mesa: renumber remaining DD_ constants
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS \
199 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216 typedef enum
217 {
218 VERT_RESULT_HPOS = 0,
219 VERT_RESULT_COL0 = 1,
220 VERT_RESULT_COL1 = 2,
221 VERT_RESULT_FOGC = 3,
222 VERT_RESULT_TEX0 = 4,
223 VERT_RESULT_TEX1 = 5,
224 VERT_RESULT_TEX2 = 6,
225 VERT_RESULT_TEX3 = 7,
226 VERT_RESULT_TEX4 = 8,
227 VERT_RESULT_TEX5 = 9,
228 VERT_RESULT_TEX6 = 10,
229 VERT_RESULT_TEX7 = 11,
230 VERT_RESULT_PSIZ = 12,
231 VERT_RESULT_BFC0 = 13,
232 VERT_RESULT_BFC1 = 14,
233 VERT_RESULT_EDGE = 15,
234 VERT_RESULT_CLIP_VERTEX = 16,
235 VERT_RESULT_CLIP_DIST0 = 17,
236 VERT_RESULT_CLIP_DIST1 = 18,
237 VERT_RESULT_VAR0 = 19, /**< shader varying */
238 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
249 GEOM_ATTRIB_POSITION = 0,
250 GEOM_ATTRIB_COLOR0 = 1,
251 GEOM_ATTRIB_COLOR1 = 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255 GEOM_ATTRIB_POINT_SIZE = 6,
256 GEOM_ATTRIB_CLIP_VERTEX = 7,
257 GEOM_ATTRIB_PRIMITIVE_ID = 8,
258 GEOM_ATTRIB_TEX_COORD = 9,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
291 GEOM_RESULT_COL0 = 1,
292 GEOM_RESULT_COL1 = 2,
293 GEOM_RESULT_SCOL0 = 3,
294 GEOM_RESULT_SCOL1 = 4,
295 GEOM_RESULT_FOGC = 5,
296 GEOM_RESULT_TEX0 = 6,
297 GEOM_RESULT_TEX1 = 7,
298 GEOM_RESULT_TEX2 = 8,
299 GEOM_RESULT_TEX3 = 9,
300 GEOM_RESULT_TEX4 = 10,
301 GEOM_RESULT_TEX5 = 11,
302 GEOM_RESULT_TEX6 = 12,
303 GEOM_RESULT_TEX7 = 13,
304 GEOM_RESULT_PSIZ = 14,
305 GEOM_RESULT_CLPV = 15,
306 GEOM_RESULT_PRID = 16,
307 GEOM_RESULT_LAYR = 17,
308 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312
313
314 /**
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319 typedef enum
320 {
321 FRAG_ATTRIB_WPOS = 0,
322 FRAG_ATTRIB_COL0 = 1,
323 FRAG_ATTRIB_COL1 = 2,
324 FRAG_ATTRIB_FOGC = 3,
325 FRAG_ATTRIB_TEX0 = 4,
326 FRAG_ATTRIB_TEX1 = 5,
327 FRAG_ATTRIB_TEX2 = 6,
328 FRAG_ATTRIB_TEX3 = 7,
329 FRAG_ATTRIB_TEX4 = 8,
330 FRAG_ATTRIB_TEX5 = 9,
331 FRAG_ATTRIB_TEX6 = 10,
332 FRAG_ATTRIB_TEX7 = 11,
333 FRAG_ATTRIB_FACE = 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0 = 14,
336 FRAG_ATTRIB_CLIP_DIST1 = 15,
337 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
338 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354 if (vert_result >= VERT_RESULT_CLIP_DIST0)
355 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356 else if (vert_result <= VERT_RESULT_TEX7)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
422 FRAG_RESULT_DEPTH = 0,
423 FRAG_RESULT_STENCIL = 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
426 */
427 FRAG_RESULT_COLOR = 2,
428
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
523 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
524 GLuint redMask, greenMask, blueMask, alphaMask;
525 GLint rgbBits; /* total bits for rgb */
526 GLint indexBits; /* total bits for colorindex */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel;
541 /* colors are floats scaled to ints */
542 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543 GLint transparentIndex;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth;
551 GLint maxPbufferHeight;
552 GLint maxPbufferPixels;
553 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
588
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
620
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 /**
633 * Light source state.
634 */
635 struct gl_light
636 {
637 struct gl_light *next; /**< double linked list with sentinel */
638 struct gl_light *prev;
639
640 GLfloat Ambient[4]; /**< ambient color */
641 GLfloat Diffuse[4]; /**< diffuse color */
642 GLfloat Specular[4]; /**< specular color */
643 GLfloat EyePosition[4]; /**< position in eye coordinates */
644 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
645 GLfloat SpotExponent;
646 GLfloat SpotCutoff; /**< in degrees */
647 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
648 GLfloat ConstantAttenuation;
649 GLfloat LinearAttenuation;
650 GLfloat QuadraticAttenuation;
651 GLboolean Enabled; /**< On/off flag */
652
653 /**
654 * \name Derived fields
655 */
656 /*@{*/
657 GLbitfield _Flags; /**< State */
658
659 GLfloat _Position[4]; /**< position in eye/obj coordinates */
660 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
661 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
662 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
663 GLfloat _VP_inf_spot_attenuation;
664
665 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
666 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
667 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
668 /*@}*/
669 };
670
671
672 /**
673 * Light model state.
674 */
675 struct gl_lightmodel
676 {
677 GLfloat Ambient[4]; /**< ambient color */
678 GLboolean LocalViewer; /**< Local (or infinite) view point? */
679 GLboolean TwoSide; /**< Two (or one) sided lighting? */
680 GLenum ColorControl; /**< either GL_SINGLE_COLOR
681 * or GL_SEPARATE_SPECULAR_COLOR */
682 };
683
684
685 /**
686 * Material state.
687 */
688 struct gl_material
689 {
690 GLfloat Attrib[MAT_ATTRIB_MAX][4];
691 };
692
693
694 /**
695 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
696 */
697 struct gl_accum_attrib
698 {
699 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
700 };
701
702
703 /**
704 * Used for storing clear color, texture border color, etc.
705 * The float values are typically unclamped.
706 */
707 union gl_color_union
708 {
709 GLfloat f[4];
710 GLint i[4];
711 GLuint ui[4];
712 };
713
714
715 /**
716 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
717 */
718 struct gl_colorbuffer_attrib
719 {
720 GLuint ClearIndex; /**< Index for glClear */
721 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
722 GLuint IndexMask; /**< Color index write mask */
723 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
724
725 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
726
727 /**
728 * \name alpha testing
729 */
730 /*@{*/
731 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
732 GLenum AlphaFunc; /**< Alpha test function */
733 GLfloat AlphaRefUnclamped;
734 GLclampf AlphaRef; /**< Alpha reference value */
735 /*@}*/
736
737 /**
738 * \name Blending
739 */
740 /*@{*/
741 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
742
743 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
744 * control, only on the fixed-pointness of the render target.
745 * The query does however depend on fragment color clamping.
746 */
747 GLfloat BlendColorUnclamped[4]; /**< Blending color */
748 GLfloat BlendColor[4]; /**< Blending color */
749
750 struct
751 {
752 GLenum SrcRGB; /**< RGB blend source term */
753 GLenum DstRGB; /**< RGB blend dest term */
754 GLenum SrcA; /**< Alpha blend source term */
755 GLenum DstA; /**< Alpha blend dest term */
756 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
757 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
758 } Blend[MAX_DRAW_BUFFERS];
759 /** Are the blend func terms currently different for each buffer/target? */
760 GLboolean _BlendFuncPerBuffer;
761 /** Are the blend equations currently different for each buffer/target? */
762 GLboolean _BlendEquationPerBuffer;
763 /*@}*/
764
765 /**
766 * \name Logic op
767 */
768 /*@{*/
769 GLenum LogicOp; /**< Logic operator */
770 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
771 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
772 /*@}*/
773
774 GLboolean DitherFlag; /**< Dither enable flag */
775
776 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
777 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
778 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
779 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
780
781 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
782 };
783
784
785 /**
786 * Current attribute group (GL_CURRENT_BIT).
787 */
788 struct gl_current_attrib
789 {
790 /**
791 * \name Current vertex attributes.
792 * \note Values are valid only after FLUSH_VERTICES has been called.
793 * \note Index and Edgeflag current values are stored as floats in the
794 * SIX and SEVEN attribute slots.
795 */
796 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
797
798 /**
799 * \name Current raster position attributes (always valid).
800 * \note This set of attributes is very similar to the SWvertex struct.
801 */
802 /*@{*/
803 GLfloat RasterPos[4];
804 GLfloat RasterDistance;
805 GLfloat RasterColor[4];
806 GLfloat RasterSecondaryColor[4];
807 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
808 GLboolean RasterPosValid;
809 /*@}*/
810 };
811
812
813 /**
814 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
815 */
816 struct gl_depthbuffer_attrib
817 {
818 GLenum Func; /**< Function for depth buffer compare */
819 GLclampd Clear; /**< Value to clear depth buffer to */
820 GLboolean Test; /**< Depth buffering enabled flag */
821 GLboolean Mask; /**< Depth buffer writable? */
822 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
823 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
824 };
825
826
827 /**
828 * Evaluator attribute group (GL_EVAL_BIT).
829 */
830 struct gl_eval_attrib
831 {
832 /**
833 * \name Enable bits
834 */
835 /*@{*/
836 GLboolean Map1Color4;
837 GLboolean Map1Index;
838 GLboolean Map1Normal;
839 GLboolean Map1TextureCoord1;
840 GLboolean Map1TextureCoord2;
841 GLboolean Map1TextureCoord3;
842 GLboolean Map1TextureCoord4;
843 GLboolean Map1Vertex3;
844 GLboolean Map1Vertex4;
845 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
846 GLboolean Map2Color4;
847 GLboolean Map2Index;
848 GLboolean Map2Normal;
849 GLboolean Map2TextureCoord1;
850 GLboolean Map2TextureCoord2;
851 GLboolean Map2TextureCoord3;
852 GLboolean Map2TextureCoord4;
853 GLboolean Map2Vertex3;
854 GLboolean Map2Vertex4;
855 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
856 GLboolean AutoNormal;
857 /*@}*/
858
859 /**
860 * \name Map Grid endpoints and divisions and calculated du values
861 */
862 /*@{*/
863 GLint MapGrid1un;
864 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
865 GLint MapGrid2un, MapGrid2vn;
866 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
867 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
868 /*@}*/
869 };
870
871
872 /**
873 * Fog attribute group (GL_FOG_BIT).
874 */
875 struct gl_fog_attrib
876 {
877 GLboolean Enabled; /**< Fog enabled flag */
878 GLfloat ColorUnclamped[4]; /**< Fog color */
879 GLfloat Color[4]; /**< Fog color */
880 GLfloat Density; /**< Density >= 0.0 */
881 GLfloat Start; /**< Start distance in eye coords */
882 GLfloat End; /**< End distance in eye coords */
883 GLfloat Index; /**< Fog index */
884 GLenum Mode; /**< Fog mode */
885 GLboolean ColorSumEnabled;
886 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
887 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
888 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
889 };
890
891
892 /**
893 * Hint attribute group (GL_HINT_BIT).
