mesa: validate sampler uniforms during gluniform calls
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
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 */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
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))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
80 struct gl_context;
81 struct st_context;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
85 struct set;
86 struct set_entry;
87 struct vbo_context;
88 /*@}*/
89
90
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)
95
96
97
98 /**
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).
104 */
105 typedef enum
106 {
107 VERT_ATTRIB_POS = 0,
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
112 VERT_ATTRIB_FOG = 5,
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,
140 VERT_ATTRIB_MAX = 33
141 } gl_vert_attrib;
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
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.
156 */
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198
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)
202 /*@}*/
203
204
205 /**
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
208 *
209 * Note that some of these values are not available to all pipeline stages.
210 *
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()
215 */
216 typedef enum
217 {
218 VARYING_SLOT_POS,
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
220 VARYING_SLOT_COL1,
221 VARYING_SLOT_FOGC,
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
223 VARYING_SLOT_TEX1,
224 VARYING_SLOT_TEX2,
225 VARYING_SLOT_TEX3,
226 VARYING_SLOT_TEX4,
227 VARYING_SLOT_TEX5,
228 VARYING_SLOT_TEX6,
229 VARYING_SLOT_TEX7,
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
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
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))
279 /*@}*/
280
281 /**
282 * Bitflags for system values.
283 */
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)
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (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:
301 return GL_FALSE;
302 default:
303 return GL_TRUE;
304 }
305 }
306
307
308 /**
309 * Fragment program results
310 */
311 typedef enum
312 {
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.
317 */
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
320
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.
324 */
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
327 } gl_frag_result;
328
329
330 /**
331 * Indexes for all renderbuffers
332 */
333 typedef enum
334 {
335 /* the four standard color buffers */
336 BUFFER_FRONT_LEFT,
337 BUFFER_BACK_LEFT,
338 BUFFER_FRONT_RIGHT,
339 BUFFER_BACK_RIGHT,
340 BUFFER_DEPTH,
341 BUFFER_STENCIL,
342 BUFFER_ACCUM,
343 /* optional aux buffer */
344 BUFFER_AUX0,
345 /* generic renderbuffers */
346 BUFFER_COLOR0,
347 BUFFER_COLOR1,
348 BUFFER_COLOR2,
349 BUFFER_COLOR3,
350 BUFFER_COLOR4,
351 BUFFER_COLOR5,
352 BUFFER_COLOR6,
353 BUFFER_COLOR7,
354 BUFFER_COUNT
355 } gl_buffer_index;
356
357 /**
358 * Bit flags for all renderbuffers
359 */
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)
379
380 /**
381 * Mask of all the color buffer bits (but not accum).
382 */
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
387 BUFFER_BIT_AUX0 | \
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 | \
395 BUFFER_BIT_COLOR7)
396
397
398 /**
399 * Shader stages. Note that these will become 5 with tessellation.
400 *
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.
404 */
405 typedef enum
406 {
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
411 } gl_shader_stage;
412
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
414
415
416 /**
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.
420 */
421 struct gl_config
422 {
423 GLboolean rgbMode;
424 GLboolean floatMode;
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
427 GLuint stereoMode;
428
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
432
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 */
437
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
439 GLint depthBits;
440 GLint stencilBits;
441
442 GLint numAuxBuffers;
443
444 GLint level;
445
446 /* EXT_visual_rating / GLX 1.2 */
447 GLint visualRating;
448
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;
454
455 /* ARB_multisample / SGIS_multisample */
456 GLint sampleBuffers;
457 GLint samples;
458
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. */
465
466 /* OML_swap_method */
467 GLint swapMethod;
468
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
474 GLint yInverted;
475
476 /* EXT_framebuffer_sRGB */
477 GLint sRGBCapable;
478 };
479
480
481 /**
482 * \name Bit flags used for updating material values.
483 */
484 /*@{*/
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
498
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))
505
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
509
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)
522
523
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)
530
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)
537
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
539 /*@}*/
540
541
542 /**
543 * Material state.
