2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
54 * \name 64-bit extension of GLbitfield.
57 typedef GLuint64 GLbitfield64
;
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
70 * \name Some forward type declarations
73 struct _mesa_HashTable
;
74 struct gl_attrib_node
;
75 struct gl_list_extensions
;
77 struct gl_program_cache
;
78 struct gl_texture_object
;
79 struct gl_debug_state
;
82 struct gl_uniform_storage
;
83 struct prog_instruction
;
84 struct gl_program_parameter_list
;
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
108 VERT_ATTRIB_WEIGHT
= 1,
109 VERT_ATTRIB_NORMAL
= 2,
110 VERT_ATTRIB_COLOR0
= 3,
111 VERT_ATTRIB_COLOR1
= 4,
113 VERT_ATTRIB_COLOR_INDEX
= 6,
114 VERT_ATTRIB_EDGEFLAG
= 7,
115 VERT_ATTRIB_TEX0
= 8,
116 VERT_ATTRIB_TEX1
= 9,
117 VERT_ATTRIB_TEX2
= 10,
118 VERT_ATTRIB_TEX3
= 11,
119 VERT_ATTRIB_TEX4
= 12,
120 VERT_ATTRIB_TEX5
= 13,
121 VERT_ATTRIB_TEX6
= 14,
122 VERT_ATTRIB_TEX7
= 15,
123 VERT_ATTRIB_POINT_SIZE
= 16,
124 VERT_ATTRIB_GENERIC0
= 17,
125 VERT_ATTRIB_GENERIC1
= 18,
126 VERT_ATTRIB_GENERIC2
= 19,
127 VERT_ATTRIB_GENERIC3
= 20,
128 VERT_ATTRIB_GENERIC4
= 21,
129 VERT_ATTRIB_GENERIC5
= 22,
130 VERT_ATTRIB_GENERIC6
= 23,
131 VERT_ATTRIB_GENERIC7
= 24,
132 VERT_ATTRIB_GENERIC8
= 25,
133 VERT_ATTRIB_GENERIC9
= 26,
134 VERT_ATTRIB_GENERIC10
= 27,
135 VERT_ATTRIB_GENERIC11
= 28,
136 VERT_ATTRIB_GENERIC12
= 29,
137 VERT_ATTRIB_GENERIC13
= 30,
138 VERT_ATTRIB_GENERIC14
= 31,
139 VERT_ATTRIB_GENERIC15
= 32,
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
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)
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
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)
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
209 * Note that some of these values are not available to all pipeline stages.
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
219 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
230 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
231 VARYING_SLOT_BFC0
, /* Does not appear in FS */
232 VARYING_SLOT_BFC1
, /* Does not appear in FS */
233 VARYING_SLOT_EDGE
, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0
,
236 VARYING_SLOT_CLIP_DIST1
,
237 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
238 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE
, /* FS only */
241 VARYING_SLOT_PNTC
, /* FS only */
242 VARYING_SLOT_VAR0
, /* First generic varying slot */
243 VARYING_SLOT_MAX
= VARYING_SLOT_VAR0
+ MAX_VARYING
248 * Bitflags for varying slots.
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
282 * Bitflags for system values.
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
289 * Determine if the given gl_varying_slot appears in the fragment shader.
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
295 case VARYING_SLOT_PSIZ
:
296 case VARYING_SLOT_BFC0
:
297 case VARYING_SLOT_BFC1
:
298 case VARYING_SLOT_EDGE
:
299 case VARYING_SLOT_CLIP_VERTEX
:
300 case VARYING_SLOT_LAYER
:
309 * Fragment program results
313 FRAG_RESULT_DEPTH
= 0,
314 FRAG_RESULT_STENCIL
= 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
318 FRAG_RESULT_COLOR
= 2,
319 FRAG_RESULT_SAMPLE_MASK
= 3,
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
325 FRAG_RESULT_DATA0
= 4,
326 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
331 * Indexes for all renderbuffers
335 /* the four standard color buffers */
343 /* optional aux buffer */
345 /* generic renderbuffers */
358 * Bit flags for all renderbuffers
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
381 * Mask of all the color buffer bits (but not accum).
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
399 * Shader stages. Note that these will become 5 with tessellation.
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
407 MESA_SHADER_VERTEX
= 0,
408 MESA_SHADER_GEOMETRY
= 1,
409 MESA_SHADER_FRAGMENT
= 2,
410 MESA_SHADER_COMPUTE
= 3,
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
425 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode
;
429 GLboolean haveAccumBuffer
;
430 GLboolean haveDepthBuffer
;
431 GLboolean haveStencilBuffer
;
433 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
434 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
435 GLint rgbBits
; /* total bits for rgb */
436 GLint indexBits
; /* total bits for colorindex */
438 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
446 /* EXT_visual_rating / GLX 1.2 */
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel
;
451 /* colors are floats scaled to ints */
452 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
453 GLint transparentIndex
;
455 /* ARB_multisample / SGIS_multisample */
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth
;
461 GLint maxPbufferHeight
;
462 GLint maxPbufferPixels
;
463 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
466 /* OML_swap_method */
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb
;
471 GLint bindToTextureRgba
;
472 GLint bindToMipmapTexture
;
473 GLint bindToTextureTargets
;
476 /* EXT_framebuffer_sRGB */
482 * \name Bit flags used for updating material values.
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
547 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
563 * Light source state.
567 struct gl_light
*next
; /**< double linked list with sentinel */
568 struct gl_light
*prev
;
570 GLfloat Ambient
[4]; /**< ambient color */
571 GLfloat Diffuse
[4]; /**< diffuse color */
572 GLfloat Specular
[4]; /**< specular color */
573 GLfloat EyePosition
[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent
;
576 GLfloat SpotCutoff
; /**< in degrees */
577 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation
;
579 GLfloat LinearAttenuation
;
580 GLfloat QuadraticAttenuation
;
581 GLboolean Enabled
; /**< On/off flag */
584 * \name Derived fields
587 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
589 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation
;
595 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
607 GLfloat Ambient
[4]; /**< ambient color */
608 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
609 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
610 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
618 struct gl_accum_attrib
620 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 struct gl_colorbuffer_attrib
641 GLuint ClearIndex
; /**< Index for glClear */
642 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
643 GLuint IndexMask
; /**< Color index write mask */
644 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
646 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
649 * \name alpha testing
652 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
653 GLenum AlphaFunc
; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped
;
655 GLclampf AlphaRef
; /**< Alpha reference value */
662 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
668 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
669 GLfloat BlendColor
[4]; /**< Blending color */
673 GLenum SrcRGB
; /**< RGB blend source term */
674 GLenum DstRGB
; /**< RGB blend dest term */
675 GLenum SrcA
; /**< Alpha blend source term */
676 GLenum DstA
; /**< Alpha blend dest term */
677 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
683 GLboolean _UsesDualSrc
;
684 } Blend
[MAX_DRAW_BUFFERS
];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer
;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer
;
695 GLenum LogicOp
; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
700 GLboolean DitherFlag
; /**< Dither enable flag */
702 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
706 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
711 * Current attribute group (GL_CURRENT_BIT).
713 struct gl_current_attrib
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
721 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
728 GLfloat RasterPos
[4];
729 GLfloat RasterDistance
;
730 GLfloat RasterColor
[4];
731 GLfloat RasterSecondaryColor
[4];
732 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
733 GLboolean RasterPosValid
;
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
741 struct gl_depthbuffer_attrib
743 GLenum Func
; /**< Function for depth buffer compare */
744 GLclampd Clear
; /**< Value to clear depth buffer to */
745 GLboolean Test
; /**< Depth buffering enabled flag */
746 GLboolean Mask
; /**< Depth buffer writable? */
747 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
753 * Evaluator attribute group (GL_EVAL_BIT).
755 struct gl_eval_attrib
761 GLboolean Map1Color4
;
763 GLboolean Map1Normal
;
764 GLboolean Map1TextureCoord1
;
765 GLboolean Map1TextureCoord2
;
766 GLboolean Map1TextureCoord3
;
767 GLboolean Map1TextureCoord4
;
768 GLboolean Map1Vertex3
;
769 GLboolean Map1Vertex4
;
770 GLboolean Map2Color4
;
772 GLboolean Map2Normal
;
773 GLboolean Map2TextureCoord1
;
774 GLboolean Map2TextureCoord2
;
775 GLboolean Map2TextureCoord3
;
776 GLboolean Map2TextureCoord4
;
777 GLboolean Map2Vertex3
;
778 GLboolean Map2Vertex4
;
779 GLboolean AutoNormal
;
783 * \name Map Grid endpoints and divisions and calculated du values
787 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
788 GLint MapGrid2un
, MapGrid2vn
;
789 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
790 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
796 * Fog attribute group (GL_FOG_BIT).
800 GLboolean Enabled
; /**< Fog enabled flag */
801 GLfloat ColorUnclamped
[4]; /**< Fog color */
802 GLfloat Color
[4]; /**< Fog color */
803 GLfloat Density
; /**< Density >= 0.0 */
804 GLfloat Start
; /**< Start distance in eye coords */
805 GLfloat End
; /**< End distance in eye coords */
806 GLfloat Index
; /**< Fog index */
807 GLenum Mode
; /**< Fog mode */
808 GLboolean ColorSumEnabled
;
809 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
810 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
816 * Hint attribute group (GL_HINT_BIT).
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
820 struct gl_hint_attrib
822 GLenum PerspectiveCorrection
;
825 GLenum PolygonSmooth
;
827 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
834 * Lighting attribute group (GL_LIGHT_BIT).
836 struct gl_light_attrib
838 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
839 struct gl_lightmodel Model
; /**< Lighting model */
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
845 struct gl_material Material
;
847 GLboolean Enabled
; /**< Lighting enabled flag */
848 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled
;
854 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor
;
857 struct gl_light EnabledList
; /**< List sentinel */
860 * Derived state for optimizations:
863 GLboolean _NeedEyeCoords
;
864 GLboolean _NeedVertices
; /**< Use fast shader? */
865 GLfloat _BaseColor
[2][3];
871 * Line attribute group (GL_LINE_BIT).
873 struct gl_line_attrib
875 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern
; /**< Stipple pattern */
878 GLint StippleFactor
; /**< Stipple repeat factor */
879 GLfloat Width
; /**< Line width */
884 * Display list attribute group (GL_LIST_BIT).
886 struct gl_list_attrib
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
895 struct gl_multisample_attrib
898 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage
;
900 GLboolean SampleAlphaToOne
;
901 GLboolean SampleCoverage
;
902 GLfloat SampleCoverageValue
;
903 GLboolean SampleCoverageInvert
;
904 GLboolean SampleShading
;
905 GLfloat MinSampleShadingValue
;
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask
;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue
;
915 * A pixelmap (see glPixelMap)
920 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
925 * Collection of all pixelmaps
929 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG
;
931 struct gl_pixelmap BtoB
;
932 struct gl_pixelmap AtoA
;
933 struct gl_pixelmap ItoR
;
934 struct gl_pixelmap ItoG
;
935 struct gl_pixelmap ItoB
;
936 struct gl_pixelmap ItoA
;
937 struct gl_pixelmap ItoI
;
938 struct gl_pixelmap StoS
;
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
945 struct gl_pixel_attrib
947 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
952 /** Scale & Bias (index shift, offset) */
954 GLfloat RedBias
, RedScale
;
955 GLfloat GreenBias
, GreenScale
;
956 GLfloat BlueBias
, BlueScale
;
957 GLfloat AlphaBias
, AlphaScale
;
958 GLfloat DepthBias
, DepthScale
;
959 GLint IndexShift
, IndexOffset
;
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag
;
965 GLboolean MapStencilFlag
;
967 /*--- End Pixel Transfer State ---*/
970 GLfloat ZoomX
, ZoomY
;
975 * Point attribute group (GL_POINT_BIT).