894 *
895 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
896 */
897 struct gl_hint_attrib
898 {
899 GLenum PerspectiveCorrection;
900 GLenum PointSmooth;
901 GLenum LineSmooth;
902 GLenum PolygonSmooth;
903 GLenum Fog;
904 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
905 GLenum TextureCompression; /**< GL_ARB_texture_compression */
906 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
907 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
908 };
909
910 /**
911 * Light state flags.
912 */
913 /*@{*/
914 #define LIGHT_SPOT 0x1
915 #define LIGHT_LOCAL_VIEWER 0x2
916 #define LIGHT_POSITIONAL 0x4
917 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
918 /*@}*/
919
920
921 /**
922 * Lighting attribute group (GL_LIGHT_BIT).
923 */
924 struct gl_light_attrib
925 {
926 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
927 struct gl_lightmodel Model; /**< Lighting model */
928
929 /**
930 * Must flush FLUSH_VERTICES before referencing:
931 */
932 /*@{*/
933 struct gl_material Material; /**< Includes front & back values */
934 /*@}*/
935
936 GLboolean Enabled; /**< Lighting enabled flag */
937 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
938 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
939 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
940 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
941 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
942 GLboolean ColorMaterialEnabled;
943 GLenum ClampVertexColor;
944 GLboolean _ClampVertexColor;
945
946 struct gl_light EnabledList; /**< List sentinel */
947
948 /**
949 * Derived state for optimizations:
950 */
951 /*@{*/
952 GLboolean _NeedEyeCoords;
953 GLboolean _NeedVertices; /**< Use fast shader? */
954 GLfloat _BaseColor[2][3];
955 /*@}*/
956 };
957
958
959 /**
960 * Line attribute group (GL_LINE_BIT).
961 */
962 struct gl_line_attrib
963 {
964 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
965 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
966 GLushort StipplePattern; /**< Stipple pattern */
967 GLint StippleFactor; /**< Stipple repeat factor */
968 GLfloat Width; /**< Line width */
969 };
970
971
972 /**
973 * Display list attribute group (GL_LIST_BIT).
974 */
975 struct gl_list_attrib
976 {
977 GLuint ListBase;
978 };
979
980
981 /**
982 * Multisample attribute group (GL_MULTISAMPLE_BIT).
983 */
984 struct gl_multisample_attrib
985 {
986 GLboolean Enabled;
987 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
988 GLboolean SampleAlphaToCoverage;
989 GLboolean SampleAlphaToOne;
990 GLboolean SampleCoverage;
991 GLfloat SampleCoverageValue;
992 GLboolean SampleCoverageInvert;
993 };
994
995
996 /**
997 * A pixelmap (see glPixelMap)
998 */
999 struct gl_pixelmap
1000 {
1001 GLint Size;
1002 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1003 };
1004
1005
1006 /**
1007 * Collection of all pixelmaps
1008 */
1009 struct gl_pixelmaps
1010 {
1011 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1012 struct gl_pixelmap GtoG;
1013 struct gl_pixelmap BtoB;
1014 struct gl_pixelmap AtoA;
1015 struct gl_pixelmap ItoR;
1016 struct gl_pixelmap ItoG;
1017 struct gl_pixelmap ItoB;
1018 struct gl_pixelmap ItoA;
1019 struct gl_pixelmap ItoI;
1020 struct gl_pixelmap StoS;
1021 };
1022
1023
1024 /**
1025 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1026 */
1027 struct gl_pixel_attrib
1028 {
1029 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1030
1031 /*--- Begin Pixel Transfer State ---*/
1032 /* Fields are in the order in which they're applied... */
1033
1034 /** Scale & Bias (index shift, offset) */
1035 /*@{*/
1036 GLfloat RedBias, RedScale;
1037 GLfloat GreenBias, GreenScale;
1038 GLfloat BlueBias, BlueScale;
1039 GLfloat AlphaBias, AlphaScale;
1040 GLfloat DepthBias, DepthScale;
1041 GLint IndexShift, IndexOffset;
1042 /*@}*/
1043
1044 /* Pixel Maps */
1045 /* Note: actual pixel maps are not part of this attrib group */
1046 GLboolean MapColorFlag;
1047 GLboolean MapStencilFlag;
1048
1049 /*--- End Pixel Transfer State ---*/
1050
1051 /** glPixelZoom */
1052 GLfloat ZoomX, ZoomY;
1053 };
1054
1055
1056 /**
1057 * Point attribute group (GL_POINT_BIT).
1058 */
1059 struct gl_point_attrib
1060 {
1061 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1062 GLfloat Size; /**< User-specified point size */
1063 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1064 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1065 GLfloat Threshold; /**< GL_EXT_point_parameters */
1066 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1067 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1068 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1069 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1070 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1071 };
1072
1073
1074 /**
1075 * Polygon attribute group (GL_POLYGON_BIT).
1076 */
1077 struct gl_polygon_attrib
1078 {
1079 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1080 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1081 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1082 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1083 GLboolean CullFlag; /**< Culling on/off flag */
1084 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1085 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1086 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1087 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1088 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1089 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1090 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1091 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1092 };
1093
1094
1095 /**
1096 * Scissor attributes (GL_SCISSOR_BIT).
1097 */
1098 struct gl_scissor_attrib
1099 {
1100 GLboolean Enabled; /**< Scissor test enabled? */
1101 GLint X, Y; /**< Lower left corner of box */
1102 GLsizei Width, Height; /**< Size of box */
1103 };
1104
1105
1106 /**
1107 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1108 *
1109 * Three sets of stencil data are tracked so that OpenGL 2.0,
1110 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1111 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1112 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1113 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1114 * GL_EXT_stencil_two_side GL_BACK state.
1115 *
1116 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1117 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1118 *
1119 * The derived value \c _TestTwoSide is set when the front-face and back-face
1120 * stencil state are different.
1121 */
1122 struct gl_stencil_attrib
1123 {
1124 GLboolean Enabled; /**< Enabled flag */
1125 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1126 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1127 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1128 GLboolean _TestTwoSide;
1129 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1130 GLenum Function[3]; /**< Stencil function */
1131 GLenum FailFunc[3]; /**< Fail function */
1132 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1133 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1134 GLint Ref[3]; /**< Reference value */
1135 GLuint ValueMask[3]; /**< Value mask */
1136 GLuint WriteMask[3]; /**< Write mask */
1137 GLuint Clear; /**< Clear value */
1138 };
1139
1140
1141 /**
1142 * An index for each type of texture object. These correspond to the GL
1143 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1144 * Note: the order is from highest priority to lowest priority.
1145 */
1146 typedef enum
1147 {
1148 TEXTURE_BUFFER_INDEX,
1149 TEXTURE_2D_ARRAY_INDEX,
1150 TEXTURE_1D_ARRAY_INDEX,
1151 TEXTURE_EXTERNAL_INDEX,
1152 TEXTURE_CUBE_INDEX,
1153 TEXTURE_3D_INDEX,
1154 TEXTURE_RECT_INDEX,
1155 TEXTURE_2D_INDEX,
1156 TEXTURE_1D_INDEX,
1157 NUM_TEXTURE_TARGETS
1158 } gl_texture_index;
1159
1160
1161 /**
1162 * Bit flags for each type of texture object
1163 * Used for Texture.Unit[]._ReallyEnabled flags.
1164 */
1165 /*@{*/
1166 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1167 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1168 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1169 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1170 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1171 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1172 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1173 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1174 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1175 /*@}*/
1176
1177
1178 /**
1179 * TexGenEnabled flags.
1180 */
1181 /*@{*/
1182 #define S_BIT 1
1183 #define T_BIT 2
1184 #define R_BIT 4
1185 #define Q_BIT 8
1186 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1187 /*@}*/
1188
1189
1190 /**
1191 * Bit flag versions of the corresponding GL_ constants.
1192 */
1193 /*@{*/
1194 #define TEXGEN_SPHERE_MAP 0x1
1195 #define TEXGEN_OBJ_LINEAR 0x2
1196 #define TEXGEN_EYE_LINEAR 0x4
1197 #define TEXGEN_REFLECTION_MAP_NV 0x8
1198 #define TEXGEN_NORMAL_MAP_NV 0x10
1199
1200 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1201 TEXGEN_REFLECTION_MAP_NV | \
1202 TEXGEN_NORMAL_MAP_NV)
1203 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1204 TEXGEN_REFLECTION_MAP_NV | \
1205 TEXGEN_NORMAL_MAP_NV | \
1206 TEXGEN_EYE_LINEAR)
1207 /*@}*/
1208
1209
1210
1211 /** Tex-gen enabled for texture unit? */
1212 #define ENABLE_TEXGEN(unit) (1 << (unit))
1213
1214 /** Non-identity texture matrix for texture unit? */
1215 #define ENABLE_TEXMAT(unit) (1 << (unit))
1216
1217
1218 /**
1219 * Texture image state. Drivers will typically create a subclass of this
1220 * with extra fields for memory buffers, etc.
1221 */
1222 struct gl_texture_image
1223 {
1224 GLint InternalFormat; /**< Internal format as given by the user */
1225 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1226 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1227 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1228 * GL_DEPTH_STENCIL_EXT only. Used for
1229 * choosing TexEnv arithmetic.
1230 */
1231 gl_format TexFormat; /**< The actual texture memory format */
1232
1233 GLuint Border; /**< 0 or 1 */
1234 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1235 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1236 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1237 GLuint Width2; /**< = Width - 2*Border */
1238 GLuint Height2; /**< = Height - 2*Border */
1239 GLuint Depth2; /**< = Depth - 2*Border */
1240 GLuint WidthLog2; /**< = log2(Width2) */
1241 GLuint HeightLog2; /**< = log2(Height2) */
1242 GLuint DepthLog2; /**< = log2(Depth2) */
1243 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1244
1245 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1246 GLuint Level; /**< Which mipmap level am I? */
1247 /** Cube map face: index into gl_texture_object::Image[] array */
1248 GLuint Face;
1249 };
1250
1251
1252 /**
1253 * Indexes for cube map faces.
1254 */
1255 typedef enum
1256 {
1257 FACE_POS_X = 0,
1258 FACE_NEG_X = 1,
1259 FACE_POS_Y = 2,
1260 FACE_NEG_Y = 3,
1261 FACE_POS_Z = 4,
1262 FACE_NEG_Z = 5,
1263 MAX_FACES = 6
1264 } gl_face_index;
1265
1266
1267 /**
1268 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1269 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1270 */
1271 struct gl_sampler_object
1272 {
1273 GLuint Name;
1274 GLint RefCount;
1275
1276 GLenum WrapS; /**< S-axis texture image wrap mode */
1277 GLenum WrapT; /**< T-axis texture image wrap mode */
1278 GLenum WrapR; /**< R-axis texture image wrap mode */
1279 GLenum MinFilter; /**< minification filter */
1280 GLenum MagFilter; /**< magnification filter */
1281 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1282 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1283 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1284 GLfloat LodBias; /**< OpenGL 1.4 */
1285 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1286 GLenum CompareMode; /**< GL_ARB_shadow */
1287 GLenum CompareFunc; /**< GL_ARB_shadow */
1288 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1289 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1290 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1291
1292 /* deprecated sampler state */
1293 GLenum DepthMode; /**< GL_ARB_depth_texture */
1294 };
1295
1296
1297 /**
1298 * Texture object state. Contains the array of mipmap images, border color,
1299 * wrap modes, filter modes, and shadow/texcompare state.
