3190 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3191 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3192
3193 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3194 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3195
3196 GLubyte ActiveIndex;
3197 GLfloat CurrentIndex;
3198
3199 GLubyte ActiveEdgeFlag;
3200 GLboolean CurrentEdgeFlag;
3201
3202 struct {
3203 /* State known to have been set by the currently-compiling display
3204 * list. Used to eliminate some redundant state changes.
3205 */
3206 GLenum ShadeModel;
3207 } Current;
3208 };
3209
3210
3211 /**
3212 * Enum for the OpenGL APIs we know about and may support.
3213 */
3214 typedef enum
3215 {
3216 API_OPENGL,
3217 API_OPENGLES,
3218 API_OPENGLES2
3219 } gl_api;
3220
3221
3222 /**
3223 * Mesa rendering context.
3224 *
3225 * This is the central context data structure for Mesa. Almost all
3226 * OpenGL state is contained in this structure.
3227 * Think of this as a base class from which device drivers will derive
3228 * sub classes.
3229 *
3230 * The struct gl_context typedef names this structure.
3231 */
3232 struct gl_context
3233 {
3234 /** State possibly shared with other contexts in the address space */
3235 struct gl_shared_state *Shared;
3236
3237 /** \name API function pointer tables */
3238 /*@{*/
3239 gl_api API;
3240 struct _glapi_table *Save; /**< Display list save functions */
3241 struct _glapi_table *Exec; /**< Execute functions */
3242 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3243 /*@}*/
3244
3245 struct gl_config Visual;
3246 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3247 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3248 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3249 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3250
3251 /**
3252 * Device driver function pointer table
3253 */
3254 struct dd_function_table Driver;
3255
3256 void *DriverCtx; /**< Points to device driver context/state */
3257
3258 /** Core/Driver constants */
3259 struct gl_constants Const;
3260
3261 /** \name The various 4x4 matrix stacks */
3262 /*@{*/
3263 struct gl_matrix_stack ModelviewMatrixStack;
3264 struct gl_matrix_stack ProjectionMatrixStack;
3265 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3266 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3267 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3268 /*@}*/
3269
3270 /** Combined modelview and projection matrix */
3271 GLmatrix _ModelProjectMatrix;
3272
3273 /** \name Display lists */
3274 struct gl_dlist_state ListState;
3275
3276 GLboolean ExecuteFlag; /**< Execute GL commands? */
3277 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3278
3279 /** Extension information */
3280 struct gl_extensions Extensions;
3281
3282 /** Version info */
3283 GLuint VersionMajor, VersionMinor;
3284 char *VersionString;
3285
3286 /** \name State attribute stack (for glPush/PopAttrib) */
3287 /*@{*/
3288 GLuint AttribStackDepth;
3289 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3290 /*@}*/
3291
3292 /** \name Renderer attribute groups
3293 *
3294 * We define a struct for each attribute group to make pushing and popping
3295 * attributes easy. Also it's a good organization.
3296 */
3297 /*@{*/
3298 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3299 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3300 struct gl_current_attrib Current; /**< Current attributes */
3301 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3302 struct gl_eval_attrib Eval; /**< Eval attributes */
3303 struct gl_fog_attrib Fog; /**< Fog attributes */
3304 struct gl_hint_attrib Hint; /**< Hint attributes */
3305 struct gl_light_attrib Light; /**< Light attributes */
3306 struct gl_line_attrib Line; /**< Line attributes */
3307 struct gl_list_attrib List; /**< List attributes */
3308 struct gl_multisample_attrib Multisample;
3309 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3310 struct gl_point_attrib Point; /**< Point attributes */
3311 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3312 GLuint PolygonStipple[32]; /**< Polygon stipple */
3313 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3314 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3315 struct gl_texture_attrib Texture; /**< Texture attributes */
3316 struct gl_transform_attrib Transform; /**< Transformation attributes */
3317 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3318 /*@}*/
3319
3320 /** \name Client attribute stack */
3321 /*@{*/
3322 GLuint ClientAttribStackDepth;
3323 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3324 /*@}*/
3325
3326 /** \name Client attribute groups */
3327 /*@{*/
3328 struct gl_array_attrib Array; /**< Vertex arrays */
3329 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3330 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3331 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3332 /*@}*/
3333
3334 /** \name Other assorted state (not pushed/popped on attribute stack) */
3335 /*@{*/
3336 struct gl_pixelmaps PixelMaps;
3337
3338 struct gl_evaluators EvalMap; /**< All evaluators */
3339 struct gl_feedback Feedback; /**< Feedback */
3340 struct gl_selection Select; /**< Selection */
3341
3342 struct gl_program_state Program; /**< general program state */
3343 struct gl_vertex_program_state VertexProgram;
3344 struct gl_fragment_program_state FragmentProgram;
3345 struct gl_geometry_program_state GeometryProgram;
3346 struct gl_ati_fragment_shader_state ATIFragmentShader;
3347
3348 struct gl_shader_state Shader; /**< GLSL shader object state */
3349 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3350
3351 struct gl_query_state Query; /**< occlusion, timer queries */
3352
3353 struct gl_transform_feedback TransformFeedback;
3354
3355 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3356 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3357 /*@}*/
3358
3359 struct gl_meta_state *Meta; /**< for "meta" operations */
3360
3361 /* GL_EXT_framebuffer_object */
3362 struct gl_renderbuffer *CurrentRenderbuffer;
3363
3364 GLenum ErrorValue; /**< Last error code */
3365
3366 /* GL_ARB_robustness */
3367 GLenum ResetStatus;
3368
3369 /**
3370 * Recognize and silence repeated error debug messages in buggy apps.