977 struct gl_point_attrib
979 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size
; /**< User-specified point size */
981 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
983 GLfloat Threshold
; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
993 * Polygon attribute group (GL_POLYGON_BIT).
995 struct gl_polygon_attrib
997 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag
; /**< Culling on/off flag */
1002 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1014 * Scissor attributes (GL_SCISSOR_BIT).
1016 struct gl_scissor_rect
1018 GLint X
, Y
; /**< Lower left corner of box */
1019 GLsizei Width
, Height
; /**< Size of box */
1021 struct gl_scissor_attrib
1023 GLbitfield EnableFlags
; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1044 struct gl_stencil_attrib
1046 GLboolean Enabled
; /**< Enabled flag */
1047 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide
;
1052 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1053 GLenum Function
[3]; /**< Stencil function */
1054 GLenum FailFunc
[3]; /**< Fail function */
1055 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1057 GLint Ref
[3]; /**< Reference value */
1058 GLuint ValueMask
[3]; /**< Value mask */
1059 GLuint WriteMask
[3]; /**< Write mask */
1060 GLuint Clear
; /**< Clear value */
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1071 TEXTURE_2D_MULTISAMPLE_INDEX
,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
1073 TEXTURE_CUBE_ARRAY_INDEX
,
1074 TEXTURE_BUFFER_INDEX
,
1075 TEXTURE_2D_ARRAY_INDEX
,
1076 TEXTURE_1D_ARRAY_INDEX
,
1077 TEXTURE_EXTERNAL_INDEX
,
1088 * Bit flags for each type of texture object
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1110 struct gl_texture_image
1112 GLint InternalFormat
; /**< Internal format as given by the user */
1113 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1119 mesa_format TexFormat
; /**< The actual texture memory format */
1121 GLuint Border
; /**< 0 or 1 */
1122 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2
; /**< = Width - 2*Border */
1126 GLuint Height2
; /**< = Height - 2*Border */
1127 GLuint Depth2
; /**< = Depth - 2*Border */
1128 GLuint WidthLog2
; /**< = log2(Width2) */
1129 GLuint HeightLog2
; /**< = log2(Height2) */
1130 GLuint DepthLog2
; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1134 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1135 GLuint Level
; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1146 * Indexes for cube map faces.
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1164 struct gl_sampler_object
1168 GLchar
*Label
; /**< GL_KHR_debug */
1170 GLenum WrapS
; /**< S-axis texture image wrap mode */
1171 GLenum WrapT
; /**< T-axis texture image wrap mode */
1172 GLenum WrapR
; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter
; /**< minification filter */
1174 GLenum MagFilter
; /**< magnification filter */
1175 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1176 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias
; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode
; /**< GL_ARB_shadow */
1181 GLenum CompareFunc
; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1191 struct gl_texture_object
1193 mtx_t Mutex
; /**< for thread safety */
1194 GLint RefCount
; /**< reference count */
1195 GLuint Name
; /**< the user-visible texture object ID */
1196 GLchar
*Label
; /**< GL_KHR_debug */
1197 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
1199 Only valid when Target is valid. */
1201 struct gl_sampler_object Sampler
;
1203 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1204 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
1206 GLfloat Priority
; /**< in [0,1] */
1207 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1208 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1209 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
1210 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1211 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1212 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1213 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1214 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1215 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1216 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1217 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1218 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1219 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1220 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
1222 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1224 GLuint MinLevel
; /**< GL_ARB_texture_view */
1225 GLuint MinLayer
; /**< GL_ARB_texture_view */
1226 GLuint NumLevels
; /**< GL_ARB_texture_view */
1227 GLuint NumLayers
; /**< GL_ARB_texture_view */
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object
*BufferObject
;
1234 GLenum BufferObjectFormat
;
1235 /** Equivalent Mesa format for BufferObjectFormat. */
1236 mesa_format _BufferObjectFormat
;
1237 /** GL_ARB_texture_buffer_range */
1238 GLintptr BufferOffset
;
1239 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits
;
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType
;
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1254 * Texture combine environment state.
1256 struct gl_tex_env_combine_state
1258 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1260 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1261 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1262 GLenum SourceA
[MAX_COMBINER_TERMS
];
1263 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1264 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1265 GLenum OperandA
[MAX_COMBINER_TERMS
];
1266 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1267 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1268 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1269 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1274 * TexGenEnabled flags.
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1286 * Bit flag versions of the corresponding GL_ constants.
1289 #define TEXGEN_SPHERE_MAP 0x1
1290 #define TEXGEN_OBJ_LINEAR 0x2
1291 #define TEXGEN_EYE_LINEAR 0x4
1292 #define TEXGEN_REFLECTION_MAP_NV 0x8
1293 #define TEXGEN_NORMAL_MAP_NV 0x10
1295 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV)
1298 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV | \
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1314 * Texture coord generation state.
1318 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1319 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1320 GLfloat ObjectPlane
[4];
1321 GLfloat EyePlane
[4];
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1329 struct gl_texture_unit
1331 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1333 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor
[4];
1335 GLfloat EnvColorUnclamped
[4];
1337 struct gl_texgen GenS
;
1338 struct gl_texgen GenT
;
1339 struct gl_texgen GenR
;
1340 struct gl_texgen GenQ
;
1341 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1344 GLfloat LodBias
; /**< for biasing mipmap levels */
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object
*Sampler
;
1350 * \name GL_EXT_texture_env_combine
1352 struct gl_tex_env_combine_state Combine
;
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1358 struct gl_tex_env_combine_state _EnvMode
;
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1364 struct gl_tex_env_combine_state
*_CurrentCombine
;
1366 /** Current texture object pointers */
1367 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object
*_Current
;
1372 /** Texture targets that have a non-default texture bound */
1373 GLbitfield _BoundTextures
;
1378 * Texture attribute group (GL_TEXTURE_BIT).
1380 struct gl_texture_attrib
1382 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1383 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1385 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1387 /** GL_ARB_texture_buffer_object */
1388 struct gl_buffer_object
*BufferObject
;
1390 /** GL_ARB_seamless_cubemap */
1391 GLboolean CubeMapSeamless
;
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits
;
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled
;
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled
;
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags
;
1405 /** Largest index of a texture unit with _Current != NULL. */
1406 GLint _MaxEnabledTexImageUnit
;
1408 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1409 GLint NumCurrentTexUsed
;
1414 * Data structure representing a single clip plane (e.g. one of the elements
1415 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1417 typedef GLfloat gl_clip_plane
[4];
1421 * Transformation attribute group (GL_TRANSFORM_BIT).
1423 struct gl_transform_attrib
1425 GLenum MatrixMode
; /**< Matrix mode */
1426 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1427 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1428 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1429 GLboolean Normalize
; /**< Normalize all normals? */
1430 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1431 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1432 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1437 * Viewport attribute group (GL_VIEWPORT_BIT).
1439 struct gl_viewport_attrib
1441 GLfloat X
, Y
; /**< position */
1442 GLfloat Width
, Height
; /**< size */
1443 GLdouble Near
, Far
; /**< Depth buffer range */
1444 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1453 } gl_map_buffer_index
;
1457 * Fields describing a mapped buffer range.
1459 struct gl_buffer_mapping
{
1460 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1461 GLvoid
*Pointer
; /**< User-space address of mapping */
1462 GLintptr Offset
; /**< Mapped offset */
1463 GLsizeiptr Length
; /**< Mapped length */
1468 * Usages we've seen for a buffer object.
1471 USAGE_UNIFORM_BUFFER
= 0x1,
1472 USAGE_TEXTURE_BUFFER
= 0x2,
1473 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1478 * GL_ARB_vertex/pixel_buffer_object buffer object
1480 struct gl_buffer_object
1485 GLchar
*Label
; /**< GL_KHR_debug */
1486 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1487 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1488 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1489 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1490 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1491 GLboolean Written
; /**< Ever written to? (for debugging) */
1492 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1493 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1494 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1496 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1501 * Client pixel packing/unpacking attributes
1503 struct gl_pixelstore_attrib
1511 GLboolean SwapBytes
;
1513 GLboolean Invert
; /**< GL_MESA_pack_invert */
1514 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1515 GLint CompressedBlockHeight
;
1516 GLint CompressedBlockDepth
;
1517 GLint CompressedBlockSize
;
1518 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1523 * Client vertex array attributes
1525 struct gl_client_array
1527 GLint Size
; /**< components per element (1,2,3,4) */
1528 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1529 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1530 GLsizei Stride
; /**< user-specified stride */
1531 GLsizei StrideB
; /**< actual stride in bytes */
1532 const GLubyte
*Ptr
; /**< Points to array data */
1533 GLboolean Enabled
; /**< Enabled flag is a boolean */
1534 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1535 GLboolean Integer
; /**< Integer-valued? */
1536 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1537 GLuint _ElementSize
; /**< size of each element in bytes */
1539 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1544 * Vertex attribute array as seen by the client.
1546 * Contains the size, type, format and normalization flag,
1547 * along with the index of a vertex buffer binding point.
1549 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1550 * and is only present for backwards compatibility reasons.
1551 * Rendering always uses VERTEX_BINDING_STRIDE.
1552 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1553 * and VERTEX_BINDING_STRIDE to the same value, while
1554 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1556 struct gl_vertex_attrib_array
1558 GLint Size
; /**< Components per element (1,2,3,4) */
1559 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1560 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1561 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1562 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1563 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1564 GLboolean Enabled
; /**< Whether the array is enabled */
1565 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1566 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1567 GLuint _ElementSize
; /**< Size of each element in bytes */
1568 GLuint VertexBinding
; /**< Vertex buffer binding */
1573 * This describes the buffer object used for a vertex array (or
1574 * multiple vertex arrays). If BufferObj points to the default/null
1575 * buffer object, then the vertex array lives in user memory and not a VBO.
1577 struct gl_vertex_buffer_binding
1579 GLintptr Offset
; /**< User-specified offset */
1580 GLsizei Stride
; /**< User-specified stride */
1581 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1582 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1583 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1588 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1589 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1592 struct gl_vertex_array_object
1594 /** Name of the VAO as received from glGenVertexArray. */
1596 GLchar
*Label
; /**< GL_KHR_debug */
1602 * Does the VAO use ARB semantics or Apple semantics?
1604 * There are several ways in which ARB_vertex_array_object and
1605 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1608 * - ARB VAOs require that all array data be sourced from vertex buffer
1609 * objects, but Apple VAOs do not.
1611 * - ARB VAOs require that names come from GenVertexArrays.
1613 * This flag notes which behavior governs this VAO.
1615 GLboolean ARBsemantics
;
1618 * Has this array object been bound?
1620 GLboolean EverBound
;
1623 * Derived vertex attribute arrays
1625 * This is a legacy data structure created from gl_vertex_attrib_array and
1626 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1628 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1630 /** Vertex attribute arrays */
1631 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1633 /** Vertex buffer bindings */
1634 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1636 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1637 GLbitfield64 _Enabled
;
1639 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1640 GLbitfield64 NewArrays
;
1642 /** The index buffer (also known as the element array buffer in OpenGL). */
1643 struct gl_buffer_object
*IndexBufferObj
;
1647 /** Used to signal when transitioning from one kind of drawing method
1651 DRAW_NONE
, /**< Initial value only */
1659 * Vertex array state
1661 struct gl_array_attrib
1663 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1664 struct gl_vertex_array_object
*VAO
;
1666 /** The default vertex array object */
1667 struct gl_vertex_array_object
*DefaultVAO
;
1669 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1670 struct _mesa_HashTable
*Objects
;
1672 GLint ActiveTexture
; /**< Client Active Texture */
1673 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1674 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1677 * \name Primitive restart controls
1679 * Primitive restart is enabled if either \c PrimitiveRestart or
1680 * \c PrimitiveRestartFixedIndex is set.