1300 */
1301 struct gl_texture_object
1302 {
1303 _glthread_Mutex Mutex; /**< for thread safety */
1304 GLint RefCount; /**< reference count */
1305 GLuint Name; /**< the user-visible texture object ID */
1306 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1307
1308 struct gl_sampler_object Sampler;
1309
1310 GLfloat Priority; /**< in [0,1] */
1311 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1312 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1313 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1314 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1315 GLint CropRect[4]; /**< GL_OES_draw_texture */
1316 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1317 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1318 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1319 GLboolean _Complete; /**< Is texture object complete? */
1320 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1321 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1322 GLboolean Immutable; /**< GL_ARB_texture_storage */
1323
1324 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1325 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1326
1327 /** GL_ARB_texture_buffer_object */
1328 struct gl_buffer_object *BufferObject;
1329 GLenum BufferObjectFormat;
1330
1331 /** GL_OES_EGL_image_external */
1332 GLint RequiredTextureImageUnits;
1333 };
1334
1335
1336 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1337 #define MAX_COMBINER_TERMS 4
1338
1339
1340 /**
1341 * Texture combine environment state.
1342 */
1343 struct gl_tex_env_combine_state
1344 {
1345 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1346 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1347 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1348 GLenum SourceRGB[MAX_COMBINER_TERMS];
1349 GLenum SourceA[MAX_COMBINER_TERMS];
1350 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1351 GLenum OperandRGB[MAX_COMBINER_TERMS];
1352 GLenum OperandA[MAX_COMBINER_TERMS];
1353 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1354 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1355 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1356 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1357 };
1358
1359
1360 /**
1361 * Texture coord generation state.
1362 */
1363 struct gl_texgen
1364 {
1365 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1366 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1367 GLfloat ObjectPlane[4];
1368 GLfloat EyePlane[4];
1369 };
1370
1371
1372 /**
1373 * Texture unit state. Contains enable flags, texture environment/function/
1374 * combiners, texgen state, and pointers to current texture objects.
1375 */
1376 struct gl_texture_unit
1377 {
1378 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1379 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1380
1381 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1382 GLclampf EnvColor[4];
1383 GLfloat EnvColorUnclamped[4];
1384
1385 struct gl_texgen GenS;
1386 struct gl_texgen GenT;
1387 struct gl_texgen GenR;
1388 struct gl_texgen GenQ;
1389 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1390 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1391
1392 GLfloat LodBias; /**< for biasing mipmap levels */
1393 GLenum BumpTarget;
1394 GLfloat RotMatrix[4]; /* 2x2 matrix */
1395
1396 /** Current sampler object (GL_ARB_sampler_objects) */
1397 struct gl_sampler_object *Sampler;
1398
1399 /**
1400 * \name GL_EXT_texture_env_combine
1401 */
1402 struct gl_tex_env_combine_state Combine;
1403
1404 /**
1405 * Derived state based on \c EnvMode and the \c BaseFormat of the
1406 * currently enabled texture.
1407 */
1408 struct gl_tex_env_combine_state _EnvMode;
1409
1410 /**
1411 * Currently enabled combiner state. This will point to either
1412 * \c Combine or \c _EnvMode.
1413 */
1414 struct gl_tex_env_combine_state *_CurrentCombine;
1415
1416 /** Current texture object pointers */
1417 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1418
1419 /** Points to highest priority, complete and enabled texture object */
1420 struct gl_texture_object *_Current;
1421 };
1422
1423
1424 /**
1425 * Texture attribute group (GL_TEXTURE_BIT).
1426 */
1427 struct gl_texture_attrib
1428 {
1429 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1430 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1431
1432 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1433
1434 /** GL_ARB_texture_buffer_object */
1435 struct gl_buffer_object *BufferObject;
1436
1437 /** GL_ARB_seamless_cubemap */
1438 GLboolean CubeMapSeamless;
1439
1440 /** Texture units/samplers used by vertex or fragment texturing */
1441 GLbitfield _EnabledUnits;
1442
1443 /** Texture coord units/sets used for fragment texturing */
1444 GLbitfield _EnabledCoordUnits;
1445
1446 /** Texture coord units that have texgen enabled */
1447 GLbitfield _TexGenEnabled;
1448
1449 /** Texture coord units that have non-identity matrices */
1450 GLbitfield _TexMatEnabled;
1451
1452 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1453 GLbitfield _GenFlags;
1454 };
1455
1456
1457 /**
1458 * Data structure representing a single clip plane (e.g. one of the elements
1459 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1460 */
1461 typedef GLfloat gl_clip_plane[4];
1462
1463
1464 /**
1465 * Transformation attribute group (GL_TRANSFORM_BIT).
1466 */
1467 struct gl_transform_attrib
1468 {
1469 GLenum MatrixMode; /**< Matrix mode */
1470 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1471 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1472 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1473 GLboolean Normalize; /**< Normalize all normals? */
1474 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1475 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1476 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1477
1478 GLfloat CullEyePos[4];
1479 GLfloat CullObjPos[4];
1480 };
1481
1482
1483 /**
1484 * Viewport attribute group (GL_VIEWPORT_BIT).
1485 */
1486 struct gl_viewport_attrib
1487 {
1488 GLint X, Y; /**< position */
1489 GLsizei Width, Height; /**< size */
1490 GLfloat Near, Far; /**< Depth buffer range */
1491 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1492 };
1493
1494
1495 /**
1496 * GL_ARB_vertex/pixel_buffer_object buffer object
1497 */
1498 struct gl_buffer_object
1499 {
1500 _glthread_Mutex Mutex;
1501 GLint RefCount;
1502 GLuint Name;
1503 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1504 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1505 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1506 /** Fields describing a mapped buffer */
1507 /*@{*/
1508 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1509 GLvoid *Pointer; /**< User-space address of mapping */
1510 GLintptr Offset; /**< Mapped offset */
1511 GLsizeiptr Length; /**< Mapped length */
1512 /*@}*/
1513 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1514 GLboolean Written; /**< Ever written to? (for debugging) */
1515 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1516 };
1517
1518
1519 /**
1520 * Client pixel packing/unpacking attributes
1521 */
1522 struct gl_pixelstore_attrib
1523 {
1524 GLint Alignment;
1525 GLint RowLength;
1526 GLint SkipPixels;
1527 GLint SkipRows;
1528 GLint ImageHeight;
1529 GLint SkipImages;
1530 GLboolean SwapBytes;
1531 GLboolean LsbFirst;
1532 GLboolean Invert; /**< GL_MESA_pack_invert */
1533 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1534 };
1535
1536
1537 /**
1538 * Client vertex array attributes
1539 */
1540 struct gl_client_array
1541 {
1542 GLint Size; /**< components per element (1,2,3,4) */
1543 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1544 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1545 GLsizei Stride; /**< user-specified stride */
1546 GLsizei StrideB; /**< actual stride in bytes */
1547 const GLubyte *Ptr; /**< Points to array data */
1548 GLboolean Enabled; /**< Enabled flag is a boolean */
1549 GLboolean Normalized; /**< GL_ARB_vertex_program */
1550 GLboolean Integer; /**< Integer-valued? */
1551 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1552 GLuint _ElementSize; /**< size of each element in bytes */
1553
1554 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1555 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1556 };
1557
1558
1559 /**
1560 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1561 * extension, but a nice encapsulation in any case.
1562 */
1563 struct gl_array_object
1564 {
1565 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1566 GLuint Name;
1567
1568 GLint RefCount;
1569 _glthread_Mutex Mutex;
1570
1571 /**
1572 * Does the VAO use ARB semantics or Apple semantics?
1573 *
1574 * There are several ways in which ARB_vertex_array_object and
1575 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1576 * least,
1577 *
1578 * - ARB VAOs require that all array data be sourced from vertex buffer
1579 * objects, but Apple VAOs do not.
1580 *
1581 * - ARB VAOs require that names come from GenVertexArrays.
1582 *
1583 * This flag notes which behavior governs this VAO.
1584 */
1585 GLboolean ARBsemantics;
1586
1587 /**
1588 * Has this array object been bound?
1589 */
1590 GLboolean _Used;
1591
1592 /** Vertex attribute arrays */
1593 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1594
1595 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1596 GLbitfield64 _Enabled;
1597
1598 /**
1599 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1600 * we can determine the max legal (in bounds) glDrawElements array index.
1601 */
1602 GLuint _MaxElement;
1603
1604 struct gl_buffer_object *ElementArrayBufferObj;
1605 };
1606
1607
1608 /**
1609 * Vertex array state
1610 */
1611 struct gl_array_attrib
1612 {
1613 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1614 struct gl_array_object *ArrayObj;
1615
1616 /** The default vertex array object */
1617 struct gl_array_object *DefaultArrayObj;
1618
1619 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1620 struct _mesa_HashTable *Objects;
1621
1622 GLint ActiveTexture; /**< Client Active Texture */
1623 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1624 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1625
1626 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1627 GLboolean PrimitiveRestart;
1628 GLuint RestartIndex;
1629
1630 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1631 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1632
1633 /* GL_ARB_vertex_buffer_object */
1634 struct gl_buffer_object *ArrayBufferObj;
1635 };
1636
1637
1638 /**
1639 * Feedback buffer state
1640 */
1641 struct gl_feedback
1642 {
1643 GLenum Type;
1644 GLbitfield _Mask; /**< FB_* bits */
1645 GLfloat *Buffer;
1646 GLuint BufferSize;
1647 GLuint Count;
1648 };
1649
1650
1651 /**
1652 * Selection buffer state
1653 */
1654 struct gl_selection
1655 {
1656 GLuint *Buffer; /**< selection buffer */
1657 GLuint BufferSize; /**< size of the selection buffer */
1658 GLuint BufferCount; /**< number of values in the selection buffer */
1659 GLuint Hits; /**< number of records in the selection buffer */
1660 GLuint NameStackDepth; /**< name stack depth */
1661 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1662 GLboolean HitFlag; /**< hit flag */
1663 GLfloat HitMinZ; /**< minimum hit depth */
1664 GLfloat HitMaxZ; /**< maximum hit depth */
1665 };
1666
1667
1668 /**
1669 * 1-D Evaluator control points
1670 */
1671 struct gl_1d_map
1672 {
1673 GLuint Order; /**< Number of control points */
1674 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1675 GLfloat *Points; /**< Points to contiguous control points */
1676 };
1677
1678
1679 /**
1680 * 2-D Evaluator control points
1681 */
1682 struct gl_2d_map
1683 {
1684 GLuint Uorder; /**< Number of control points in U dimension */
1685 GLuint Vorder; /**< Number of control points in V dimension */
1686 GLfloat u1, u2, du;
1687 GLfloat v1, v2, dv;
1688 GLfloat *Points; /**< Points to contiguous control points */
1689 };
1690
1691
1692 /**
1693 * All evaluator control point state
1694 */
1695 struct gl_evaluators
1696 {
1697 /**
1698 * \name 1-D maps
1699 */
1700 /*@{*/
1701 struct gl_1d_map Map1Vertex3;
1702 struct gl_1d_map Map1Vertex4;
1703 struct gl_1d_map Map1Index;
1704 struct gl_1d_map Map1Color4;
1705 struct gl_1d_map Map1Normal;
1706 struct gl_1d_map Map1Texture1;
1707 struct gl_1d_map Map1Texture2;
1708 struct gl_1d_map Map1Texture3;
1709 struct gl_1d_map Map1Texture4;
1710 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1711 /*@}*/
1712
1713 /**
1714 * \name 2-D maps
1715 */
1716 /*@{*/
1717 struct gl_2d_map Map2Vertex3;
1718 struct gl_2d_map Map2Vertex4;
1719 struct gl_2d_map Map2Index;
1720 struct gl_2d_map Map2Color4;
1721 struct gl_2d_map Map2Normal;
1722 struct gl_2d_map Map2Texture1;
1723 struct gl_2d_map Map2Texture2;
1724 struct gl_2d_map Map2Texture3;
1725 struct gl_2d_map Map2Texture4;
1726 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1727 /*@}*/
1728 };
1729
1730
1731 struct gl_transform_feedback_varying_info
1732 {
1733 char *Name;
1734 GLenum Type;
1735 GLint Size;
1736 };
1737
1738
1739 /**
1740 * Per-output info vertex shaders for transform feedback.