544 */
545 struct gl_material
546 {
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
548 };
549
550
551 /**
552 * Light state flags.
553 */
554 /*@{*/
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)
559 /*@}*/
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
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 */
582
583 /**
584 * \name Derived fields
585 */
586 /*@{*/
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
588
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;
594
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 */
598 /*@}*/
599 };
600
601
602 /**
603 * Light model state.
604 */
605 struct gl_lightmodel
606 {
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 */
612 };
613
614
615 /**
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
617 */
618 struct gl_accum_attrib
619 {
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
621 };
622
623
624 /**
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
627 */
628 union gl_color_union
629 {
630 GLfloat f[4];
631 GLint i[4];
632 GLuint ui[4];
633 };
634
635
636 /**
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
638 */
639 struct gl_colorbuffer_attrib
640 {
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 */
645
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
647
648 /**
649 * \name alpha testing
650 */
651 /*@{*/
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
656 /*@}*/
657
658 /**
659 * \name Blending
660 */
661 /*@{*/
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
663
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.
667 */
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
670
671 struct
672 {
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. */
679 /**
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
681 * get set.
682 */
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;
689 /*@}*/
690
691 /**
692 * \name Logic op
693 */
694 /*@{*/
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
698 /*@}*/
699
700 GLboolean DitherFlag; /**< Dither enable flag */
701
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 */
705
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
707 };
708
709
710 /**
711 * Current attribute group (GL_CURRENT_BIT).
712 */
713 struct gl_current_attrib
714 {
715 /**
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.
720 */
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
722
723 /**
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
726 */
727 /*@{*/
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;
734 /*@}*/
735 };
736
737
738 /**
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
740 */
741 struct gl_depthbuffer_attrib
742 {
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 */
749 };
750
751
752 /**
753 * Evaluator attribute group (GL_EVAL_BIT).
754 */
755 struct gl_eval_attrib
756 {
757 /**
758 * \name Enable bits
759 */
760 /*@{*/
761 GLboolean Map1Color4;
762 GLboolean Map1Index;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
771 GLboolean Map2Index;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
780 /*@}*/
781
782 /**
783 * \name Map Grid endpoints and divisions and calculated du values
784 */
785 /*@{*/
786 GLint MapGrid1un;
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
791 /*@}*/
792 };
793
794
795 /**
796 * Fog attribute group (GL_FOG_BIT).
797 */
798 struct gl_fog_attrib
799 {
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 */
812 };
813
814
815 /**
816 * Hint attribute group (GL_HINT_BIT).
817 *
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
819 */
820 struct gl_hint_attrib
821 {
822 GLenum PerspectiveCorrection;
823 GLenum PointSmooth;
824 GLenum LineSmooth;
825 GLenum PolygonSmooth;
826 GLenum Fog;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
830 };
831
832
833 /**
834 * Lighting attribute group (GL_LIGHT_BIT).
835 */
836 struct gl_light_attrib
837 {
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
840
841 /**
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
844 */
845 struct gl_material Material;
846
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;
856
857 struct gl_light EnabledList; /**< List sentinel */
858
859 /**
860 * Derived state for optimizations:
861 */
862 /*@{*/
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
866 /*@}*/
867 };
868
869
870 /**
871 * Line attribute group (GL_LINE_BIT).
872 */
873 struct gl_line_attrib
874 {
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 */
880 };
881
882
883 /**
884 * Display list attribute group (GL_LIST_BIT).