1683 GLboolean PrimitiveRestart
;
1684 GLboolean PrimitiveRestartFixedIndex
;
1685 GLboolean _PrimitiveRestart
;
1686 GLuint RestartIndex
;
1689 /* GL_ARB_vertex_buffer_object */
1690 struct gl_buffer_object
*ArrayBufferObj
;
1693 * Vertex arrays as consumed by a driver.
1694 * The array pointer is set up only by the VBO module.
1696 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1698 /** One of the DRAW_xxx flags, not consumed by drivers */
1699 gl_draw_method DrawMethod
;
1701 /** Legal array datatypes */
1702 GLbitfield LegalTypesMask
;
1707 * Feedback buffer state
1712 GLbitfield _Mask
; /**< FB_* bits */
1720 * Selection buffer state
1724 GLuint
*Buffer
; /**< selection buffer */
1725 GLuint BufferSize
; /**< size of the selection buffer */
1726 GLuint BufferCount
; /**< number of values in the selection buffer */
1727 GLuint Hits
; /**< number of records in the selection buffer */
1728 GLuint NameStackDepth
; /**< name stack depth */
1729 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1730 GLboolean HitFlag
; /**< hit flag */
1731 GLfloat HitMinZ
; /**< minimum hit depth */
1732 GLfloat HitMaxZ
; /**< maximum hit depth */
1737 * 1-D Evaluator control points
1741 GLuint Order
; /**< Number of control points */
1742 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1743 GLfloat
*Points
; /**< Points to contiguous control points */
1748 * 2-D Evaluator control points
1752 GLuint Uorder
; /**< Number of control points in U dimension */
1753 GLuint Vorder
; /**< Number of control points in V dimension */
1756 GLfloat
*Points
; /**< Points to contiguous control points */
1761 * All evaluator control point state
1763 struct gl_evaluators
1769 struct gl_1d_map Map1Vertex3
;
1770 struct gl_1d_map Map1Vertex4
;
1771 struct gl_1d_map Map1Index
;
1772 struct gl_1d_map Map1Color4
;
1773 struct gl_1d_map Map1Normal
;
1774 struct gl_1d_map Map1Texture1
;
1775 struct gl_1d_map Map1Texture2
;
1776 struct gl_1d_map Map1Texture3
;
1777 struct gl_1d_map Map1Texture4
;
1784 struct gl_2d_map Map2Vertex3
;
1785 struct gl_2d_map Map2Vertex4
;
1786 struct gl_2d_map Map2Index
;
1787 struct gl_2d_map Map2Color4
;
1788 struct gl_2d_map Map2Normal
;
1789 struct gl_2d_map Map2Texture1
;
1790 struct gl_2d_map Map2Texture2
;
1791 struct gl_2d_map Map2Texture3
;
1792 struct gl_2d_map Map2Texture4
;
1797 struct gl_transform_feedback_varying_info
1806 * Per-output info vertex shaders for transform feedback.
1808 struct gl_transform_feedback_output
1810 unsigned OutputRegister
;
1811 unsigned OutputBuffer
;
1812 unsigned NumComponents
;
1815 /** offset (in DWORDs) of this output within the interleaved structure */
1819 * Offset into the output register of the data to output. For example,
1820 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1821 * offset is in the y and z components of the output register.
1823 unsigned ComponentOffset
;
1827 /** Post-link transform feedback info. */
1828 struct gl_transform_feedback_info
1830 unsigned NumOutputs
;
1833 * Number of transform feedback buffers in use by this program.
1835 unsigned NumBuffers
;
1837 struct gl_transform_feedback_output
*Outputs
;
1839 /** Transform feedback varyings used for the linking of this shader program.
1841 * Use for glGetTransformFeedbackVarying().
1843 struct gl_transform_feedback_varying_info
*Varyings
;
1847 * Total number of components stored in each buffer. This may be used by
1848 * hardware back-ends to determine the correct stride when interleaving
1849 * multiple transform feedback outputs in the same buffer.
1851 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1856 * Transform feedback object state
1858 struct gl_transform_feedback_object
1860 GLuint Name
; /**< AKA the object ID */
1861 GLchar
*Label
; /**< GL_KHR_debug */
1863 GLboolean Active
; /**< Is transform feedback enabled? */
1864 GLboolean Paused
; /**< Is transform feedback paused? */
1865 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1867 GLboolean EverBound
; /**< Has this object been bound? */
1870 * The shader program active when BeginTransformFeedback() was called.
1871 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1872 * where stage is the pipeline stage that is the source of data for
1873 * transform feedback.
1875 struct gl_shader_program
*shader_program
;
1878 * GLES: if Active is true, remaining number of primitives which can be
1879 * rendered without overflow. This is necessary to track because GLES
1880 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1881 * glDrawArraysInstanced would overflow transform feedback buffers.
1882 * Undefined if Active is false.
1884 * Not tracked for desktop GL since it's unnecessary.
1886 unsigned GlesRemainingPrims
;
1888 /** The feedback buffers */
1889 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1890 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1892 /** Start of feedback data in dest buffer */
1893 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1896 * Max data to put into dest buffer (in bytes). Computed based on
1897 * RequestedSize and the actual size of the buffer.
1899 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1902 * Size that was specified when the buffer was bound. If the buffer was
1903 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1906 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1911 * Context state for transform feedback.
1913 struct gl_transform_feedback_state
1915 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1917 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1918 struct gl_buffer_object
*CurrentBuffer
;
1920 /** The table of all transform feedback objects */
1921 struct _mesa_HashTable
*Objects
;
1923 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1924 struct gl_transform_feedback_object
*CurrentObject
;
1926 /** The default xform-fb object (Name==0) */
1927 struct gl_transform_feedback_object
*DefaultObject
;
1932 * A "performance monitor" as described in AMD_performance_monitor.
1934 struct gl_perf_monitor_object
1938 /** True if the monitor is currently active (Begin called but not End). */
1942 * True if the monitor has ended.
1944 * This is distinct from !Active because it may never have began.
1949 * A list of groups with currently active counters.
1951 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1953 unsigned *ActiveGroups
;
1956 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1958 * Checking whether counter 'c' in group 'g' is active can be done via:
1960 * BITSET_TEST(ActiveCounters[g], c)
1962 GLuint
**ActiveCounters
;
1966 union gl_perf_monitor_counter_value
1974 struct gl_perf_monitor_counter
1976 /** Human readable name for the counter. */
1980 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1981 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1985 /** Minimum counter value. */
1986 union gl_perf_monitor_counter_value Minimum
;
1988 /** Maximum counter value. */
1989 union gl_perf_monitor_counter_value Maximum
;
1993 struct gl_perf_monitor_group
1995 /** Human readable name for the group. */
1999 * Maximum number of counters in this group which can be active at the
2002 GLuint MaxActiveCounters
;
2004 /** Array of counters within this group. */
2005 const struct gl_perf_monitor_counter
*Counters
;
2011 * Context state for AMD_performance_monitor.
2013 struct gl_perf_monitor_state
2015 /** Array of performance monitor groups (indexed by group ID) */
2016 const struct gl_perf_monitor_group
*Groups
;
2019 /** The table of all performance monitors. */
2020 struct _mesa_HashTable
*Monitors
;
2025 * Names of the various vertex/fragment program register files, etc.
2027 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2028 * All values should fit in a 4-bit field.
2030 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2031 * considered to be "uniform" variables since they can only be set outside
2032 * glBegin/End. They're also all stored in the same Parameters array.
2036 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
2037 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
2038 PROGRAM_INPUT
, /**< machine->Inputs[] */
2039 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
2040 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
2041 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
2042 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
2043 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
2044 PROGRAM_ADDRESS
, /**< machine->AddressReg */
2045 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
2046 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
2047 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
2053 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2054 * one of these values.
2059 * \name Vertex shader system values
2063 * OpenGL-style vertex ID.
2065 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2066 * OpenGL 3.3 core profile spec says:
2068 * "gl_VertexID holds the integer index i implicitly passed by
2069 * DrawArrays or one of the other drawing commands defined in section
2072 * Section 2.8.3 (Drawing Commands) of the same spec says:
2074 * "The commands....are equivalent to the commands with the same base
2075 * name (without the BaseVertex suffix), except that the ith element
2076 * transferred by the corresponding draw call will be taken from
2077 * element indices[i] + basevertex of each enabled array."
2079 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2082 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2083 * gl_InstanceID, which contain, respectively the index of the vertex
2084 * and instance. The value of gl_VertexID is the implicitly passed
2085 * index of the vertex being processed, which includes the value of
2086 * baseVertex, for those commands that accept it."
2088 * gl_VertexID gets basevertex added in. This differs from DirectX where
2089 * SV_VertexID does \b not get basevertex added in.
2092 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2093 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2094 * \c SYSTEM_VALUE_BASE_VERTEX.
2096 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2098 SYSTEM_VALUE_VERTEX_ID
,
2101 * Instanced ID as supplied to gl_InstanceID
2103 * Values assigned to gl_InstanceID always begin with zero, regardless of
2104 * the value of baseinstance.
2106 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2109 * "gl_InstanceID holds the integer instance number of the current
2110 * primitive in an instanced draw call (see section 10.5)."
2112 * Through a big chain of pseudocode, section 10.5 describes that
2113 * baseinstance is not counted by gl_InstanceID. In that section, notice
2115 * "If an enabled vertex attribute array is instanced (it has a
2116 * non-zero divisor as specified by VertexAttribDivisor), the element
2117 * index that is transferred to the GL, for all vertices, is given by
2119 * floor(instance/divisor) + baseinstance
2121 * If an array corresponding to an attribute required by a vertex
2122 * shader is not enabled, then the corresponding element is taken from
2123 * the current attribute state (see section 10.2)."
2125 * Note that baseinstance is \b not included in the value of instance.
2127 SYSTEM_VALUE_INSTANCE_ID
,
2130 * DirectX-style vertex ID.
2132 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2133 * the value of basevertex.
2135 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2137 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
2140 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2143 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2145 SYSTEM_VALUE_BASE_VERTEX
,
2149 * \name Geometry shader system values
2152 SYSTEM_VALUE_INVOCATION_ID
,
2156 * \name Fragment shader system values
2159 SYSTEM_VALUE_FRONT_FACE
, /**< (not done yet) */
2160 SYSTEM_VALUE_SAMPLE_ID
,
2161 SYSTEM_VALUE_SAMPLE_POS
,
2162 SYSTEM_VALUE_SAMPLE_MASK_IN
,
2165 SYSTEM_VALUE_MAX
/**< Number of values */
2170 * The possible interpolation qualifiers that can be applied to a fragment
2171 * shader input in GLSL.
2173 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2174 * gl_fragment_program data structure to 0 causes the default behavior.
2176 enum glsl_interp_qualifier
2178 INTERP_QUALIFIER_NONE
= 0,
2179 INTERP_QUALIFIER_SMOOTH
,
2180 INTERP_QUALIFIER_FLAT
,
2181 INTERP_QUALIFIER_NOPERSPECTIVE
,
2182 INTERP_QUALIFIER_COUNT
/**< Number of interpolation qualifiers */
2187 * \brief Layout qualifiers for gl_FragDepth.
2189 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2190 * a layout qualifier.