1741 */
1742 struct gl_transform_feedback_output
1743 {
1744 unsigned OutputRegister;
1745 unsigned OutputBuffer;
1746 unsigned NumComponents;
1747
1748 /** offset (in DWORDs) of this output within the interleaved structure */
1749 unsigned DstOffset;
1750
1751 /**
1752 * Offset into the output register of the data to output. For example,
1753 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1754 * offset is in the y and z components of the output register.
1755 */
1756 unsigned ComponentOffset;
1757 };
1758
1759
1760 /** Post-link transform feedback info. */
1761 struct gl_transform_feedback_info
1762 {
1763 unsigned NumOutputs;
1764
1765 /**
1766 * Number of transform feedback buffers in use by this program.
1767 */
1768 unsigned NumBuffers;
1769
1770 struct gl_transform_feedback_output *Outputs;
1771
1772 /** Transform feedback varyings used for the linking of this shader program.
1773 *
1774 * Use for glGetTransformFeedbackVarying().
1775 */
1776 struct gl_transform_feedback_varying_info *Varyings;
1777 GLint NumVarying;
1778
1779 /**
1780 * Total number of components stored in each buffer. This may be used by
1781 * hardware back-ends to determine the correct stride when interleaving
1782 * multiple transform feedback outputs in the same buffer.
1783 */
1784 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1785 };
1786
1787
1788 /**
1789 * Transform feedback object state
1790 */
1791 struct gl_transform_feedback_object
1792 {
1793 GLuint Name; /**< AKA the object ID */
1794 GLint RefCount;
1795 GLboolean Active; /**< Is transform feedback enabled? */
1796 GLboolean Paused; /**< Is transform feedback paused? */
1797 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1798 at least once? */
1799
1800 /** The feedback buffers */
1801 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
1802 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
1803
1804 /** Start of feedback data in dest buffer */
1805 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
1806 /** Max data to put into dest buffer (in bytes) */
1807 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
1808 };
1809
1810
1811 /**
1812 * Context state for transform feedback.
1813 */
1814 struct gl_transform_feedback_state
1815 {
1816 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1817
1818 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1819 struct gl_buffer_object *CurrentBuffer;
1820
1821 /** The table of all transform feedback objects */
1822 struct _mesa_HashTable *Objects;
1823
1824 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1825 struct gl_transform_feedback_object *CurrentObject;
1826
1827 /** The default xform-fb object (Name==0) */
1828 struct gl_transform_feedback_object *DefaultObject;
1829 };
1830
1831
1832 /**
1833 * Names of the various vertex/fragment program register files, etc.
1834 *
1835 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1836 * All values should fit in a 4-bit field.
1837 *
1838 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1839 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1840 * be "uniform" variables since they can only be set outside glBegin/End.
1841 * They're also all stored in the same Parameters array.
1842 */
1843 typedef enum
1844 {
1845 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1846 PROGRAM_INPUT, /**< machine->Inputs[] */
1847 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1848 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1849 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1850 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1851 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1852 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1853 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1854 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1855 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1856 PROGRAM_ADDRESS, /**< machine->AddressReg */
1857 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1858 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1859 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1860 PROGRAM_FILE_MAX
1861 } gl_register_file;
1862
1863
1864 /**
1865 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1866 * one of these values.
1867 */
1868 typedef enum
1869 {
1870 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1871 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1872 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1873 SYSTEM_VALUE_MAX /**< Number of values */
1874 } gl_system_value;
1875
1876
1877 /**
1878 * The possible interpolation qualifiers that can be applied to a fragment
1879 * shader input in GLSL.
1880 *
1881 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1882 * gl_fragment_program data structure to 0 causes the default behavior.
1883 */
1884 enum glsl_interp_qualifier
1885 {
1886 INTERP_QUALIFIER_NONE = 0,
1887 INTERP_QUALIFIER_SMOOTH,
1888 INTERP_QUALIFIER_FLAT,
1889 INTERP_QUALIFIER_NOPERSPECTIVE
1890 };
1891
1892
1893 /**
1894 * \brief Layout qualifiers for gl_FragDepth.
1895 *
1896 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1897 * a layout qualifier.
1898 *
1899 * \see enum ir_depth_layout
1900 */
1901 enum gl_frag_depth_layout
1902 {
1903 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1904 FRAG_DEPTH_LAYOUT_ANY,
1905 FRAG_DEPTH_LAYOUT_GREATER,
1906 FRAG_DEPTH_LAYOUT_LESS,
1907 FRAG_DEPTH_LAYOUT_UNCHANGED
1908 };
1909
1910
1911 /**
1912 * Base class for any kind of program object
1913 */
1914 struct gl_program
1915 {
1916 GLuint Id;
1917 GLubyte *String; /**< Null-terminated program text */
1918 GLint RefCount;
1919 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1920 GLenum Format; /**< String encoding format */
1921 GLboolean Resident;
1922
1923 struct prog_instruction *Instructions;
1924
1925 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1926 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1927 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1928 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1929 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1930 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1931 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1932 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1933
1934
1935 /** Named parameters, constants, etc. from program text */
1936 struct gl_program_parameter_list *Parameters;
1937 /** Numbered local parameters */
1938 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1939
1940 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1941 GLubyte SamplerUnits[MAX_SAMPLERS];
1942
1943 /** Bitmask of which register files are read/written with indirect
1944 * addressing. Mask of (1 << PROGRAM_x) bits.
1945 */
1946 GLbitfield IndirectRegisterFiles;
1947
1948 /** Logical counts */
1949 /*@{*/
1950 GLuint NumInstructions;
1951 GLuint NumTemporaries;
1952 GLuint NumParameters;
1953 GLuint NumAttributes;
1954 GLuint NumAddressRegs;
1955 GLuint NumAluInstructions;
1956 GLuint NumTexInstructions;
1957 GLuint NumTexIndirections;
1958 /*@}*/
1959 /** Native, actual h/w counts */
1960 /*@{*/
1961 GLuint NumNativeInstructions;
1962 GLuint NumNativeTemporaries;
1963 GLuint NumNativeParameters;
1964 GLuint NumNativeAttributes;
1965 GLuint NumNativeAddressRegs;
1966 GLuint NumNativeAluInstructions;
1967 GLuint NumNativeTexInstructions;
1968 GLuint NumNativeTexIndirections;
1969 /*@}*/
1970 };
1971
1972
1973 /** Vertex program object */
1974 struct gl_vertex_program
1975 {
1976 struct gl_program Base; /**< base class */
1977 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1978 GLboolean IsPositionInvariant;
1979 GLboolean UsesClipDistance;
1980 };
1981
1982
1983 /** Geometry program object */
1984 struct gl_geometry_program
1985 {
1986 struct gl_program Base; /**< base class */
1987
1988 GLint VerticesOut;
1989 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1990 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1991 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1992 };
1993
1994
1995 /** Fragment program object */
1996 struct gl_fragment_program
1997 {
1998 struct gl_program Base; /**< base class */
1999 GLboolean UsesKill; /**< shader uses KIL instruction */
2000 GLboolean OriginUpperLeft;
2001 GLboolean PixelCenterInteger;
2002 enum gl_frag_depth_layout FragDepthLayout;
2003
2004 /**
2005 * GLSL interpolation qualifier associated with each fragment shader input.
2006 * For inputs that do not have an interpolation qualifier specified in
2007 * GLSL, the value is INTERP_QUALIFIER_NONE.
2008 */
2009 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2010 };
2011
2012
2013 /**
2014 * State common to vertex and fragment programs.
2015 */
2016 struct gl_program_state
2017 {
2018 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2019 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2020 };
2021
2022
2023 /**
2024 * Context state for vertex programs.
2025 */
2026 struct gl_vertex_program_state
2027 {
2028 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2029 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2030 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2031 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2032 /** Computed two sided lighting for fixed function/programs. */
2033 GLboolean _TwoSideEnabled;
2034 struct gl_vertex_program *Current; /**< User-bound vertex program */
2035
2036 /** Currently enabled and valid vertex program (including internal
2037 * programs, user-defined vertex programs and GLSL vertex shaders).
2038 * This is the program we must use when rendering.
2039 */
2040 struct gl_vertex_program *_Current;
2041
2042 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2043
2044 /* For GL_NV_vertex_program only: */
2045 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2046 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2047
2048 /** Should fixed-function T&L be implemented with a vertex prog? */
2049 GLboolean _MaintainTnlProgram;
2050
2051 /** Program to emulate fixed-function T&L (see above) */
2052 struct gl_vertex_program *_TnlProgram;
2053
2054 /** Cache of fixed-function programs */
2055 struct gl_program_cache *Cache;
2056
2057 GLboolean _Overriden;
2058 };
2059
2060
2061 /**
2062 * Context state for geometry programs.
2063 */
2064 struct gl_geometry_program_state
2065 {
2066 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2067 GLboolean _Enabled; /**< Enabled and valid program? */
2068 struct gl_geometry_program *Current; /**< user-bound geometry program */
2069
2070 /** Currently enabled and valid program (including internal programs
2071 * and compiled shader programs).
2072 */
2073 struct gl_geometry_program *_Current;
2074
2075 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2076
2077 /** Cache of fixed-function programs */
2078 struct gl_program_cache *Cache;
2079 };
2080
2081 /**
2082 * Context state for fragment programs.
2083 */
2084 struct gl_fragment_program_state
2085 {
2086 GLboolean Enabled; /**< User-set fragment program enable flag */
2087 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2088 struct gl_fragment_program *Current; /**< User-bound fragment program */
2089
2090 /** Currently enabled and valid fragment program (including internal
2091 * programs, user-defined fragment programs and GLSL fragment shaders).
2092 * This is the program we must use when rendering.