885 */
886 struct gl_list_attrib
887 {
888 GLuint ListBase;
889 };
890
891
892 /**
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
894 */
895 struct gl_multisample_attrib
896 {
897 GLboolean Enabled;
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;
906
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;
911 };
912
913
914 /**
915 * A pixelmap (see glPixelMap)
916 */
917 struct gl_pixelmap
918 {
919 GLint Size;
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
921 };
922
923
924 /**
925 * Collection of all pixelmaps
926 */
927 struct gl_pixelmaps
928 {
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;
939 };
940
941
942 /**
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
944 */
945 struct gl_pixel_attrib
946 {
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
948
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
951
952 /** Scale & Bias (index shift, offset) */
953 /*@{*/
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
960 /*@}*/
961
962 /* Pixel Maps */
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
966
967 /*--- End Pixel Transfer State ---*/
968
969 /** glPixelZoom */
970 GLfloat ZoomX, ZoomY;
971 };
972
973
974 /**
975 * Point attribute group (GL_POINT_BIT).
976 */
977 struct gl_point_attrib
978 {
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 */
989 };
990
991
992 /**
993 * Polygon attribute group (GL_POLYGON_BIT).
994 */
995 struct gl_polygon_attrib
996 {
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 */
1010 };
1011
1012
1013 /**
1014 * Scissor attributes (GL_SCISSOR_BIT).
1015 */
1016 struct gl_scissor_rect
1017 {
1018 GLint X, Y; /**< Lower left corner of box */
1019 GLsizei Width, Height; /**< Size of box */
1020 };
1021 struct gl_scissor_attrib
1022 {
1023 GLbitfield EnableFlags; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1025 };
1026
1027
1028 /**
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1030 *
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.
1037 *
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.
1040 *
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1043 */
1044 struct gl_stencil_attrib
1045 {
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 */
1061 };
1062
1063
1064 /**
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.
1068 */
1069 typedef enum
1070 {
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,
1078 TEXTURE_CUBE_INDEX,
1079 TEXTURE_3D_INDEX,
1080 TEXTURE_RECT_INDEX,
1081 TEXTURE_2D_INDEX,
1082 TEXTURE_1D_INDEX,
1083 NUM_TEXTURE_TARGETS
1084 } gl_texture_index;
1085
1086
1087 /**
1088 * Bit flags for each type of texture object
1089 */
1090 /*@{*/
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)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
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.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
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 */
1133
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 */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
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.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
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 */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
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. */
1200
1201 struct gl_sampler_object Sampler;
1202
1203 GLenum DepthMode; /**< GL_ARB_depth_texture */
1204 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1205
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
1221 pressure? */
1222 GLboolean Immutable; /**< GL_ARB_texture_storage */
1223
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 */
1228
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1231
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 */
1240
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits;
1243
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType;
1246 };
1247
1248
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1251
1252
1253 /**
1254 * Texture combine environment state.
1255 */
1256 struct gl_tex_env_combine_state
1257 {
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 */
1270 };
1271
1272
1273 /**
1274 * TexGenEnabled flags.
1275 */
1276 /*@{*/
1277 #define S_BIT 1
1278 #define T_BIT 2
1279 #define R_BIT 4
1280 #define Q_BIT 8
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1282 /*@}*/
1283
1284
1285 /**
1286 * Bit flag versions of the corresponding GL_ constants.
1287 */
1288 /*@{*/
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
1294
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 | \
1301 TEXGEN_EYE_LINEAR)
1302 /*@}*/
1303
1304
1305
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1308
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1311
1312
1313 /**
1314 * Texture coord generation state.
1315 */
1316 struct gl_texgen
1317 {
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];
1322 };
1323
1324
1325 /**
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1328 */
1329 struct gl_texture_unit
1330 {
1331 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1332
1333 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor[4];
1335 GLfloat EnvColorUnclamped[4];
1336
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 */
1343
1344 GLfloat LodBias; /**< for biasing mipmap levels */
1345
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1348
1349 /**
1350 * \name GL_EXT_texture_env_combine
1351 */
1352 struct gl_tex_env_combine_state Combine;
1353
1354 /**
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1357 */
1358 struct gl_tex_env_combine_state _EnvMode;
1359
1360 /**
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1363 */
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1365
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1368
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1371
1372 /** Texture targets that have a non-default texture bound */
1373 GLbitfield _BoundTextures;
1374 };
1375
1376
1377 /**
1378 * Texture attribute group (GL_TEXTURE_BIT).