2192 * \see enum ir_depth_layout
2194 enum gl_frag_depth_layout
2196 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
2197 FRAG_DEPTH_LAYOUT_ANY
,
2198 FRAG_DEPTH_LAYOUT_GREATER
,
2199 FRAG_DEPTH_LAYOUT_LESS
,
2200 FRAG_DEPTH_LAYOUT_UNCHANGED
2205 * Base class for any kind of program object
2210 GLubyte
*String
; /**< Null-terminated program text */
2212 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2213 GLenum Format
; /**< String encoding format */
2215 struct prog_instruction
*Instructions
;
2217 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
2218 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
2219 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2220 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
2221 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
2222 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
2223 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
2224 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
2226 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
2229 * For vertex and geometry shaders, true if the program uses the
2230 * gl_ClipDistance output. Ignored for fragment shaders.
2232 GLboolean UsesClipDistanceOut
;
2235 /** Named parameters, constants, etc. from program text */
2236 struct gl_program_parameter_list
*Parameters
;
2239 * Local parameters used by the program.
2241 * It's dynamically allocated because it is rarely used (just
2242 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2245 GLfloat (*LocalParams
)[4];
2247 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2248 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2250 /** Bitmask of which register files are read/written with indirect
2251 * addressing. Mask of (1 << PROGRAM_x) bits.
2253 GLbitfield IndirectRegisterFiles
;
2255 /** Logical counts */
2257 GLuint NumInstructions
;
2258 GLuint NumTemporaries
;
2259 GLuint NumParameters
;
2260 GLuint NumAttributes
;
2261 GLuint NumAddressRegs
;
2262 GLuint NumAluInstructions
;
2263 GLuint NumTexInstructions
;
2264 GLuint NumTexIndirections
;
2266 /** Native, actual h/w counts */
2268 GLuint NumNativeInstructions
;
2269 GLuint NumNativeTemporaries
;
2270 GLuint NumNativeParameters
;
2271 GLuint NumNativeAttributes
;
2272 GLuint NumNativeAddressRegs
;
2273 GLuint NumNativeAluInstructions
;
2274 GLuint NumNativeTexInstructions
;
2275 GLuint NumNativeTexIndirections
;
2280 /** Vertex program object */
2281 struct gl_vertex_program
2283 struct gl_program Base
; /**< base class */
2284 GLboolean IsPositionInvariant
;
2288 /** Geometry program object */
2289 struct gl_geometry_program
2291 struct gl_program Base
; /**< base class */
2296 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2297 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2298 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2299 bool UsesEndPrimitive
;
2304 /** Fragment program object */
2305 struct gl_fragment_program
2307 struct gl_program Base
; /**< base class */
2308 GLboolean UsesKill
; /**< shader uses KIL instruction */
2309 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2310 GLboolean OriginUpperLeft
;
2311 GLboolean PixelCenterInteger
;
2312 enum gl_frag_depth_layout FragDepthLayout
;
2315 * GLSL interpolation qualifier associated with each fragment shader input.
2316 * For inputs that do not have an interpolation qualifier specified in
2317 * GLSL, the value is INTERP_QUALIFIER_NONE.
2319 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2322 * Bitfield indicating, for each fragment shader input, 1 if that input
2323 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2325 GLbitfield64 IsCentroid
;
2328 * Bitfield indicating, for each fragment shader input, 1 if that input
2329 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2331 GLbitfield64 IsSample
;
2335 /** Compute program object */
2336 struct gl_compute_program
2338 struct gl_program Base
; /**< base class */
2341 * Size specified using local_size_{x,y,z}.
2343 unsigned LocalSize
[3];
2348 * State common to vertex and fragment programs.
2350 struct gl_program_state
2352 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2353 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2358 * Context state for vertex programs.
2360 struct gl_vertex_program_state
2362 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2363 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2364 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2365 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2366 /** Computed two sided lighting for fixed function/programs. */
2367 GLboolean _TwoSideEnabled
;
2368 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2370 /** Currently enabled and valid vertex program (including internal
2371 * programs, user-defined vertex programs and GLSL vertex shaders).
2372 * This is the program we must use when rendering.
2374 struct gl_vertex_program
*_Current
;
2376 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2378 /** Should fixed-function T&L be implemented with a vertex prog? */
2379 GLboolean _MaintainTnlProgram
;
2381 /** Program to emulate fixed-function T&L (see above) */
2382 struct gl_vertex_program
*_TnlProgram
;
2384 /** Cache of fixed-function programs */
2385 struct gl_program_cache
*Cache
;
2387 GLboolean _Overriden
;
2392 * Context state for geometry programs.
2394 struct gl_geometry_program_state
2396 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2397 GLboolean _Enabled
; /**< Enabled and valid program? */
2398 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2400 /** Currently enabled and valid program (including internal programs
2401 * and compiled shader programs).
2403 struct gl_geometry_program
*_Current
;
2405 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2409 * Context state for fragment programs.
2411 struct gl_fragment_program_state
2413 GLboolean Enabled
; /**< User-set fragment program enable flag */
2414 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2415 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2417 /** Currently enabled and valid fragment program (including internal
2418 * programs, user-defined fragment programs and GLSL fragment shaders).
2419 * This is the program we must use when rendering.
2421 struct gl_fragment_program
*_Current
;
2423 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2425 /** Should fixed-function texturing be implemented with a fragment prog? */
2426 GLboolean _MaintainTexEnvProgram
;
2428 /** Program to emulate fixed-function texture env/combine (see above) */
2429 struct gl_fragment_program
*_TexEnvProgram
;
2431 /** Cache of fixed-function programs */
2432 struct gl_program_cache
*Cache
;
2437 * Context state for compute programs.
2439 struct gl_compute_program_state
2441 struct gl_compute_program
*Current
; /**< user-bound compute program */
2443 /** Currently enabled and valid program (including internal programs
2444 * and compiled shader programs).
2446 struct gl_compute_program
*_Current
;
2451 * ATI_fragment_shader runtime state
2453 #define ATI_FS_INPUT_PRIMARY 0
2454 #define ATI_FS_INPUT_SECONDARY 1
2456 struct atifs_instruction
;
2457 struct atifs_setupinst
;
2460 * ATI fragment shader
2462 struct ati_fragment_shader
2466 struct atifs_instruction
*Instructions
[2];
2467 struct atifs_setupinst
*SetupInst
[2];
2468 GLfloat Constants
[8][4];
2469 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2470 GLubyte numArithInstr
[2];
2471 GLubyte regsAssigned
[2];
2472 GLubyte NumPasses
; /**< 1 or 2 */
2474 GLubyte last_optype
;
2475 GLboolean interpinp1
;
2481 * Context state for GL_ATI_fragment_shader
2483 struct gl_ati_fragment_shader_state
2486 GLboolean _Enabled
; /**< enabled and valid shader? */
2487 GLboolean Compiling
;
2488 GLfloat GlobalConstants
[8][4];
2489 struct ati_fragment_shader
*Current
;
2493 /** Set by #pragma directives */
2494 struct gl_sl_pragmas
2496 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2497 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2498 GLboolean Optimize
; /**< defaults on */
2499 GLboolean Debug
; /**< defaults off */
2504 * A GLSL vertex or fragment shader object.
2508 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2509 * Must be the first field.
2512 gl_shader_stage Stage
;
2513 GLuint Name
; /**< AKA the handle */
2514 GLchar
*Label
; /**< GL_KHR_debug */
2515 GLint RefCount
; /**< Reference count */
2516 GLboolean DeletePending
;
2517 GLboolean CompileStatus
;
2518 const GLchar
*Source
; /**< Source code string */
2519 GLuint SourceChecksum
; /**< for debug/logging purposes */
2520 struct gl_program
*Program
; /**< Post-compile assembly code */
2522 struct gl_sl_pragmas Pragmas
;
2524 unsigned Version
; /**< GLSL version used for linking */
2525 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2528 * \name Sampler tracking
2530 * \note Each of these fields is only set post-linking.
2533 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2534 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2535 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2539 * Map from sampler unit to texture unit (set by glUniform1i())
2541 * A sampler unit is associated with each sampler uniform by the linker.
2542 * The sampler unit associated with each uniform is stored in the
2543 * \c gl_uniform_storage::sampler field.
2545 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2546 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2547 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2550 * Number of default uniform block components used by this shader.
2552 * This field is only set post-linking.
2554 unsigned num_uniform_components
;
2557 * Number of combined uniform components used by this shader.
2559 * This field is only set post-linking. It is the sum of the uniform block
2560 * sizes divided by sizeof(float), and num_uniform_compoennts.
2562 unsigned num_combined_uniform_components
;
2565 * This shader's uniform block information.
2567 * These fields are only set post-linking.
2569 struct gl_uniform_block
*UniformBlocks
;
2570 unsigned NumUniformBlocks
;
2572 struct exec_list
*ir
;
2573 struct glsl_symbol_table
*symbols
;
2575 bool uses_builtin_functions
;
2576 bool uses_gl_fragcoord
;
2577 bool redeclares_gl_fragcoord
;
2578 bool ARB_fragment_coord_conventions_enable
;
2581 * Fragment shader state from GLSL 1.50 layout qualifiers.
2583 bool origin_upper_left
;
2584 bool pixel_center_integer
;
2587 * Geometry shader state from GLSL 1.50 layout qualifiers.
2592 * 0 - Invocations count not declared in shader, or
2593 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2597 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2598 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2603 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2604 * it's not set in this shader.
2610 * Map from image uniform index to image unit (set by glUniform1i())
2612 * An image uniform index is associated with each image uniform by
2613 * the linker. The image index associated with each uniform is
2614 * stored in the \c gl_uniform_storage::image field.
2616 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2619 * Access qualifier specified in the shader for each image uniform
2620 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2623 * It may be different, though only more strict than the value of
2624 * \c gl_image_unit::Access for the corresponding image unit.
2626 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2629 * Number of image uniforms defined in the shader. It specifies
2630 * the number of valid elements in the \c ImageUnits and \c
2631 * ImageAccess arrays above.
2636 * Compute shader state from ARB_compute_shader layout qualifiers.
2640 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2641 * it's not set in this shader.
2643 unsigned LocalSize
[3];
2648 struct gl_uniform_buffer_variable
2653 * Name of the uniform as seen by glGetUniformIndices.
2655 * glGetUniformIndices requires that the block instance index \b not be
2656 * present in the name of queried uniforms.
2659 * \c gl_uniform_buffer_variable::IndexName and
2660 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2664 const struct glsl_type
*Type
;
2665 unsigned int Offset
;
2670 enum gl_uniform_block_packing
2678 struct gl_uniform_block
2680 /** Declared name of the uniform block */
2683 /** Array of supplemental information about UBO ir_variables. */
2684 struct gl_uniform_buffer_variable
*Uniforms
;
2688 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2689 * with glBindBufferBase to bind a buffer object to this uniform block. When
2690 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2695 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2696 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2698 GLuint UniformBufferSize
;
2701 * Layout specified in the shader
2703 * This isn't accessible through the API, but it is used while
2704 * cross-validating uniform blocks.
2706 enum gl_uniform_block_packing _Packing
;
2710 * Structure that represents a reference to an atomic buffer from some
2713 struct gl_active_atomic_buffer
2715 /** Uniform indices of the atomic counters declared within it. */
2719 /** Binding point index associated with it. */
2722 /** Minimum reasonable size it is expected to have. */
2725 /** Shader stages making use of it. */
2726 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2730 * A GLSL program object.
2731 * Basically a linked collection of vertex and fragment shaders.
2733 struct gl_shader_program
2735 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2736 GLuint Name
; /**< aka handle or ID */
2737 GLchar
*Label
; /**< GL_KHR_debug */
2738 GLint RefCount
; /**< Reference count */
2739 GLboolean DeletePending
;
2742 * Is the application intending to glGetProgramBinary this program?
2744 GLboolean BinaryRetreivableHint
;
2747 * Indicates whether program can be bound for individual pipeline stages
2748 * using UseProgramStages after it is next linked.