2093 */
2094 struct gl_fragment_program *_Current;
2095
2096 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2097
2098 /** Should fixed-function texturing be implemented with a fragment prog? */
2099 GLboolean _MaintainTexEnvProgram;
2100
2101 /** Program to emulate fixed-function texture env/combine (see above) */
2102 struct gl_fragment_program *_TexEnvProgram;
2103
2104 /** Cache of fixed-function programs */
2105 struct gl_program_cache *Cache;
2106 };
2107
2108
2109 /**
2110 * ATI_fragment_shader runtime state
2111 */
2112 #define ATI_FS_INPUT_PRIMARY 0
2113 #define ATI_FS_INPUT_SECONDARY 1
2114
2115 struct atifs_instruction;
2116 struct atifs_setupinst;
2117
2118 /**
2119 * ATI fragment shader
2120 */
2121 struct ati_fragment_shader
2122 {
2123 GLuint Id;
2124 GLint RefCount;
2125 struct atifs_instruction *Instructions[2];
2126 struct atifs_setupinst *SetupInst[2];
2127 GLfloat Constants[8][4];
2128 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2129 GLubyte numArithInstr[2];
2130 GLubyte regsAssigned[2];
2131 GLubyte NumPasses; /**< 1 or 2 */
2132 GLubyte cur_pass;
2133 GLubyte last_optype;
2134 GLboolean interpinp1;
2135 GLboolean isValid;
2136 GLuint swizzlerq;
2137 };
2138
2139 /**
2140 * Context state for GL_ATI_fragment_shader
2141 */
2142 struct gl_ati_fragment_shader_state
2143 {
2144 GLboolean Enabled;
2145 GLboolean _Enabled; /**< enabled and valid shader? */
2146 GLboolean Compiling;
2147 GLfloat GlobalConstants[8][4];
2148 struct ati_fragment_shader *Current;
2149 };
2150
2151
2152 /** Set by #pragma directives */
2153 struct gl_sl_pragmas
2154 {
2155 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2156 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2157 GLboolean Optimize; /**< defaults on */
2158 GLboolean Debug; /**< defaults off */
2159 };
2160
2161
2162 /**
2163 * A GLSL vertex or fragment shader object.
2164 */
2165 struct gl_shader
2166 {
2167 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2168 GLuint Name; /**< AKA the handle */
2169 GLint RefCount; /**< Reference count */
2170 GLboolean DeletePending;
2171 GLboolean CompileStatus;
2172 const GLchar *Source; /**< Source code string */
2173 GLuint SourceChecksum; /**< for debug/logging purposes */
2174 struct gl_program *Program; /**< Post-compile assembly code */
2175 GLchar *InfoLog;
2176 struct gl_sl_pragmas Pragmas;
2177
2178 unsigned Version; /**< GLSL version used for linking */
2179
2180 /**
2181 * \name Sampler tracking
2182 *
2183 * \note Each of these fields is only set post-linking.
2184 */
2185 /*@{*/
2186 unsigned num_samplers; /**< Number of samplers used by this shader. */
2187 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2188 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2189 /*@}*/
2190
2191 /**
2192 * Number of uniform components used by this shader.
2193 *
2194 * This field is only set post-linking.
2195 */
2196 unsigned num_uniform_components;
2197
2198 struct exec_list *ir;
2199 struct glsl_symbol_table *symbols;
2200
2201 /** Shaders containing built-in functions that are used for linking. */
2202 struct gl_shader *builtins_to_link[16];
2203 unsigned num_builtins_to_link;
2204 };
2205
2206
2207 /**
2208 * Shader stages. Note that these will become 5 with tessellation.
2209 * These MUST have the same values as gallium's PIPE_SHADER_*
2210 */
2211 typedef enum
2212 {
2213 MESA_SHADER_VERTEX = 0,
2214 MESA_SHADER_FRAGMENT = 1,
2215 MESA_SHADER_GEOMETRY = 2,
2216 MESA_SHADER_TYPES = 3
2217 } gl_shader_type;
2218
2219
2220 /**
2221 * A GLSL program object.
2222 * Basically a linked collection of vertex and fragment shaders.
2223 */
2224 struct gl_shader_program
2225 {
2226 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2227 GLuint Name; /**< aka handle or ID */
2228 GLint RefCount; /**< Reference count */
2229 GLboolean DeletePending;
2230
2231 /**
2232 * Flags that the linker should not reject the program if it lacks
2233 * a vertex or fragment shader. GLES2 doesn't allow separate
2234 * shader objects, and would reject them. However, we internally
2235 * build separate shader objects for fixed function programs, which
2236 * we use for drivers/common/meta.c and for handling
2237 * _mesa_update_state with no program bound (for example in
2238 * glClear()).
2239 */
2240 GLboolean InternalSeparateShader;
2241
2242 GLuint NumShaders; /**< number of attached shaders */
2243 struct gl_shader **Shaders; /**< List of attached the shaders */
2244
2245 /**
2246 * User-defined attribute bindings
2247 *
2248 * These are set via \c glBindAttribLocation and are used to direct the
2249 * GLSL linker. These are \b not the values used in the compiled shader,
2250 * and they are \b not the values returned by \c glGetAttribLocation.
2251 */
2252 struct string_to_uint_map *AttributeBindings;
2253
2254 /**
2255 * User-defined fragment data bindings
2256 *
2257 * These are set via \c glBindFragDataLocation and are used to direct the
2258 * GLSL linker. These are \b not the values used in the compiled shader,
2259 * and they are \b not the values returned by \c glGetFragDataLocation.
2260 */
2261 struct string_to_uint_map *FragDataBindings;
2262
2263 /**
2264 * Transform feedback varyings last specified by
2265 * glTransformFeedbackVaryings().
2266 *
2267 * For the current set of transform feeedback varyings used for transform
2268 * feedback output, see LinkedTransformFeedback.
2269 */
2270 struct {
2271 GLenum BufferMode;
2272 GLuint NumVarying;
2273 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2274 } TransformFeedback;
2275
2276 /** Post-link transform feedback info. */
2277 struct gl_transform_feedback_info LinkedTransformFeedback;
2278
2279 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2280 enum gl_frag_depth_layout FragDepthLayout;
2281
2282 /** Geometry shader state - copied into gl_geometry_program at link time */
2283 struct {
2284 GLint VerticesOut;
2285 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2286 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2287 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2288 } Geom;
2289
2290 /** Vertex shader state - copied into gl_vertex_program at link time */
2291 struct {
2292 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2293 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2294 0 if not present. */
2295 } Vert;
2296
2297 /* post-link info: */
2298 unsigned NumUserUniformStorage;
2299 struct gl_uniform_storage *UniformStorage;
2300
2301 /**
2302 * Map of active uniform names to locations
2303 *
2304 * Maps any active uniform that is not an array element to a location.
2305 * Each active uniform, including individual structure members will appear
2306 * in this map. This roughly corresponds to the set of names that would be
2307 * enumerated by \c glGetActiveUniform.
2308 */
2309 struct string_to_uint_map *UniformHash;
2310
2311 /**
2312 * Map from sampler unit to texture unit (set by glUniform1i())
2313 *
2314 * A sampler unit is associated with each sampler uniform by the linker.
2315 * The sampler unit associated with each uniform is stored in the
2316 * \c gl_uniform_storage::sampler field.
2317 */
2318 GLubyte SamplerUnits[MAX_SAMPLERS];
2319 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2320 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2321
2322 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2323 GLboolean Validated;
2324 GLboolean _Used; /**< Ever used for drawing? */
2325 GLchar *InfoLog;
2326
2327 unsigned Version; /**< GLSL version used for linking */
2328
2329 /**
2330 * Per-stage shaders resulting from the first stage of linking.
2331 *
2332 * Set of linked shaders for this program. The array is accessed using the
2333 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2334 * \c NULL.
2335 */
2336 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2337 };
2338
2339
2340 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2341 #define GLSL_LOG 0x2 /**< Write shaders to files */
2342 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2343 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2344 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2345 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2346 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2347 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2348
2349
2350 /**
2351 * Context state for GLSL vertex/fragment shaders.
2352 */
2353 struct gl_shader_state
2354 {
2355 /**
2356 * Programs used for rendering
2357 *
2358 * There is a separate program set for each shader stage. If
2359 * GL_EXT_separate_shader_objects is not supported, each of these must point
2360 * to \c NULL or to the same program.
2361 */
2362 struct gl_shader_program *CurrentVertexProgram;
2363 struct gl_shader_program *CurrentGeometryProgram;
2364 struct gl_shader_program *CurrentFragmentProgram;
2365
2366 struct gl_shader_program *_CurrentFragmentProgram;
2367
2368 /**
2369 * Program used by glUniform calls.
2370 *
2371 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2372 */
2373 struct gl_shader_program *ActiveProgram;
2374
2375 GLbitfield Flags; /**< Mask of GLSL_x flags */
2376 };
2377
2378
2379 /**
2380 * Compiler options for a single GLSL shaders type
2381 */
2382 struct gl_shader_compiler_options
2383 {
2384 /** Driver-selectable options: */
2385 GLboolean EmitCondCodes; /**< Use condition codes? */
2386 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2387 GLboolean EmitNoLoops;
2388 GLboolean EmitNoFunctions;
2389 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2390 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2391 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2392 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2393 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2394
2395 /**
2396 * \name Forms of indirect addressing the driver cannot do.
2397 */
2398 /*@{*/
2399 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2400 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2401 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2402 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2403 /*@}*/
2404
2405 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2406 GLuint MaxUnrollIterations;
2407
2408 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2409 };
2410
2411
2412 /**
2413 * Occlusion/timer query object.
2414 */
2415 struct gl_query_object
2416 {
2417 GLenum Target; /**< The query target, when active */
2418 GLuint Id; /**< hash table ID/name */
2419 GLuint64EXT Result; /**< the counter */
2420 GLboolean Active; /**< inside Begin/EndQuery */
2421 GLboolean Ready; /**< result is ready? */
2422 };
2423
2424
2425 /**
2426 * Context state for query objects.
2427 */
2428 struct gl_query_state
2429 {
2430 struct _mesa_HashTable *QueryObjects;
2431 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2432 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2433
2434 /** GL_NV_conditional_render */
2435 struct gl_query_object *CondRenderQuery;
2436
2437 /** GL_EXT_transform_feedback */
2438 struct gl_query_object *PrimitivesGenerated;
2439 struct gl_query_object *PrimitivesWritten;
2440
2441 /** GL_ARB_timer_query */
2442 struct gl_query_object *TimeElapsed;
2443
2444 GLenum CondRenderMode;
2445 };
2446
2447
2448 /** Sync object state */
2449 struct gl_sync_object
2450 {
2451 struct simple_node link;
2452 GLenum Type; /**< GL_SYNC_FENCE */
2453 GLuint Name; /**< Fence name */
2454 GLint RefCount; /**< Reference count */
2455 GLboolean DeletePending; /**< Object was deleted while there were still
2456 * live references (e.g., sync not yet finished)
2457 */
2458 GLenum SyncCondition;
2459 GLbitfield Flags; /**< Flags passed to glFenceSync */
2460 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2461 };
2462
2463
2464 /**
2465 * State which can be shared by multiple contexts:
2466 */
2467 struct gl_shared_state
2468 {
2469 _glthread_Mutex Mutex; /**< for thread safety */
2470 GLint RefCount; /**< Reference count */
2471 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2472 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2473
2474 /** Default texture objects (shared by all texture units) */
2475 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2476
2477 /** Fallback texture used when a bound texture is incomplete */
2478 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2479
2480 /**
2481 * \name Thread safety and statechange notification for texture
2482 * objects.