1379 */
1380 struct gl_texture_attrib
1381 {
1382 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1383 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1384
1385 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1386
1387 /** GL_ARB_texture_buffer_object */
1388 struct gl_buffer_object *BufferObject;
1389
1390 /** GL_ARB_seamless_cubemap */
1391 GLboolean CubeMapSeamless;
1392
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1395
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1398
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1401
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1404
1405 /** Largest index of a texture unit with _Current != NULL. */
1406 GLint _MaxEnabledTexImageUnit;
1407
1408 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1409 GLint NumCurrentTexUsed;
1410 };
1411
1412
1413 /**
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).
1416 */
1417 typedef GLfloat gl_clip_plane[4];
1418
1419
1420 /**
1421 * Transformation attribute group (GL_TRANSFORM_BIT).
1422 */
1423 struct gl_transform_attrib
1424 {
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 */
1433 };
1434
1435
1436 /**
1437 * Viewport attribute group (GL_VIEWPORT_BIT).
1438 */
1439 struct gl_viewport_attrib
1440 {
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. */
1445 };
1446
1447
1448 typedef enum {
1449 MAP_USER,
1450 MAP_INTERNAL,
1451
1452 MAP_COUNT
1453 } gl_map_buffer_index;
1454
1455
1456 /**
1457 * Fields describing a mapped buffer range.
1458 */
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 */
1464 };
1465
1466
1467 /**
1468 * Usages we've seen for a buffer object.
1469 */
1470 typedef enum {
1471 USAGE_UNIFORM_BUFFER = 0x1,
1472 USAGE_TEXTURE_BUFFER = 0x2,
1473 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1474 } gl_buffer_usage;
1475
1476
1477 /**
1478 * GL_ARB_vertex/pixel_buffer_object buffer object
1479 */
1480 struct gl_buffer_object
1481 {
1482 mtx_t Mutex;
1483 GLint RefCount;
1484 GLuint Name;
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? */
1495
1496 struct gl_buffer_mapping Mappings[MAP_COUNT];
1497 };
1498
1499
1500 /**
1501 * Client pixel packing/unpacking attributes
1502 */
1503 struct gl_pixelstore_attrib
1504 {
1505 GLint Alignment;
1506 GLint RowLength;
1507 GLint SkipPixels;
1508 GLint SkipRows;
1509 GLint ImageHeight;
1510 GLint SkipImages;
1511 GLboolean SwapBytes;
1512 GLboolean LsbFirst;
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 */
1519 };
1520
1521
1522 /**
1523 * Client vertex array attributes
1524 */
1525 struct gl_client_array
1526 {
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 */
1538
1539 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1540 };
1541
1542
1543 /**
1544 * Vertex attribute array as seen by the client.
1545 *
1546 * Contains the size, type, format and normalization flag,
1547 * along with the index of a vertex buffer binding point.
1548 *
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.
1555 */
1556 struct gl_vertex_attrib_array
1557 {
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 */
1569 };
1570
1571
1572 /**
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.
1576 */
1577 struct gl_vertex_buffer_binding
1578 {
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 */
1584 };
1585
1586
1587 /**
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
1590 * extension.
1591 */
1592 struct gl_vertex_array_object
1593 {
1594 /** Name of the VAO as received from glGenVertexArray. */
1595 GLuint Name;
1596 GLchar *Label; /**< GL_KHR_debug */
1597
1598 GLint RefCount;
1599 mtx_t Mutex;
1600
1601 /**
1602 * Does the VAO use ARB semantics or Apple semantics?
1603 *
1604 * There are several ways in which ARB_vertex_array_object and
1605 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1606 * least,
1607 *
1608 * - ARB VAOs require that all array data be sourced from vertex buffer
1609 * objects, but Apple VAOs do not.
1610 *
1611 * - ARB VAOs require that names come from GenVertexArrays.
1612 *
1613 * This flag notes which behavior governs this VAO.