2750 GLboolean SeparateShader
;
2752 GLuint NumShaders
; /**< number of attached shaders */
2753 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2756 * User-defined attribute bindings
2758 * These are set via \c glBindAttribLocation and are used to direct the
2759 * GLSL linker. These are \b not the values used in the compiled shader,
2760 * and they are \b not the values returned by \c glGetAttribLocation.
2762 struct string_to_uint_map
*AttributeBindings
;
2765 * User-defined fragment data bindings
2767 * These are set via \c glBindFragDataLocation and are used to direct the
2768 * GLSL linker. These are \b not the values used in the compiled shader,
2769 * and they are \b not the values returned by \c glGetFragDataLocation.
2771 struct string_to_uint_map
*FragDataBindings
;
2772 struct string_to_uint_map
*FragDataIndexBindings
;
2775 * Transform feedback varyings last specified by
2776 * glTransformFeedbackVaryings().
2778 * For the current set of transform feeedback varyings used for transform
2779 * feedback output, see LinkedTransformFeedback.
2784 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2785 } TransformFeedback
;
2787 /** Post-link transform feedback info. */
2788 struct gl_transform_feedback_info LinkedTransformFeedback
;
2790 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2791 enum gl_frag_depth_layout FragDepthLayout
;
2794 * Geometry shader state - copied into gl_geometry_program by
2795 * _mesa_copy_linked_program_data().
2801 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2804 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2805 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2806 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2808 * True if gl_ClipDistance is written to. Copied into
2809 * gl_geometry_program by _mesa_copy_linked_program_data().
2811 GLboolean UsesClipDistance
;
2812 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2813 0 if not present. */
2814 bool UsesEndPrimitive
;
2818 /** Vertex shader state */
2821 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2822 * by _mesa_copy_linked_program_data().
2824 GLboolean UsesClipDistance
;
2825 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2826 0 if not present. */
2830 * Compute shader state - copied into gl_compute_program by
2831 * _mesa_copy_linked_program_data().
2835 * If this shader contains a compute stage, size specified using
2836 * local_size_{x,y,z}. Otherwise undefined.
2838 unsigned LocalSize
[3];
2841 /* post-link info: */
2842 unsigned NumUserUniformStorage
;
2843 struct gl_uniform_storage
*UniformStorage
;
2846 * Mapping from GL uniform locations returned by \c glUniformLocation to
2847 * UniformStorage entries. Arrays will have multiple contiguous slots
2848 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2850 unsigned NumUniformRemapTable
;
2851 struct gl_uniform_storage
**UniformRemapTable
;
2854 * Size of the gl_ClipDistance array that is output from the last pipeline
2855 * stage before the fragment shader.
2857 unsigned LastClipDistanceArraySize
;
2859 struct gl_uniform_block
*UniformBlocks
;
2860 unsigned NumUniformBlocks
;
2863 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2864 * they're used in, or -1.
2866 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2867 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2869 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2872 * Map of active uniform names to locations
2874 * Maps any active uniform that is not an array element to a location.
2875 * Each active uniform, including individual structure members will appear
2876 * in this map. This roughly corresponds to the set of names that would be
2877 * enumerated by \c glGetActiveUniform.
2879 struct string_to_uint_map
*UniformHash
;
2881 struct gl_active_atomic_buffer
*AtomicBuffers
;
2882 unsigned NumAtomicBuffers
;
2884 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2885 GLboolean Validated
;
2886 GLboolean _Used
; /**< Ever used for drawing? */
2887 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2890 unsigned Version
; /**< GLSL version used for linking */
2891 GLboolean IsES
; /**< True if this program uses GLSL ES */
2894 * Per-stage shaders resulting from the first stage of linking.
2896 * Set of linked shaders for this program. The array is accessed using the
2897 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2900 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2902 /* True if any of the fragment shaders attached to this program use:
2903 * #extension ARB_fragment_coord_conventions: enable
2905 GLboolean ARB_fragment_coord_conventions_enable
;
2909 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2910 #define GLSL_LOG 0x2 /**< Write shaders to files */
2911 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2912 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2913 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2914 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2915 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2916 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2917 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2918 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2922 * Context state for GLSL vertex/fragment shaders.
2923 * Extended to support pipeline object
2925 struct gl_pipeline_object
2927 /** Name of the pipeline object as received from glGenProgramPipelines.
2928 * It would be 0 for shaders without separate shader objects.
2937 * Programs used for rendering
2939 * There is a separate program set for each shader stage.
2941 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2943 struct gl_shader_program
*_CurrentFragmentProgram
;
2946 * Program used by glUniform calls.
2948 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2950 struct gl_shader_program
*ActiveProgram
;
2952 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2954 GLboolean EverBound
; /**< Has the pipeline object been created */
2956 GLboolean Validated
; /**< Pipeline Validation status */
2962 * Context state for GLSL pipeline shaders.
2964 struct gl_pipeline_shader_state
2966 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2967 struct gl_pipeline_object
*Current
;
2969 /* Default Object to ensure that _Shader is never NULL */
2970 struct gl_pipeline_object
*Default
;
2972 /** Pipeline objects */
2973 struct _mesa_HashTable
*Objects
;
2977 * Compiler options for a single GLSL shaders type
2979 struct gl_shader_compiler_options
2981 /** Driver-selectable options: */
2982 GLboolean EmitCondCodes
; /**< Use condition codes? */
2983 GLboolean EmitNoLoops
;
2984 GLboolean EmitNoFunctions
;
2985 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2986 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2987 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2988 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2989 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2992 * \name Forms of indirect addressing the driver cannot do.
2995 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2996 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2997 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2998 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
3001 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
3002 GLuint MaxUnrollIterations
;
3005 * Optimize code for array of structures backends.
3007 * This is a proxy for:
3008 * - preferring DP4 instructions (rather than MUL/MAD) for
3009 * matrix * vector operations, such as position transformation.
3011 GLboolean OptimizeForAOS
;
3013 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
3018 * Occlusion/timer query object.
3020 struct gl_query_object
3022 GLenum Target
; /**< The query target, when active */
3023 GLuint Id
; /**< hash table ID/name */
3024 GLchar
*Label
; /**< GL_KHR_debug */
3025 GLuint64EXT Result
; /**< the counter */
3026 GLboolean Active
; /**< inside Begin/EndQuery */
3027 GLboolean Ready
; /**< result is ready? */
3028 GLboolean EverBound
;/**< has query object ever been bound */
3029 GLuint Stream
; /**< The stream */
3034 * Context state for query objects.
3036 struct gl_query_state
3038 struct _mesa_HashTable
*QueryObjects
;
3039 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
3040 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
3042 /** GL_NV_conditional_render */
3043 struct gl_query_object
*CondRenderQuery
;
3045 /** GL_EXT_transform_feedback */
3046 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
3047 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
3049 /** GL_ARB_timer_query */
3050 struct gl_query_object
*TimeElapsed
;
3052 GLenum CondRenderMode
;
3056 /** Sync object state */
3057 struct gl_sync_object
3059 GLenum Type
; /**< GL_SYNC_FENCE */
3060 GLuint Name
; /**< Fence name */
3061 GLchar
*Label
; /**< GL_KHR_debug */
3062 GLint RefCount
; /**< Reference count */
3063 GLboolean DeletePending
; /**< Object was deleted while there were still
3064 * live references (e.g., sync not yet finished)
3066 GLenum SyncCondition
;
3067 GLbitfield Flags
; /**< Flags passed to glFenceSync */
3068 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
3073 * State which can be shared by multiple contexts:
3075 struct gl_shared_state
3077 mtx_t Mutex
; /**< for thread safety */
3078 GLint RefCount
; /**< Reference count */
3079 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
3080 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
3082 /** Default texture objects (shared by all texture units) */
3083 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
3085 /** Fallback texture used when a bound texture is incomplete */
3086 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
3089 * \name Thread safety and statechange notification for texture
3092 * \todo Improve the granularity of locking.
3095 mtx_t TexMutex
; /**< texobj thread safety */
3096 GLuint TextureStateStamp
; /**< state notification for shared tex */
3099 /** Default buffer object for vertex arrays that aren't in VBOs */
3100 struct gl_buffer_object
*NullBufferObj
;
3103 * \name Vertex/geometry/fragment programs
3106 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
3107 struct gl_vertex_program
*DefaultVertexProgram
;
3108 struct gl_fragment_program
*DefaultFragmentProgram
;
3109 struct gl_geometry_program
*DefaultGeometryProgram
;
3112 /* GL_ATI_fragment_shader */
3113 struct _mesa_HashTable
*ATIShaders
;
3114 struct ati_fragment_shader
*DefaultFragmentShader
;
3116 struct _mesa_HashTable
*BufferObjects
;
3118 /** Table of both gl_shader and gl_shader_program objects */
3119 struct _mesa_HashTable
*ShaderObjects
;
3121 /* GL_EXT_framebuffer_object */
3122 struct _mesa_HashTable
*RenderBuffers
;
3123 struct _mesa_HashTable
*FrameBuffers
;
3126 struct set
*SyncObjects
;
3128 /** GL_ARB_sampler_objects */
3129 struct _mesa_HashTable
*SamplerObjects
;
3132 * Some context in this share group was affected by a GPU reset
3134 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3135 * been affected by a GPU reset must also return
3136 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3138 * Once this field becomes true, it is never reset to false.
3140 bool ShareGroupReset
;
3146 * Renderbuffers represent drawing surfaces such as color, depth and/or
3147 * stencil. A framebuffer object has a set of renderbuffers.
3148 * Drivers will typically derive subclasses of this type.
3150 struct gl_renderbuffer
3152 mtx_t Mutex
; /**< for thread safety */
3153 GLuint ClassID
; /**< Useful for drivers */
3155 GLchar
*Label
; /**< GL_KHR_debug */
3157 GLuint Width
, Height
;
3159 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3160 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3162 * True for renderbuffers that wrap textures, giving the driver a chance to
3163 * flush render caches through the FinishRenderTexture hook.
3165 * Drivers may also set this on renderbuffers other than those generated by
3166 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3167 * called without a rb->TexImage.
3169 GLboolean NeedsFinishRenderTexture
;
3171 GLenum InternalFormat
; /**< The user-specified format */
3172 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3173 GL_STENCIL_INDEX. */
3174 mesa_format Format
; /**< The actual renderbuffer memory format */
3176 * Pointer to the texture image if this renderbuffer wraps a texture,
3179 * Note that the reference on the gl_texture_object containing this
3180 * TexImage is held by the gl_renderbuffer_attachment.
3182 struct gl_texture_image
*TexImage
;
3184 /** Delete this renderbuffer */
3185 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3187 /** Allocate new storage for this renderbuffer */
3188 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3189 struct gl_renderbuffer
*rb
,
3190 GLenum internalFormat
,
3191 GLuint width
, GLuint height
);
3196 * A renderbuffer attachment points to either a texture object (and specifies
3197 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3199 struct gl_renderbuffer_attachment
3201 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3205 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3206 * application supplied renderbuffer object.
3208 struct gl_renderbuffer
*Renderbuffer
;
3211 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3212 * supplied texture object.
3214 struct gl_texture_object
*Texture
;
3215 GLuint TextureLevel
; /**< Attached mipmap level. */
3216 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3217 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3218 * and 2D array textures */
3224 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3225 * In C++ terms, think of this as a base class from which device drivers
3226 * will make derived classes.
3228 struct gl_framebuffer
3230 mtx_t Mutex
; /**< for thread safety */
3232 * If zero, this is a window system framebuffer. If non-zero, this
3233 * is a FBO framebuffer; note that for some devices (i.e. those with
3234 * a natural pixel coordinate system for FBOs that differs from the
3235 * OpenGL/Mesa coordinate system), this means that the viewport,
3236 * polygon face orientation, and polygon stipple will have to be inverted.