2483 *
2484 * \todo Improve the granularity of locking.
2485 */
2486 /*@{*/
2487 _glthread_Mutex TexMutex; /**< texobj thread safety */
2488 GLuint TextureStateStamp; /**< state notification for shared tex */
2489 /*@}*/
2490
2491 /** Default buffer object for vertex arrays that aren't in VBOs */
2492 struct gl_buffer_object *NullBufferObj;
2493
2494 /**
2495 * \name Vertex/geometry/fragment programs
2496 */
2497 /*@{*/
2498 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2499 struct gl_vertex_program *DefaultVertexProgram;
2500 struct gl_fragment_program *DefaultFragmentProgram;
2501 struct gl_geometry_program *DefaultGeometryProgram;
2502 /*@}*/
2503
2504 /* GL_ATI_fragment_shader */
2505 struct _mesa_HashTable *ATIShaders;
2506 struct ati_fragment_shader *DefaultFragmentShader;
2507
2508 struct _mesa_HashTable *BufferObjects;
2509
2510 /** Table of both gl_shader and gl_shader_program objects */
2511 struct _mesa_HashTable *ShaderObjects;
2512
2513 /* GL_EXT_framebuffer_object */
2514 struct _mesa_HashTable *RenderBuffers;
2515 struct _mesa_HashTable *FrameBuffers;
2516
2517 /* GL_ARB_sync */
2518 struct simple_node SyncObjects;
2519
2520 /** GL_ARB_sampler_objects */
2521 struct _mesa_HashTable *SamplerObjects;
2522 };
2523
2524
2525
2526 /**
2527 * Renderbuffers represent drawing surfaces such as color, depth and/or
2528 * stencil. A framebuffer object has a set of renderbuffers.
2529 * Drivers will typically derive subclasses of this type.
2530 */
2531 struct gl_renderbuffer
2532 {
2533 _glthread_Mutex Mutex; /**< for thread safety */
2534 GLuint ClassID; /**< Useful for drivers */
2535 GLuint Name;
2536 GLint RefCount;
2537 GLuint Width, Height;
2538 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2539 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2540 GLubyte NumSamples;
2541 GLenum InternalFormat; /**< The user-specified format */
2542 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2543 GL_STENCIL_INDEX. */
2544 gl_format Format; /**< The actual renderbuffer memory format */
2545
2546 /** Delete this renderbuffer */
2547 void (*Delete)(struct gl_renderbuffer *rb);
2548
2549 /** Allocate new storage for this renderbuffer */
2550 GLboolean (*AllocStorage)(struct gl_context *ctx,
2551 struct gl_renderbuffer *rb,
2552 GLenum internalFormat,
2553 GLuint width, GLuint height);
2554 };
2555
2556
2557 /**
2558 * A renderbuffer attachment points to either a texture object (and specifies
2559 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2560 */
2561 struct gl_renderbuffer_attachment
2562 {
2563 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2564 GLboolean Complete;
2565
2566 /**
2567 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2568 * application supplied renderbuffer object.
2569 */
2570 struct gl_renderbuffer *Renderbuffer;
2571
2572 /**
2573 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2574 * supplied texture object.
2575 */
2576 struct gl_texture_object *Texture;
2577 GLuint TextureLevel; /**< Attached mipmap level. */
2578 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2579 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2580 * and 2D array textures */
2581 };
2582
2583
2584 /**
2585 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2586 * In C++ terms, think of this as a base class from which device drivers
2587 * will make derived classes.
2588 */
2589 struct gl_framebuffer
2590 {
2591 _glthread_Mutex Mutex; /**< for thread safety */
2592 /**
2593 * If zero, this is a window system framebuffer. If non-zero, this
2594 * is a FBO framebuffer; note that for some devices (i.e. those with
2595 * a natural pixel coordinate system for FBOs that differs from the
2596 * OpenGL/Mesa coordinate system), this means that the viewport,
2597 * polygon face orientation, and polygon stipple will have to be inverted.
2598 */
2599 GLuint Name;
2600
2601 GLint RefCount;
2602 GLboolean DeletePending;
2603
2604 /**
2605 * The framebuffer's visual. Immutable if this is a window system buffer.
2606 * Computed from attachments if user-made FBO.
2607 */
2608 struct gl_config Visual;
2609
2610 GLboolean Initialized;
2611
2612 GLuint Width, Height; /**< size of frame buffer in pixels */
2613
2614 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2615 /*@{*/
2616 GLint _Xmin, _Xmax; /**< inclusive */
2617 GLint _Ymin, _Ymax; /**< exclusive */
2618 /*@}*/
2619
2620 /** \name Derived Z buffer stuff */
2621 /*@{*/
2622 GLuint _DepthMax; /**< Max depth buffer value */
2623 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2624 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2625 /*@}*/
2626
2627 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2628 GLenum _Status;
2629
2630 /** Integer color values */
2631 GLboolean _IntegerColor;
2632
2633 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2634 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2635
2636 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2637 * attribute group and GL_PIXEL attribute group, respectively.
2638 */
2639 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2640 GLenum ColorReadBuffer;
2641
2642 /** Computed from ColorDraw/ReadBuffer above */
2643 GLuint _NumColorDrawBuffers;
2644 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2645 GLint _ColorReadBufferIndex; /* -1 = None */
2646 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2647 struct gl_renderbuffer *_ColorReadBuffer;
2648
2649 /** Delete this framebuffer */
2650 void (*Delete)(struct gl_framebuffer *fb);
2651 };
2652
2653
2654 /**
2655 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2656 */
2657 struct gl_precision
2658 {
2659 GLushort RangeMin; /**< min value exponent */
2660 GLushort RangeMax; /**< max value exponent */
2661 GLushort Precision; /**< number of mantissa bits */
2662 };
2663
2664
2665 /**
2666 * Limits for vertex, geometry and fragment programs/shaders.
2667 */
2668 struct gl_program_constants
2669 {
2670 /* logical limits */
2671 GLuint MaxInstructions;
2672 GLuint MaxAluInstructions;
2673 GLuint MaxTexInstructions;
2674 GLuint MaxTexIndirections;
2675 GLuint MaxAttribs;
2676 GLuint MaxTemps;
2677 GLuint MaxAddressRegs;
2678 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2679 GLuint MaxParameters;
2680 GLuint MaxLocalParams;
2681 GLuint MaxEnvParams;
2682 /* native/hardware limits */
2683 GLuint MaxNativeInstructions;
2684 GLuint MaxNativeAluInstructions;
2685 GLuint MaxNativeTexInstructions;
2686 GLuint MaxNativeTexIndirections;
2687 GLuint MaxNativeAttribs;
2688 GLuint MaxNativeTemps;
2689 GLuint MaxNativeAddressRegs;
2690 GLuint MaxNativeParameters;
2691 /* For shaders */
2692 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2693 /* ES 2.0 and GL_ARB_ES2_compatibility */
2694 struct gl_precision LowFloat, MediumFloat, HighFloat;
2695 struct gl_precision LowInt, MediumInt, HighInt;
2696 };
2697
2698
2699 /**
2700 * Constants which may be overridden by device driver during context creation
2701 * but are never changed after that.
2702 */
2703 struct gl_constants
2704 {
2705 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2706 GLint MaxTextureLevels; /**< Max mipmap levels. */
2707 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2708 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2709 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2710 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2711 GLuint MaxTextureCoordUnits;
2712 GLuint MaxTextureImageUnits;
2713 GLuint MaxVertexTextureImageUnits;
2714 GLuint MaxCombinedTextureImageUnits;
2715 GLuint MaxGeometryTextureImageUnits;
2716 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2717 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2718 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2719 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2720
2721 GLuint MaxArrayLockSize;
2722
2723 GLint SubPixelBits;
2724
2725 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2726 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2727 GLfloat PointSizeGranularity;
2728 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2729 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2730 GLfloat LineWidthGranularity;
2731
2732 GLuint MaxColorTableSize;
2733
2734 GLuint MaxClipPlanes;
2735 GLuint MaxLights;
2736 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2737 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2738
2739 GLuint MaxViewportWidth, MaxViewportHeight;
2740
2741 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2742 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2743 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2744 GLuint MaxProgramMatrices;
2745 GLuint MaxProgramMatrixStackDepth;
2746
2747 /** vertex array / buffer object bounds checking */
2748 GLboolean CheckArrayBounds;
2749
2750 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2751
2752 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2753 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2754 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2755
2756 /** Number of varying vectors between vertex and fragment shaders */
2757 GLuint MaxVarying;
2758 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2759 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2760
2761 /** GL_ARB_geometry_shader4 */
2762 GLuint MaxGeometryOutputVertices;
2763 GLuint MaxGeometryTotalOutputComponents;
2764
2765 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2766
2767 /**
2768 * Changes default GLSL extension behavior from "error" to "warn". It's out
2769 * of spec, but it can make some apps work that otherwise wouldn't.
2770 */
2771 GLboolean ForceGLSLExtensionsWarn;
2772
2773 /**
2774 * Does the driver support real 32-bit integers? (Otherwise, integers are
2775 * simulated via floats.)
2776 */
2777 GLboolean NativeIntegers;
2778
2779 /**
2780 * If the driver supports real 32-bit integers, what integer value should be
2781 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2782 */
2783 GLuint UniformBooleanTrue;
2784
2785 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2786 GLbitfield SupportedBumpUnits;
2787
2788 /**
2789 * Maximum amount of time, measured in nanseconds, that the server can wait.
2790 */
2791 GLuint64 MaxServerWaitTimeout;
2792
2793 /** GL_EXT_provoking_vertex */
2794 GLboolean QuadsFollowProvokingVertexConvention;
2795
2796 /** OpenGL version 3.0 */
2797 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2798
2799 /** OpenGL version 3.2 */
2800 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2801
2802 /** GL_EXT_transform_feedback */
2803 GLuint MaxTransformFeedbackSeparateAttribs;
2804 GLuint MaxTransformFeedbackSeparateComponents;
2805 GLuint MaxTransformFeedbackInterleavedComponents;
2806
2807 /** GL_EXT_gpu_shader4 */
2808 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2809
2810 /* GL_ARB_robustness */
2811 GLenum ResetStrategy;
2812
2813 /**
2814 * Whether the implementation strips out and ignores texture borders.
2815 *
2816 * Many GPU hardware implementations don't support rendering with texture
2817 * borders and mipmapped textures. (Note: not static border color, but the
2818 * old 1-pixel border around each edge). Implementations then have to do
2819 * slow fallbacks to be correct, or just ignore the border and be fast but
2820 * wrong. Setting the flag strips the border off of TexImage calls,
2821 * providing "fast but wrong" at significantly reduced driver complexity.
2822 *
2823 * Texture borders are deprecated in GL 3.0.
2824 **/
2825 GLboolean StripTextureBorder;
2826
2827 /**
2828 * For drivers which can do a better job at eliminating unused varyings
2829 * and uniforms than the GLSL compiler.