3371 */
3372 const char *ErrorDebugFmtString;
3373 GLuint ErrorDebugCount;
3374
3375 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3376 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3377
3378 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3379
3380 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3381
3382 /** \name Derived state */
3383 /*@{*/
3384 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3385 * state validation so they need to always be current.
3386 */
3387 GLbitfield _TriangleCaps;
3388 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3389 GLfloat _EyeZDir[3];
3390 GLfloat _ModelViewInvScale;
3391 GLboolean _NeedEyeCoords;
3392 GLboolean _ForceEyeCoords;
3393
3394 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3395
3396 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3397 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3398 /**@}*/
3399
3400 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3401
3402 /** \name For debugging/development only */
3403 /*@{*/
3404 GLboolean FirstTimeCurrent;
3405 /*@}*/
3406
3407 /** software compression/decompression supported or not */
3408 GLboolean Mesa_DXTn;
3409
3410 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3411
3412 /**
3413 * Use dp4 (rather than mul/mad) instructions for position
3414 * transformation?
3415 */
3416 GLboolean mvp_with_dp4;
3417
3418 /**
3419 * \name Hooks for module contexts.
3420 *
3421 * These will eventually live in the driver or elsewhere.
3422 */
3423 /*@{*/
3424 void *swrast_context;
3425 void *swsetup_context;
3426 void *swtnl_context;
3427 void *swtnl_im;
3428 struct st_context *st;
3429 void *aelt_context;
3430 /*@}*/
3431 };
3432
3433
3434 #ifdef DEBUG
3435 extern int MESA_VERBOSE;
3436 extern int MESA_DEBUG_FLAGS;
3437 # define MESA_FUNCTION __FUNCTION__
3438 #else
3439 # define MESA_VERBOSE 0
3440 # define MESA_DEBUG_FLAGS 0
3441 # define MESA_FUNCTION "a function"
3442 # ifndef NDEBUG
3443 # define NDEBUG
3444 # endif
3445 #endif
3446
3447
3448 /** The MESA_VERBOSE var is a bitmask of these flags */
3449 enum _verbose
3450 {
3451 VERBOSE_VARRAY = 0x0001,
3452 VERBOSE_TEXTURE = 0x0002,
3453 VERBOSE_MATERIAL = 0x0004,
3454 VERBOSE_PIPELINE = 0x0008,
3455 VERBOSE_DRIVER = 0x0010,
3456 VERBOSE_STATE = 0x0020,
3457 VERBOSE_API = 0x0040,
3458 VERBOSE_DISPLAY_LIST = 0x0100,
3459 VERBOSE_LIGHTING = 0x0200,
3460 VERBOSE_PRIMS = 0x0400,
3461 VERBOSE_VERTS = 0x0800,
3462 VERBOSE_DISASSEM = 0x1000,
3463 VERBOSE_DRAW = 0x2000,
3464 VERBOSE_SWAPBUFFERS = 0x4000
3465 };
3466
3467
3468 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3469 enum _debug
3470 {
3471 DEBUG_ALWAYS_FLUSH = 0x1
3472 };
3473
3474
3475
3476 #ifdef __cplusplus
3477 }
3478 #endif
3479
3480 #endif /* MTYPES_H */