3239 GLchar
*Label
; /**< GL_KHR_debug */
3242 GLboolean DeletePending
;
3245 * The framebuffer's visual. Immutable if this is a window system buffer.
3246 * Computed from attachments if user-made FBO.
3248 struct gl_config Visual
;
3250 GLuint Width
, Height
; /**< size of frame buffer in pixels */
3252 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3254 GLint _Xmin
, _Xmax
; /**< inclusive */
3255 GLint _Ymin
, _Ymax
; /**< exclusive */
3258 /** \name Derived Z buffer stuff */
3260 GLuint _DepthMax
; /**< Max depth buffer value */
3261 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3262 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3265 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3268 /** Integer color values */
3269 GLboolean _IntegerColor
;
3271 /* ARB_color_buffer_float */
3272 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3273 GLboolean _HasSNormOrFloatColorBuffer
;
3275 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3276 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3278 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3279 * attribute group and GL_PIXEL attribute group, respectively.
3281 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3282 GLenum ColorReadBuffer
;
3284 /** Computed from ColorDraw/ReadBuffer above */
3285 GLuint _NumColorDrawBuffers
;
3286 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3287 GLint _ColorReadBufferIndex
; /* -1 = None */
3288 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3289 struct gl_renderbuffer
*_ColorReadBuffer
;
3292 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3293 * is not layered. For cube maps and cube map arrays, each cube face
3294 * counts as a layer.
3296 GLuint MaxNumLayers
;
3298 /** Delete this framebuffer */
3299 void (*Delete
)(struct gl_framebuffer
*fb
);
3304 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3308 GLushort RangeMin
; /**< min value exponent */
3309 GLushort RangeMax
; /**< max value exponent */
3310 GLushort Precision
; /**< number of mantissa bits */
3315 * Limits for vertex, geometry and fragment programs/shaders.
3317 struct gl_program_constants
3319 /* logical limits */
3320 GLuint MaxInstructions
;
3321 GLuint MaxAluInstructions
;
3322 GLuint MaxTexInstructions
;
3323 GLuint MaxTexIndirections
;
3326 GLuint MaxAddressRegs
;
3327 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3328 GLuint MaxParameters
;
3329 GLuint MaxLocalParams
;
3330 GLuint MaxEnvParams
;
3331 /* native/hardware limits */
3332 GLuint MaxNativeInstructions
;
3333 GLuint MaxNativeAluInstructions
;
3334 GLuint MaxNativeTexInstructions
;
3335 GLuint MaxNativeTexIndirections
;
3336 GLuint MaxNativeAttribs
;
3337 GLuint MaxNativeTemps
;
3338 GLuint MaxNativeAddressRegs
;
3339 GLuint MaxNativeParameters
;
3341 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3344 * \name Per-stage input / output limits
3346 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3347 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3348 * ES). This is stored as \c gl_constants::MaxVarying.
3350 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3351 * variables. Each stage as a certain number of outputs that it can feed
3352 * to the next stage and a certain number inputs that it can consume from
3353 * the previous stage.
3355 * Vertex shader inputs do not participate this in this accounting.
3356 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3358 * Fragment shader outputs do not participate this in this accounting.
3359 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3362 GLuint MaxInputComponents
;
3363 GLuint MaxOutputComponents
;
3366 /* ES 2.0 and GL_ARB_ES2_compatibility */
3367 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3368 struct gl_precision LowInt
, MediumInt
, HighInt
;
3369 /* GL_ARB_uniform_buffer_object */
3370 GLuint MaxUniformBlocks
;
3371 GLuint MaxCombinedUniformComponents
;
3372 GLuint MaxTextureImageUnits
;
3374 /* GL_ARB_shader_atomic_counters */
3375 GLuint MaxAtomicBuffers
;
3376 GLuint MaxAtomicCounters
;
3378 /* GL_ARB_shader_image_load_store */
3379 GLuint MaxImageUniforms
;
3384 * Constants which may be overridden by device driver during context creation
3385 * but are never changed after that.
3389 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3390 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3391 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3392 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3393 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3394 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3395 GLuint MaxTextureCoordUnits
;
3396 GLuint MaxCombinedTextureImageUnits
;
3397 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3398 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3399 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3400 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3402 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3404 GLuint MaxArrayLockSize
;
3408 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3409 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3410 GLfloat PointSizeGranularity
;
3411 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3412 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3413 GLfloat LineWidthGranularity
;
3415 GLuint MaxClipPlanes
;
3417 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3418 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3420 GLuint MaxViewportWidth
, MaxViewportHeight
;
3421 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3422 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3426 } ViewportBounds
; /**< GL_ARB_viewport_array */
3428 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3429 GLuint MaxProgramMatrices
;
3430 GLuint MaxProgramMatrixStackDepth
;
3433 GLuint SamplesPassed
;
3436 GLuint PrimitivesGenerated
;
3437 GLuint PrimitivesWritten
;
3440 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3442 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3443 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3444 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3446 /** Number of varying vectors between any two shader stages. */
3450 * GL_ARB_uniform_buffer_object
3452 GLuint MaxCombinedUniformBlocks
;
3453 GLuint MaxUniformBufferBindings
;
3454 GLuint MaxUniformBlockSize
;
3455 GLuint UniformBufferOffsetAlignment
;
3459 * GL_ARB_explicit_uniform_location
3461 GLuint MaxUserAssignableUniformLocations
;
3463 /** GL_ARB_geometry_shader4 */
3464 GLuint MaxGeometryOutputVertices
;
3465 GLuint MaxGeometryTotalOutputComponents
;
3467 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3470 * Changes default GLSL extension behavior from "error" to "warn". It's out
3471 * of spec, but it can make some apps work that otherwise wouldn't.
3473 GLboolean ForceGLSLExtensionsWarn
;
3476 * If non-zero, forces GLSL shaders without the #version directive to behave
3477 * as if they began with "#version ForceGLSLVersion".
3479 GLuint ForceGLSLVersion
;
3482 * Allow GLSL #extension directives in the middle of shaders.
3484 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3487 * Does the driver support real 32-bit integers? (Otherwise, integers are
3488 * simulated via floats.)
3490 GLboolean NativeIntegers
;
3493 * Does VertexID count from zero or from base vertex?
3496 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3497 * ignored and need not be set.
3499 bool VertexID_is_zero_based
;
3502 * If the driver supports real 32-bit integers, what integer value should be
3503 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3505 GLuint UniformBooleanTrue
;
3508 * Maximum amount of time, measured in nanseconds, that the server can wait.
3510 GLuint64 MaxServerWaitTimeout
;
3512 /** GL_EXT_provoking_vertex */
3513 GLboolean QuadsFollowProvokingVertexConvention
;
3515 /** OpenGL version 3.0 */
3516 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3518 /** OpenGL version 3.2 */
3519 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3521 /** OpenGL version 4.4 */
3522 GLuint MaxVertexAttribStride
;
3524 /** GL_EXT_transform_feedback */
3525 GLuint MaxTransformFeedbackBuffers
;
3526 GLuint MaxTransformFeedbackSeparateComponents
;
3527 GLuint MaxTransformFeedbackInterleavedComponents
;
3528 GLuint MaxVertexStreams
;
3530 /** GL_EXT_gpu_shader4 */
3531 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3533 /** GL_ARB_texture_gather */
3534 GLuint MinProgramTextureGatherOffset
;
3535 GLuint MaxProgramTextureGatherOffset
;
3536 GLuint MaxProgramTextureGatherComponents
;
3538 /* GL_ARB_robustness */
3539 GLenum ResetStrategy
;
3541 /* GL_ARB_blend_func_extended */
3542 GLuint MaxDualSourceDrawBuffers
;
3545 * Whether the implementation strips out and ignores texture borders.
3547 * Many GPU hardware implementations don't support rendering with texture
3548 * borders and mipmapped textures. (Note: not static border color, but the
3549 * old 1-pixel border around each edge). Implementations then have to do
3550 * slow fallbacks to be correct, or just ignore the border and be fast but
3551 * wrong. Setting the flag strips the border off of TexImage calls,
3552 * providing "fast but wrong" at significantly reduced driver complexity.
3554 * Texture borders are deprecated in GL 3.0.
3556 GLboolean StripTextureBorder
;
3559 * For drivers which can do a better job at eliminating unused uniforms
3560 * than the GLSL compiler.
3562 * XXX Remove these as soon as a better solution is available.
3564 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3567 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3568 * than passing the transform feedback object to the drawing function.
3570 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3572 /** GL_ARB_map_buffer_alignment */
3573 GLuint MinMapBufferAlignment
;
3576 * Disable varying packing. This is out of spec, but potentially useful
3577 * for older platforms that supports a limited number of texture
3578 * indirections--on these platforms, unpacking the varyings in the fragment
3579 * shader increases the number of texture indirections by 1, which might
3580 * make some shaders not executable at all.
3582 * Drivers that support transform feedback must set this value to GL_FALSE.
3584 GLboolean DisableVaryingPacking
;
3587 * Should meaningful names be generated for compiler temporary variables?
3589 * Generally, it is not useful to have the compiler generate "meaningful"
3590 * names for temporary variables that it creates. This can, however, be a
3591 * useful debugging aid. In Mesa debug builds or release builds when
3592 * MESA_GLSL is set at run-time, meaningful names will be generated.
3593 * Drivers can also force names to be generated by setting this field.
3594 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3595 * vertex shader assembly) is set at run-time.
3597 bool GenerateTemporaryNames
;
3600 * Maximum value supported for an index in DrawElements and friends.
3602 * This must be at least (1ull<<24)-1. The default value is
3605 * \since ES 3.0 or GL_ARB_ES3_compatibility
3606 * \sa _mesa_init_constants
3608 GLuint64 MaxElementIndex
;
3611 * Disable interpretation of line continuations (lines ending with a
3612 * backslash character ('\') in GLSL source.
3614 GLboolean DisableGLSLLineContinuations
;
3616 /** GL_ARB_texture_multisample */
3617 GLint MaxColorTextureSamples
;
3618 GLint MaxDepthTextureSamples
;
3619 GLint MaxIntegerSamples
;
3622 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3623 * samples are laid out in a rectangular grid roughly corresponding to
3624 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3625 * are used to map indices of rectangular grid to sample numbers within
3626 * a pixel. This mapping of indices to sample numbers must be initialized
3627 * by the driver for the target hardware. For example, if we have the 8X
3628 * MSAA sample number layout (sample positions) for XYZ hardware:
3630 * sample indices layout sample number layout
3631 * --------- ---------
3632 * | 0 | 1 | | a | b |
3633 * --------- ---------
3634 * | 2 | 3 | | c | d |
3635 * --------- ---------
3636 * | 4 | 5 | | e | f |
3637 * --------- ---------
3638 * | 6 | 7 | | g | h |
3639 * --------- ---------
3641 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3643 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3645 * SampleMap8x = {a, b, c, d, e, f, g, h};
3647 * Follow the logic for other sample counts.