2830 *
2831 * XXX Remove these as soon as a better solution is available.
2832 */
2833 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2834 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2835 };
2836
2837
2838 /**
2839 * Enable flag for each OpenGL extension. Different device drivers will
2840 * enable different extensions at runtime.
2841 */
2842 struct gl_extensions
2843 {
2844 GLboolean dummy; /* don't remove this! */
2845 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2846 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2847 GLboolean ARB_ES2_compatibility;
2848 GLboolean ARB_blend_func_extended;
2849 GLboolean ARB_color_buffer_float;
2850 GLboolean ARB_conservative_depth;
2851 GLboolean ARB_copy_buffer;
2852 GLboolean ARB_depth_buffer_float;
2853 GLboolean ARB_depth_clamp;
2854 GLboolean ARB_depth_texture;
2855 GLboolean ARB_draw_buffers_blend;
2856 GLboolean ARB_draw_elements_base_vertex;
2857 GLboolean ARB_draw_instanced;
2858 GLboolean ARB_fragment_coord_conventions;
2859 GLboolean ARB_fragment_program;
2860 GLboolean ARB_fragment_program_shadow;
2861 GLboolean ARB_fragment_shader;
2862 GLboolean ARB_framebuffer_object;
2863 GLboolean ARB_explicit_attrib_location;
2864 GLboolean ARB_geometry_shader4;
2865 GLboolean ARB_half_float_pixel;
2866 GLboolean ARB_half_float_vertex;
2867 GLboolean ARB_instanced_arrays;
2868 GLboolean ARB_map_buffer_range;
2869 GLboolean ARB_occlusion_query;
2870 GLboolean ARB_occlusion_query2;
2871 GLboolean ARB_point_sprite;
2872 GLboolean ARB_sampler_objects;
2873 GLboolean ARB_seamless_cube_map;
2874 GLboolean ARB_shader_objects;
2875 GLboolean ARB_shader_stencil_export;
2876 GLboolean ARB_shader_texture_lod;
2877 GLboolean ARB_shading_language_100;
2878 GLboolean ARB_shadow;
2879 GLboolean ARB_shadow_ambient;
2880 GLboolean ARB_sync;
2881 GLboolean ARB_texture_border_clamp;
2882 GLboolean ARB_texture_buffer_object;
2883 GLboolean ARB_texture_compression_rgtc;
2884 GLboolean ARB_texture_cube_map;
2885 GLboolean ARB_texture_env_combine;
2886 GLboolean ARB_texture_env_crossbar;
2887 GLboolean ARB_texture_env_dot3;
2888 GLboolean ARB_texture_float;
2889 GLboolean ARB_texture_multisample;
2890 GLboolean ARB_texture_non_power_of_two;
2891 GLboolean ARB_texture_rg;
2892 GLboolean ARB_texture_rgb10_a2ui;
2893 GLboolean ARB_texture_storage;
2894 GLboolean ARB_timer_query;
2895 GLboolean ARB_transform_feedback2;
2896 GLboolean ARB_transpose_matrix;
2897 GLboolean ARB_uniform_buffer_object;
2898 GLboolean ARB_vertex_array_object;
2899 GLboolean ARB_vertex_program;
2900 GLboolean ARB_vertex_shader;
2901 GLboolean ARB_vertex_type_2_10_10_10_rev;
2902 GLboolean ARB_window_pos;
2903 GLboolean EXT_blend_color;
2904 GLboolean EXT_blend_equation_separate;
2905 GLboolean EXT_blend_func_separate;
2906 GLboolean EXT_blend_minmax;
2907 GLboolean EXT_clip_volume_hint;
2908 GLboolean EXT_compiled_vertex_array;
2909 GLboolean EXT_depth_bounds_test;
2910 GLboolean EXT_draw_buffers2;
2911 GLboolean EXT_draw_range_elements;
2912 GLboolean EXT_fog_coord;
2913 GLboolean EXT_framebuffer_blit;
2914 GLboolean EXT_framebuffer_multisample;
2915 GLboolean EXT_framebuffer_object;
2916 GLboolean EXT_framebuffer_sRGB;
2917 GLboolean EXT_gpu_program_parameters;
2918 GLboolean EXT_gpu_shader4;
2919 GLboolean EXT_packed_depth_stencil;
2920 GLboolean EXT_packed_float;
2921 GLboolean EXT_packed_pixels;
2922 GLboolean EXT_pixel_buffer_object;
2923 GLboolean EXT_point_parameters;
2924 GLboolean EXT_provoking_vertex;
2925 GLboolean EXT_rescale_normal;
2926 GLboolean EXT_shadow_funcs;
2927 GLboolean EXT_secondary_color;
2928 GLboolean EXT_separate_shader_objects;
2929 GLboolean EXT_separate_specular_color;
2930 GLboolean EXT_stencil_two_side;
2931 GLboolean EXT_texture3D;
2932 GLboolean EXT_texture_array;
2933 GLboolean EXT_texture_compression_latc;
2934 GLboolean EXT_texture_compression_s3tc;
2935 GLboolean EXT_texture_env_dot3;
2936 GLboolean EXT_texture_filter_anisotropic;
2937 GLboolean EXT_texture_integer;
2938 GLboolean EXT_texture_mirror_clamp;
2939 GLboolean EXT_texture_shared_exponent;
2940 GLboolean EXT_texture_snorm;
2941 GLboolean EXT_texture_sRGB;
2942 GLboolean EXT_texture_sRGB_decode;
2943 GLboolean EXT_texture_swizzle;
2944 GLboolean EXT_transform_feedback;
2945 GLboolean EXT_timer_query;
2946 GLboolean EXT_vertex_array_bgra;
2947 GLboolean OES_standard_derivatives;
2948 /* vendor extensions */
2949 GLboolean AMD_seamless_cubemap_per_texture;
2950 GLboolean APPLE_packed_pixels;
2951 GLboolean APPLE_vertex_array_object;
2952 GLboolean APPLE_object_purgeable;
2953 GLboolean ATI_envmap_bumpmap;
2954 GLboolean ATI_texture_compression_3dc;
2955 GLboolean ATI_texture_mirror_once;
2956 GLboolean ATI_texture_env_combine3;
2957 GLboolean ATI_fragment_shader;
2958 GLboolean ATI_separate_stencil;
2959 GLboolean IBM_rasterpos_clip;
2960 GLboolean IBM_multimode_draw_arrays;
2961 GLboolean MESA_pack_invert;
2962 GLboolean MESA_resize_buffers;
2963 GLboolean MESA_ycbcr_texture;
2964 GLboolean MESA_texture_array;
2965 GLboolean NV_blend_square;
2966 GLboolean NV_conditional_render;
2967 GLboolean NV_fog_distance;
2968 GLboolean NV_fragment_program;
2969 GLboolean NV_fragment_program_option;
2970 GLboolean NV_light_max_exponent;
2971 GLboolean NV_point_sprite;
2972 GLboolean NV_primitive_restart;
2973 GLboolean NV_texture_barrier;
2974 GLboolean NV_texgen_reflection;
2975 GLboolean NV_texture_env_combine4;
2976 GLboolean NV_texture_rectangle;
2977 GLboolean NV_vertex_program;
2978 GLboolean NV_vertex_program1_1;
2979 GLboolean SGIS_texture_lod;
2980 GLboolean TDFX_texture_compression_FXT1;
2981 GLboolean S3_s3tc;
2982 GLboolean OES_EGL_image;
2983 GLboolean OES_draw_texture;
2984 GLboolean OES_EGL_image_external;
2985 GLboolean OES_compressed_ETC1_RGB8_texture;
2986 GLboolean extension_sentinel;
2987 /** The extension string */
2988 const GLubyte *String;
2989 /** Number of supported extensions */
2990 GLuint Count;
2991 };
2992
2993
2994 /**
2995 * A stack of matrices (projection, modelview, color, texture, etc).
2996 */
2997 struct gl_matrix_stack
2998 {
2999 GLmatrix *Top; /**< points into Stack */
3000 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3001 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3002 GLuint MaxDepth; /**< size of Stack[] array */
3003 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3004 };
3005
3006
3007 /**
3008 * \name Bits for image transfer operations
3009 * \sa __struct gl_contextRec::ImageTransferState.
3010 */
3011 /*@{*/
3012 #define IMAGE_SCALE_BIAS_BIT 0x1
3013 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3014 #define IMAGE_MAP_COLOR_BIT 0x4
3015 #define IMAGE_CLAMP_BIT 0x800
3016
3017
3018 /** Pixel Transfer ops */
3019 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3020 IMAGE_SHIFT_OFFSET_BIT | \
3021 IMAGE_MAP_COLOR_BIT)
3022
3023 /**
3024 * \name Bits to indicate what state has changed.
3025 */
3026 /*@{*/
3027 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3028 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3029 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3030 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3031 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3032 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3033 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3034 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3035 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3036 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3037 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3038 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3039 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3040 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3041 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3042 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3043 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3044 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3045 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3046 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3047 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3048 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3049 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3050 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3051 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3052 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3053 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3054 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3055 #define _NEW_BUFFER_OBJECT (1 << 28)
3056 #define _NEW_FRAG_CLAMP (1 << 29)
3057 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3058 #define _NEW_ALL ~0
3059
3060 /**
3061 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3062 * clarity.
3063 */
3064 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3065 /*@}*/
3066
3067
3068 /**
3069 * \name A bunch of flags that we think might be useful to drivers.
3070 *
3071 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3072 */
3073 /*@{*/
3074 #define DD_SEPARATE_SPECULAR (1 << 0)
3075 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3076 #define DD_TRI_UNFILLED (1 << 2)
3077 #define DD_TRI_SMOOTH (1 << 3)
3078 #define DD_TRI_STIPPLE (1 << 4)
3079 #define DD_TRI_OFFSET (1 << 5)
3080 #define DD_LINE_SMOOTH (1 << 6)
3081 #define DD_LINE_STIPPLE (1 << 7)
3082 #define DD_POINT_SMOOTH (1 << 8)
3083 #define DD_POINT_ATTEN (1 << 9)
3084 /*@}*/
3085
3086
3087 /**
3088 * Composite state flags
3089 */
3090 /*@{*/
3091 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3092 _NEW_TEXTURE | \
3093 _NEW_POINT | \
3094 _NEW_PROGRAM | \
3095 _NEW_MODELVIEW)
3096
3097 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3098 _NEW_FOG | \
3099 _NEW_PROGRAM)
3100
3101
3102 /*@}*/
3103
3104
3105
3106
3107 /* This has to be included here. */
3108 #include "dd.h"
3109
3110
3111 /**
3112 * Display list flags.
3113 * Strictly this is a tnl-private concept, but it doesn't seem
3114 * worthwhile adding a tnl private structure just to hold this one bit
3115 * of information:
3116 */
3117 #define DLIST_DANGLING_REFS 0x1
3118
3119
3120 /** Opaque declaration of display list payload data type */
3121 union gl_dlist_node;
3122
3123
3124 /**
3125 * Provide a location where information about a display list can be
3126 * collected. Could be extended with driverPrivate structures,
3127 * etc. in the future.