3649 uint8_t SampleMap2x
[2];
3650 uint8_t SampleMap4x
[4];
3651 uint8_t SampleMap8x
[8];
3653 /** GL_ARB_shader_atomic_counters */
3654 GLuint MaxAtomicBufferBindings
;
3655 GLuint MaxAtomicBufferSize
;
3656 GLuint MaxCombinedAtomicBuffers
;
3657 GLuint MaxCombinedAtomicCounters
;
3659 /** GL_ARB_vertex_attrib_binding */
3660 GLint MaxVertexAttribRelativeOffset
;
3661 GLint MaxVertexAttribBindings
;
3663 /* GL_ARB_shader_image_load_store */
3664 GLuint MaxImageUnits
;
3665 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3666 GLuint MaxImageSamples
;
3667 GLuint MaxCombinedImageUniforms
;
3669 /** GL_ARB_compute_shader */
3670 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3671 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3672 GLuint MaxComputeWorkGroupInvocations
;
3674 /** GL_ARB_gpu_shader5 */
3675 GLfloat MinFragmentInterpolationOffset
;
3676 GLfloat MaxFragmentInterpolationOffset
;
3678 GLboolean FakeSWMSAA
;
3680 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3685 * Enable flag for each OpenGL extension. Different device drivers will
3686 * enable different extensions at runtime.
3688 struct gl_extensions
3690 GLboolean dummy
; /* don't remove this! */
3691 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3692 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3693 GLboolean ANGLE_texture_compression_dxt
;
3694 GLboolean ARB_ES2_compatibility
;
3695 GLboolean ARB_ES3_compatibility
;
3696 GLboolean ARB_arrays_of_arrays
;
3697 GLboolean ARB_base_instance
;
3698 GLboolean ARB_blend_func_extended
;
3699 GLboolean ARB_buffer_storage
;
3700 GLboolean ARB_clear_texture
;
3701 GLboolean ARB_color_buffer_float
;
3702 GLboolean ARB_compute_shader
;
3703 GLboolean ARB_conditional_render_inverted
;
3704 GLboolean ARB_conservative_depth
;
3705 GLboolean ARB_copy_image
;
3706 GLboolean ARB_depth_buffer_float
;
3707 GLboolean ARB_depth_clamp
;
3708 GLboolean ARB_depth_texture
;
3709 GLboolean ARB_derivative_control
;
3710 GLboolean ARB_draw_buffers_blend
;
3711 GLboolean ARB_draw_elements_base_vertex
;
3712 GLboolean ARB_draw_indirect
;
3713 GLboolean ARB_draw_instanced
;
3714 GLboolean ARB_fragment_coord_conventions
;
3715 GLboolean ARB_fragment_layer_viewport
;
3716 GLboolean ARB_fragment_program
;
3717 GLboolean ARB_fragment_program_shadow
;
3718 GLboolean ARB_fragment_shader
;
3719 GLboolean ARB_framebuffer_object
;
3720 GLboolean ARB_explicit_attrib_location
;
3721 GLboolean ARB_explicit_uniform_location
;
3722 GLboolean ARB_geometry_shader4
;
3723 GLboolean ARB_gpu_shader5
;
3724 GLboolean ARB_half_float_vertex
;
3725 GLboolean ARB_instanced_arrays
;
3726 GLboolean ARB_internalformat_query
;
3727 GLboolean ARB_map_buffer_range
;
3728 GLboolean ARB_occlusion_query
;
3729 GLboolean ARB_occlusion_query2
;
3730 GLboolean ARB_point_sprite
;
3731 GLboolean ARB_sample_shading
;
3732 GLboolean ARB_seamless_cube_map
;
3733 GLboolean ARB_shader_atomic_counters
;
3734 GLboolean ARB_shader_bit_encoding
;
3735 GLboolean ARB_shader_image_load_store
;
3736 GLboolean ARB_shader_stencil_export
;
3737 GLboolean ARB_shader_texture_lod
;
3738 GLboolean ARB_shading_language_packing
;
3739 GLboolean ARB_shading_language_420pack
;
3740 GLboolean ARB_shadow
;
3741 GLboolean ARB_stencil_texturing
;
3743 GLboolean ARB_texture_border_clamp
;
3744 GLboolean ARB_texture_buffer_object
;
3745 GLboolean ARB_texture_buffer_object_rgb32
;
3746 GLboolean ARB_texture_buffer_range
;
3747 GLboolean ARB_texture_compression_bptc
;
3748 GLboolean ARB_texture_compression_rgtc
;
3749 GLboolean ARB_texture_cube_map
;
3750 GLboolean ARB_texture_cube_map_array
;
3751 GLboolean ARB_texture_env_combine
;
3752 GLboolean ARB_texture_env_crossbar
;
3753 GLboolean ARB_texture_env_dot3
;
3754 GLboolean ARB_texture_float
;
3755 GLboolean ARB_texture_gather
;
3756 GLboolean ARB_texture_mirror_clamp_to_edge
;
3757 GLboolean ARB_texture_multisample
;
3758 GLboolean ARB_texture_non_power_of_two
;
3759 GLboolean ARB_texture_stencil8
;
3760 GLboolean ARB_texture_query_levels
;
3761 GLboolean ARB_texture_query_lod
;
3762 GLboolean ARB_texture_rg
;
3763 GLboolean ARB_texture_rgb10_a2ui
;
3764 GLboolean ARB_texture_view
;
3765 GLboolean ARB_timer_query
;
3766 GLboolean ARB_transform_feedback2
;
3767 GLboolean ARB_transform_feedback3
;
3768 GLboolean ARB_transform_feedback_instanced
;
3769 GLboolean ARB_uniform_buffer_object
;
3770 GLboolean ARB_vertex_program
;
3771 GLboolean ARB_vertex_shader
;
3772 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3773 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3774 GLboolean ARB_viewport_array
;
3775 GLboolean EXT_blend_color
;
3776 GLboolean EXT_blend_equation_separate
;
3777 GLboolean EXT_blend_func_separate
;
3778 GLboolean EXT_blend_minmax
;
3779 GLboolean EXT_depth_bounds_test
;
3780 GLboolean EXT_draw_buffers2
;
3781 GLboolean EXT_framebuffer_multisample
;
3782 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3783 GLboolean EXT_framebuffer_sRGB
;
3784 GLboolean EXT_gpu_program_parameters
;
3785 GLboolean EXT_gpu_shader4
;
3786 GLboolean EXT_packed_float
;
3787 GLboolean EXT_pixel_buffer_object
;
3788 GLboolean EXT_point_parameters
;
3789 GLboolean EXT_provoking_vertex
;
3790 GLboolean EXT_shader_integer_mix
;
3791 GLboolean EXT_stencil_two_side
;
3792 GLboolean EXT_texture3D
;
3793 GLboolean EXT_texture_array
;
3794 GLboolean EXT_texture_compression_latc
;
3795 GLboolean EXT_texture_compression_s3tc
;
3796 GLboolean EXT_texture_env_dot3
;
3797 GLboolean EXT_texture_filter_anisotropic
;
3798 GLboolean EXT_texture_integer
;
3799 GLboolean EXT_texture_mirror_clamp
;
3800 GLboolean EXT_texture_shared_exponent
;
3801 GLboolean EXT_texture_snorm
;
3802 GLboolean EXT_texture_sRGB
;
3803 GLboolean EXT_texture_sRGB_decode
;
3804 GLboolean EXT_texture_swizzle
;
3805 GLboolean EXT_transform_feedback
;
3806 GLboolean EXT_timer_query
;
3807 GLboolean EXT_vertex_array_bgra
;
3808 GLboolean OES_standard_derivatives
;
3809 /* vendor extensions */
3810 GLboolean AMD_performance_monitor
;
3811 GLboolean AMD_seamless_cubemap_per_texture
;
3812 GLboolean AMD_vertex_shader_layer
;
3813 GLboolean AMD_vertex_shader_viewport_index
;
3814 GLboolean APPLE_object_purgeable
;
3815 GLboolean ATI_texture_compression_3dc
;
3816 GLboolean ATI_texture_mirror_once
;
3817 GLboolean ATI_texture_env_combine3
;
3818 GLboolean ATI_fragment_shader
;
3819 GLboolean ATI_separate_stencil
;
3820 GLboolean INTEL_performance_query
;
3821 GLboolean MESA_pack_invert
;
3822 GLboolean MESA_ycbcr_texture
;
3823 GLboolean NV_conditional_render
;
3824 GLboolean NV_fog_distance
;
3825 GLboolean NV_fragment_program_option
;
3826 GLboolean NV_point_sprite
;
3827 GLboolean NV_primitive_restart
;
3828 GLboolean NV_texture_barrier
;
3829 GLboolean NV_texture_env_combine4
;
3830 GLboolean NV_texture_rectangle
;
3831 GLboolean NV_vdpau_interop
;
3832 GLboolean TDFX_texture_compression_FXT1
;
3833 GLboolean OES_EGL_image
;
3834 GLboolean OES_draw_texture
;
3835 GLboolean OES_depth_texture_cube_map
;
3836 GLboolean OES_EGL_image_external
;
3837 GLboolean OES_compressed_ETC1_RGB8_texture
;
3838 GLboolean extension_sentinel
;
3839 /** The extension string */
3840 const GLubyte
*String
;
3841 /** Number of supported extensions */
3847 * A stack of matrices (projection, modelview, color, texture, etc).
3849 struct gl_matrix_stack
3851 GLmatrix
*Top
; /**< points into Stack */
3852 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3853 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3854 GLuint MaxDepth
; /**< size of Stack[] array */
3855 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3860 * \name Bits for image transfer operations
3861 * \sa __struct gl_contextRec::ImageTransferState.
3864 #define IMAGE_SCALE_BIAS_BIT 0x1
3865 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3866 #define IMAGE_MAP_COLOR_BIT 0x4
3867 #define IMAGE_CLAMP_BIT 0x800
3870 /** Pixel Transfer ops */
3871 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3872 IMAGE_SHIFT_OFFSET_BIT | \
3873 IMAGE_MAP_COLOR_BIT)
3876 * \name Bits to indicate what state has changed.
3879 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3880 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3881 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3882 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3883 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3884 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3885 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3886 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3887 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3888 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3889 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3890 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3891 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3892 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3893 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3894 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3895 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3896 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3897 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3898 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3899 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3900 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3901 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3902 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3903 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3904 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3905 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3906 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3907 #define _NEW_BUFFER_OBJECT (1 << 28)
3908 #define _NEW_FRAG_CLAMP (1 << 29)
3909 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3910 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3916 * Composite state flags
3919 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3925 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3935 /* This has to be included here. */
3940 * Display list flags.
3941 * Strictly this is a tnl-private concept, but it doesn't seem
3942 * worthwhile adding a tnl private structure just to hold this one bit
3945 #define DLIST_DANGLING_REFS 0x1
3948 /** Opaque declaration of display list payload data type */
3949 union gl_dlist_node
;
3953 * Provide a location where information about a display list can be
3954 * collected. Could be extended with driverPrivate structures,
3955 * etc. in the future.
3957 struct gl_display_list
3960 GLchar
*Label
; /**< GL_KHR_debug */
3961 GLbitfield Flags
; /**< DLIST_x flags */
3962 /** The dlist commands are in a linked list of nodes */
3963 union gl_dlist_node
*Head
;
3968 * State used during display list compilation and execution.
3970 struct gl_dlist_state
3972 GLuint CallDepth
; /**< Current recursion calling depth */
3974 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3975 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3976 GLuint CurrentPos
; /**< Index into current block of nodes */
3978 GLvertexformat ListVtxfmt
;
3980 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3981 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3983 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3984 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3987 /* State known to have been set by the currently-compiling display
3988 * list. Used to eliminate some redundant state changes.
3996 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3997 * to small enums suitable for use as an array index.
4000 enum mesa_debug_source
{
4001 MESA_DEBUG_SOURCE_API
,
4002 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
4003 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
4004 MESA_DEBUG_SOURCE_THIRD_PARTY
,
4005 MESA_DEBUG_SOURCE_APPLICATION
,
4006 MESA_DEBUG_SOURCE_OTHER
,
4007 MESA_DEBUG_SOURCE_COUNT
4010 enum mesa_debug_type
{
4011 MESA_DEBUG_TYPE_ERROR
,
4012 MESA_DEBUG_TYPE_DEPRECATED
,
4013 MESA_DEBUG_TYPE_UNDEFINED
,
4014 MESA_DEBUG_TYPE_PORTABILITY
,
4015 MESA_DEBUG_TYPE_PERFORMANCE
,
4016 MESA_DEBUG_TYPE_OTHER
,
4017 MESA_DEBUG_TYPE_MARKER
,
4018 MESA_DEBUG_TYPE_PUSH_GROUP
,
4019 MESA_DEBUG_TYPE_POP_GROUP
,
4020 MESA_DEBUG_TYPE_COUNT
4023 enum mesa_debug_severity
{
4024 MESA_DEBUG_SEVERITY_LOW
,
4025 MESA_DEBUG_SEVERITY_MEDIUM
,
4026 MESA_DEBUG_SEVERITY_HIGH
,
4027 MESA_DEBUG_SEVERITY_NOTIFICATION
,
4028 MESA_DEBUG_SEVERITY_COUNT
4034 * Enum for the OpenGL APIs we know about and may support.
4036 * NOTE: This must match the api_enum table in
4037 * src/mesa/main/get_hash_generator.py
4041 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
4045 API_OPENGL_LAST
= API_OPENGL_CORE
4049 * Driver-specific state flags.
4051 * These are or'd with gl_context::NewDriverState to notify a driver about
4052 * a state change. The driver sets the flags at context creation and
4053 * the meaning of the bits set is opaque to core Mesa.
4055 struct gl_driver_flags
4057 /** gl_context::Array::_DrawArrays (vertex array state) */
4060 /** gl_context::TransformFeedback::CurrentObject */
4061 uint64_t NewTransformFeedback
;
4063 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4064 uint64_t NewTransformFeedbackProg
;
4066 /** gl_context::RasterDiscard */
4067 uint64_t NewRasterizerDiscard
;
4070 * gl_context::UniformBufferBindings
4071 * gl_shader_program::UniformBlocks
4073 uint64_t NewUniformBuffer
;
4075 uint64_t NewTextureBuffer
;
4078 * gl_context::AtomicBufferBindings
4080 uint64_t NewAtomicBuffer
;
4083 * gl_context::ImageUnits
4085 uint64_t NewImageUnits
;
4088 struct gl_uniform_buffer_binding
4090 struct gl_buffer_object
*BufferObject
;
4091 /** Start of uniform block data in the buffer */
4093 /** Size of data allowed to be referenced from the buffer (in bytes) */
4096 * glBindBufferBase() indicates that the Size should be ignored and only
4097 * limited by the current size of the BufferObject.
4099 GLboolean AutomaticSize
;
4103 * ARB_shader_image_load_store image unit.
4105 struct gl_image_unit
4108 * Texture object bound to this unit.
4110 struct gl_texture_object
*TexObj
;
4113 * Level of the texture object bound to this unit.
4118 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4119 * GL_FALSE if only some specific layer of the texture is bound.
4125 * Layer of the texture object bound to this unit, or zero if the
4126 * whole level is bound.
4131 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4132 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4137 * GL internal format that determines the interpretation of the
4138 * image memory when shader image operations are performed through
4144 * Mesa format corresponding to \c Format.
4146 mesa_format _ActualFormat
;
4149 * GL_TRUE if the state of this image unit is valid and access from
4150 * the shader is allowed. Otherwise loads from this unit should
4151 * return zero and stores should have no effect.
4157 * Binding point for an atomic counter buffer object.
4159 struct gl_atomic_buffer_binding
4161 struct gl_buffer_object
*BufferObject
;
4167 * Mesa rendering context.
4169 * This is the central context data structure for Mesa. Almost all
4170 * OpenGL state is contained in this structure.
4171 * Think of this as a base class from which device drivers will derive
4176 /** State possibly shared with other contexts in the address space */
4177 struct gl_shared_state
*Shared
;
4179 /** \name API function pointer tables */
4183 * The current dispatch table for non-displaylist-saving execution, either
4184 * BeginEnd or OutsideBeginEnd
4186 struct _glapi_table
*Exec
;
4188 * The normal dispatch table for non-displaylist-saving, non-begin/end
4190 struct _glapi_table
*OutsideBeginEnd
;
4191 /** The dispatch table used between glNewList() and glEndList() */
4192 struct _glapi_table
*Save
;
4194 * The dispatch table used between glBegin() and glEnd() (outside of a
4195 * display list). Only valid functions between those two are set, which is
4196 * mostly just the set in a GLvertexformat struct.
4198 struct _glapi_table
*BeginEnd
;
4200 * Tracks the current dispatch table out of the 3 above, so that it can be
4201 * re-set on glXMakeCurrent().
4203 struct _glapi_table
*CurrentDispatch
;
4206 struct gl_config Visual
;
4207 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4208 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4209 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4210 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4213 * Device driver function pointer table
4215 struct dd_function_table Driver
;
4217 /** Core/Driver constants */
4218 struct gl_constants Const
;
4220 /** \name The various 4x4 matrix stacks */
4222 struct gl_matrix_stack ModelviewMatrixStack
;
4223 struct gl_matrix_stack ProjectionMatrixStack
;
4224 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4225 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4226 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4229 /** Combined modelview and projection matrix */
4230 GLmatrix _ModelProjectMatrix
;
4232 /** \name Display lists */
4233 struct gl_dlist_state ListState
;
4235 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4236 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4238 /** Extension information */
4239 struct gl_extensions Extensions
;
4241 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4243 char *VersionString
;
4245 /** \name State attribute stack (for glPush/PopAttrib) */
4247 GLuint AttribStackDepth
;
4248 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4251 /** \name Renderer attribute groups
4253 * We define a struct for each attribute group to make pushing and popping
4254 * attributes easy. Also it's a good organization.
4257 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4258 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4259 struct gl_current_attrib Current
; /**< Current attributes */
4260 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4261 struct gl_eval_attrib Eval
; /**< Eval attributes */
4262 struct gl_fog_attrib Fog
; /**< Fog attributes */
4263 struct gl_hint_attrib Hint
; /**< Hint attributes */
4264 struct gl_light_attrib Light
; /**< Light attributes */
4265 struct gl_line_attrib Line
; /**< Line attributes */
4266 struct gl_list_attrib List
; /**< List attributes */
4267 struct gl_multisample_attrib Multisample
;
4268 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4269 struct gl_point_attrib Point
; /**< Point attributes */
4270 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4271 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4272 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4273 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4274 struct gl_texture_attrib Texture
; /**< Texture attributes */
4275 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4276 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4279 /** \name Client attribute stack */
4281 GLuint ClientAttribStackDepth
;
4282 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4285 /** \name Client attribute groups */
4287 struct gl_array_attrib Array
; /**< Vertex arrays */
4288 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4289 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4290 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4293 /** \name Other assorted state (not pushed/popped on attribute stack) */
4295 struct gl_pixelmaps PixelMaps
;
4297 struct gl_evaluators EvalMap
; /**< All evaluators */
4298 struct gl_feedback Feedback
; /**< Feedback */
4299 struct gl_selection Select
; /**< Selection */
4301 struct gl_program_state Program
; /**< general program state */
4302 struct gl_vertex_program_state VertexProgram
;
4303 struct gl_fragment_program_state FragmentProgram
;
4304 struct gl_geometry_program_state GeometryProgram
;
4305 struct gl_compute_program_state ComputeProgram
;
4306 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4308 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4309 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4312 * Current active shader pipeline state
4314 * Almost all internal users want ::_Shader instead of ::Shader. The
4315 * exceptions are bits of legacy GLSL API that do not know about separate
4318 * If a program is active via \c glUseProgram, this will point to
4321 * If a program pipeline is active via \c glBindProgramPipeline, this will
4322 * point to \c ::Pipeline.Current.
4324 * If neither a program nor a program pipeline is active, this will point to
4325 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4328 struct gl_pipeline_object
*_Shader
;
4330 struct gl_query_state Query
; /**< occlusion, timer queries */
4332 struct gl_transform_feedback_state TransformFeedback
;
4334 struct gl_perf_monitor_state PerfMonitor
;
4336 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4338 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4339 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4342 * Current GL_ARB_uniform_buffer_object binding referenced by
4343 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4345 struct gl_buffer_object
*UniformBuffer
;
4348 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4349 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4350 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4353 struct gl_uniform_buffer_binding
4354 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4357 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4360 struct gl_buffer_object
*AtomicBuffer
;
4363 * Array of atomic counter buffer binding points.
4365 struct gl_atomic_buffer_binding
4366 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4369 * Array of image units for ARB_shader_image_load_store.
4371 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4375 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4377 /* GL_EXT_framebuffer_object */
4378 struct gl_renderbuffer
*CurrentRenderbuffer
;
4380 GLenum ErrorValue
; /**< Last error code */
4383 * Recognize and silence repeated error debug messages in buggy apps.
4385 const char *ErrorDebugFmtString
;
4386 GLuint ErrorDebugCount
;
4388 /* GL_ARB_debug_output/GL_KHR_debug */
4389 struct gl_debug_state
*Debug
;
4391 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4392 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4393 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4395 struct gl_driver_flags DriverFlags
;
4397 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4399 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4401 /** \name Derived state */
4402 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4403 GLfloat _EyeZDir
[3];
4404 GLfloat _ModelViewInvScale
;
4405 GLboolean _NeedEyeCoords
;
4406 GLboolean _ForceEyeCoords
;
4408 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4410 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4412 /** \name For debugging/development only */
4414 GLboolean FirstTimeCurrent
;
4418 * False if this context was created without a config. This is needed
4419 * because the initial state of glDrawBuffers depends on this
4421 GLboolean HasConfig
;
4423 /** software compression/decompression supported or not */
4424 GLboolean Mesa_DXTn
;
4426 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4428 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4431 * \name Hooks for module contexts.
4433 * These will eventually live in the driver or elsewhere.
4436 void *swrast_context
;
4437 void *swsetup_context
;
4438 void *swtnl_context
;
4439 struct vbo_context
*vbo_context
;
4440 struct st_context
*st
;
4445 * \name NV_vdpau_interop
4448 const void *vdpDevice
;
4449 const void *vdpGetProcAddress
;
4450 struct set
*vdpSurfaces
;
4454 * Has this context observed a GPU reset in any context in the share group?
4456 * Once this field becomes true, it is never reset to false.
4458 GLboolean ShareGroupReset
;
4463 extern int MESA_VERBOSE
;
4464 extern int MESA_DEBUG_FLAGS
;
4465 # define MESA_FUNCTION __FUNCTION__
4467 # define MESA_VERBOSE 0
4468 # define MESA_DEBUG_FLAGS 0
4469 # define MESA_FUNCTION "a function"
4476 /** The MESA_VERBOSE var is a bitmask of these flags */
4479 VERBOSE_VARRAY
= 0x0001,
4480 VERBOSE_TEXTURE
= 0x0002,
4481 VERBOSE_MATERIAL
= 0x0004,
4482 VERBOSE_PIPELINE
= 0x0008,
4483 VERBOSE_DRIVER
= 0x0010,
4484 VERBOSE_STATE
= 0x0020,
4485 VERBOSE_API
= 0x0040,
4486 VERBOSE_DISPLAY_LIST
= 0x0100,
4487 VERBOSE_LIGHTING
= 0x0200,
4488 VERBOSE_PRIMS
= 0x0400,
4489 VERBOSE_VERTS
= 0x0800,
4490 VERBOSE_DISASSEM
= 0x1000,
4491 VERBOSE_DRAW
= 0x2000,
4492 VERBOSE_SWAPBUFFERS
= 0x4000
4496 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4499 DEBUG_SILENT
= (1 << 0),
4500 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4501 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4502 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4511 #endif /* MTYPES_H */