3128 */
3129 struct gl_display_list
3130 {
3131 GLuint Name;
3132 GLbitfield Flags; /**< DLIST_x flags */
3133 /** The dlist commands are in a linked list of nodes */
3134 union gl_dlist_node *Head;
3135 };
3136
3137
3138 /**
3139 * State used during display list compilation and execution.
3140 */
3141 struct gl_dlist_state
3142 {
3143 GLuint CallDepth; /**< Current recursion calling depth */
3144
3145 struct gl_display_list *CurrentList; /**< List currently being compiled */
3146 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3147 GLuint CurrentPos; /**< Index into current block of nodes */
3148
3149 GLvertexformat ListVtxfmt;
3150
3151 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3152 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3153
3154 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3155 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3156
3157 GLubyte ActiveIndex;
3158 GLfloat CurrentIndex;
3159
3160 GLubyte ActiveEdgeFlag;
3161 GLboolean CurrentEdgeFlag;
3162
3163 struct {
3164 /* State known to have been set by the currently-compiling display
3165 * list. Used to eliminate some redundant state changes.
3166 */
3167 GLenum ShadeModel;
3168 } Current;
3169 };
3170
3171 /**
3172 * An error, warning, or other piece of debug information for an application
3173 * to consume via GL_ARB_debug_output.
3174 */
3175 struct gl_debug_msg
3176 {
3177 GLenum source;
3178 GLenum type;
3179 GLuint id;
3180 GLenum severity;
3181 GLsizei length;
3182 GLcharARB *message;
3183 };
3184
3185 typedef enum {
3186 API_ERROR_UNKNOWN,
3187 API_ERROR_COUNT
3188 } gl_api_error;
3189
3190 typedef enum {
3191 WINSYS_ERROR_UNKNOWN,
3192 WINSYS_ERROR_COUNT
3193 } gl_winsys_error;
3194
3195 typedef enum {
3196 SHADER_ERROR_UNKNOWN,
3197 SHADER_ERROR_COUNT
3198 } gl_shader_error;
3199
3200 typedef enum {
3201 OTHER_ERROR_UNKNOWN,
3202 OTHER_ERROR_OUT_OF_MEMORY,
3203 OTHER_ERROR_COUNT
3204 } gl_other_error;
3205
3206 struct gl_client_namespace
3207 {
3208 struct _mesa_HashTable *IDs;
3209 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3210 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3211 };
3212
3213 struct gl_client_debug
3214 {
3215 GLboolean Defaults[3][2][6]; /* severity, source, type */
3216 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3217 };
3218
3219 struct gl_debug_state
3220 {
3221 GLDEBUGPROCARB Callback;
3222 GLvoid *CallbackData;
3223 GLboolean SyncOutput;
3224 GLboolean ApiErrors[API_ERROR_COUNT];
3225 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3226 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3227 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3228 struct gl_client_debug ClientIDs;
3229 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3230 GLint NumMessages;
3231 GLint NextMsg;
3232 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3233 for the sake of the offsetof() code in get.c */
3234 };
3235
3236 /**
3237 * Enum for the OpenGL APIs we know about and may support.
3238 */
3239 typedef enum
3240 {
3241 API_OPENGL,
3242 API_OPENGLES,
3243 API_OPENGLES2
3244 } gl_api;
3245
3246
3247 /**
3248 * Mesa rendering context.
3249 *
3250 * This is the central context data structure for Mesa. Almost all
3251 * OpenGL state is contained in this structure.
3252 * Think of this as a base class from which device drivers will derive
3253 * sub classes.
3254 *
3255 * The struct gl_context typedef names this structure.
3256 */
3257 struct gl_context
3258 {
3259 /** State possibly shared with other contexts in the address space */
3260 struct gl_shared_state *Shared;
3261
3262 /** \name API function pointer tables */
3263 /*@{*/
3264 gl_api API;
3265 struct _glapi_table *Save; /**< Display list save functions */
3266 struct _glapi_table *Exec; /**< Execute functions */
3267 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3268 /*@}*/
3269
3270 struct gl_config Visual;
3271 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3272 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3273 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3274 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3275
3276 /**
3277 * Device driver function pointer table
3278 */
3279 struct dd_function_table Driver;
3280
3281 void *DriverCtx; /**< Points to device driver context/state */
3282
3283 /** Core/Driver constants */
3284 struct gl_constants Const;
3285
3286 /** \name The various 4x4 matrix stacks */
3287 /*@{*/
3288 struct gl_matrix_stack ModelviewMatrixStack;
3289 struct gl_matrix_stack ProjectionMatrixStack;
3290 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3291 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3292 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3293 /*@}*/
3294
3295 /** Combined modelview and projection matrix */
3296 GLmatrix _ModelProjectMatrix;
3297
3298 /** \name Display lists */
3299 struct gl_dlist_state ListState;
3300
3301 GLboolean ExecuteFlag; /**< Execute GL commands? */
3302 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3303
3304 /** Extension information */
3305 struct gl_extensions Extensions;
3306
3307 /** Version info */
3308 GLuint VersionMajor, VersionMinor;
3309 char *VersionString;
3310
3311 /** \name State attribute stack (for glPush/PopAttrib) */
3312 /*@{*/
3313 GLuint AttribStackDepth;
3314 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3315 /*@}*/
3316
3317 /** \name Renderer attribute groups
3318 *
3319 * We define a struct for each attribute group to make pushing and popping
3320 * attributes easy. Also it's a good organization.
3321 */
3322 /*@{*/
3323 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3324 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3325 struct gl_current_attrib Current; /**< Current attributes */
3326 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3327 struct gl_eval_attrib Eval; /**< Eval attributes */
3328 struct gl_fog_attrib Fog; /**< Fog attributes */
3329 struct gl_hint_attrib Hint; /**< Hint attributes */
3330 struct gl_light_attrib Light; /**< Light attributes */
3331 struct gl_line_attrib Line; /**< Line attributes */
3332 struct gl_list_attrib List; /**< List attributes */
3333 struct gl_multisample_attrib Multisample;
3334 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3335 struct gl_point_attrib Point; /**< Point attributes */
3336 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3337 GLuint PolygonStipple[32]; /**< Polygon stipple */
3338 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3339 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3340 struct gl_texture_attrib Texture; /**< Texture attributes */
3341 struct gl_transform_attrib Transform; /**< Transformation attributes */
3342 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3343 /*@}*/
3344
3345 /** \name Client attribute stack */
3346 /*@{*/
3347 GLuint ClientAttribStackDepth;
3348 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3349 /*@}*/
3350
3351 /** \name Client attribute groups */
3352 /*@{*/
3353 struct gl_array_attrib Array; /**< Vertex arrays */
3354 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3355 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3356 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3357 /*@}*/
3358
3359 /** \name Other assorted state (not pushed/popped on attribute stack) */
3360 /*@{*/
3361 struct gl_pixelmaps PixelMaps;
3362
3363 struct gl_evaluators EvalMap; /**< All evaluators */
3364 struct gl_feedback Feedback; /**< Feedback */
3365 struct gl_selection Select; /**< Selection */
3366
3367 struct gl_program_state Program; /**< general program state */
3368 struct gl_vertex_program_state VertexProgram;
3369 struct gl_fragment_program_state FragmentProgram;
3370 struct gl_geometry_program_state GeometryProgram;
3371 struct gl_ati_fragment_shader_state ATIFragmentShader;
3372
3373 struct gl_shader_state Shader; /**< GLSL shader object state */
3374 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3375
3376 struct gl_query_state Query; /**< occlusion, timer queries */
3377
3378 struct gl_transform_feedback_state TransformFeedback;
3379
3380 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3381 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3382 /*@}*/
3383
3384 struct gl_meta_state *Meta; /**< for "meta" operations */
3385
3386 /* GL_EXT_framebuffer_object */
3387 struct gl_renderbuffer *CurrentRenderbuffer;
3388
3389 GLenum ErrorValue; /**< Last error code */
3390
3391 /* GL_ARB_robustness */
3392 GLenum ResetStatus;
3393
3394 /**
3395 * Recognize and silence repeated error debug messages in buggy apps.
3396 */
3397 const char *ErrorDebugFmtString;
3398 GLuint ErrorDebugCount;
3399
3400 /* GL_ARB_debug_output */
3401 struct gl_debug_state Debug;
3402
3403 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3404 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3405
3406 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3407
3408 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3409
3410 /** \name Derived state */
3411 /*@{*/
3412 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3413 * state validation so they need to always be current.
3414 */
3415 GLbitfield _TriangleCaps;
3416 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3417 GLfloat _EyeZDir[3];
3418 GLfloat _ModelViewInvScale;
3419 GLboolean _NeedEyeCoords;
3420 GLboolean _ForceEyeCoords;
3421
3422 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3423
3424 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3425
3426 /** \name For debugging/development only */
3427 /*@{*/
3428 GLboolean FirstTimeCurrent;
3429 /*@}*/
3430
3431 /** software compression/decompression supported or not */
3432 GLboolean Mesa_DXTn;
3433
3434 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3435
3436 /**
3437 * Use dp4 (rather than mul/mad) instructions for position
3438 * transformation?
3439 */
3440 GLboolean mvp_with_dp4;
3441
3442 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3443
3444 /**
3445 * \name Hooks for module contexts.
3446 *
3447 * These will eventually live in the driver or elsewhere.
3448 */
3449 /*@{*/
3450 void *swrast_context;
3451 void *swsetup_context;
3452 void *swtnl_context;
3453 void *swtnl_im;
3454 struct st_context *st;
3455 void *aelt_context;
3456 /*@}*/
3457 };
3458
3459
3460 #ifdef DEBUG
3461 extern int MESA_VERBOSE;
3462 extern int MESA_DEBUG_FLAGS;
3463 # define MESA_FUNCTION __FUNCTION__
3464 #else
3465 # define MESA_VERBOSE 0
3466 # define MESA_DEBUG_FLAGS 0
3467 # define MESA_FUNCTION "a function"
3468 # ifndef NDEBUG
3469 # define NDEBUG
3470 # endif
3471 #endif
3472
3473
3474 /** The MESA_VERBOSE var is a bitmask of these flags */
3475 enum _verbose
3476 {
3477 VERBOSE_VARRAY = 0x0001,
3478 VERBOSE_TEXTURE = 0x0002,
3479 VERBOSE_MATERIAL = 0x0004,
3480 VERBOSE_PIPELINE = 0x0008,
3481 VERBOSE_DRIVER = 0x0010,
3482 VERBOSE_STATE = 0x0020,
3483 VERBOSE_API = 0x0040,
3484 VERBOSE_DISPLAY_LIST = 0x0100,
3485 VERBOSE_LIGHTING = 0x0200,
3486 VERBOSE_PRIMS = 0x0400,
3487 VERBOSE_VERTS = 0x0800,
3488 VERBOSE_DISASSEM = 0x1000,
3489 VERBOSE_DRAW = 0x2000,
3490 VERBOSE_SWAPBUFFERS = 0x4000
3491 };
3492
3493
3494 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3495 enum _debug
3496 {
3497 DEBUG_ALWAYS_FLUSH = 0x1
3498 };
3499
3500
3501
3502 #ifdef __cplusplus
3503 }
3504 #endif
3505
3506 #endif /* MTYPES_H */