1614 */
1615 GLboolean ARBsemantics;
1616
1617 /**
1618 * Has this array object been bound?
1619 */
1620 GLboolean EverBound;
1621
1622 /**
1623 * Derived vertex attribute arrays
1624 *
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.
1627 */
1628 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1629
1630 /** Vertex attribute arrays */
1631 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1632
1633 /** Vertex buffer bindings */
1634 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1635
1636 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1637 GLbitfield64 _Enabled;
1638
1639 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1640 GLbitfield64 NewArrays;
1641
1642 /** The index buffer (also known as the element array buffer in OpenGL). */
1643 struct gl_buffer_object *IndexBufferObj;
1644 };
1645
1646
1647 /** Used to signal when transitioning from one kind of drawing method
1648 * to another.
1649 */
1650 typedef enum {
1651 DRAW_NONE, /**< Initial value only */
1652 DRAW_BEGIN_END,
1653 DRAW_DISPLAY_LIST,
1654 DRAW_ARRAYS
1655 } gl_draw_method;
1656
1657
1658 /**
1659 * Vertex array state
1660 */
1661 struct gl_array_attrib
1662 {
1663 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1664 struct gl_vertex_array_object *VAO;
1665
1666 /** The default vertex array object */
1667 struct gl_vertex_array_object *DefaultVAO;
1668
1669 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1670 struct _mesa_HashTable *Objects;
1671
1672 GLint ActiveTexture; /**< Client Active Texture */
1673 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1674 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1675
1676 /**
1677 * \name Primitive restart controls
1678 *
1679 * Primitive restart is enabled if either \c PrimitiveRestart or
1680 * \c PrimitiveRestartFixedIndex is set.
1681 */
1682 /*@{*/
1683 GLboolean PrimitiveRestart;
1684 GLboolean PrimitiveRestartFixedIndex;
1685 GLboolean _PrimitiveRestart;
1686 GLuint RestartIndex;
1687 /*@}*/
1688
1689 /* GL_ARB_vertex_buffer_object */
1690 struct gl_buffer_object *ArrayBufferObj;
1691
1692 /**
1693 * Vertex arrays as consumed by a driver.
1694 * The array pointer is set up only by the VBO module.
1695 */
1696 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1697
1698 /** One of the DRAW_xxx flags, not consumed by drivers */
1699 gl_draw_method DrawMethod;
1700
1701 /** Legal array datatypes */
1702 GLbitfield LegalTypesMask;
1703 };
1704
1705
1706 /**
1707 * Feedback buffer state
1708 */
1709 struct gl_feedback
1710 {
1711 GLenum Type;
1712 GLbitfield _Mask; /**< FB_* bits */
1713 GLfloat *Buffer;
1714 GLuint BufferSize;
1715 GLuint Count;
1716 };
1717
1718
1719 /**
1720 * Selection buffer state
1721 */
1722 struct gl_selection
1723 {
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 */
1733 };
1734
1735
1736 /**
1737 * 1-D Evaluator control points
1738 */
1739 struct gl_1d_map
1740 {
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 */
1744 };
1745
1746
1747 /**
1748 * 2-D Evaluator control points
1749 */
1750 struct gl_2d_map
1751 {
1752 GLuint Uorder; /**< Number of control points in U dimension */
1753 GLuint Vorder; /**< Number of control points in V dimension */
1754 GLfloat u1, u2, du;
1755 GLfloat v1, v2, dv;
1756 GLfloat *Points; /**< Points to contiguous control points */
1757 };
1758
1759
1760 /**
1761 * All evaluator control point state
1762 */
1763 struct gl_evaluators
1764 {
1765 /**
1766 * \name 1-D maps
1767 */
1768 /*@{*/
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;
1778 /*@}*/
1779
1780 /**
1781 * \name 2-D maps
1782 */
1783 /*@{*/
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;
1793 /*@}*/
1794 };
1795
1796
1797 struct gl_transform_feedback_varying_info
1798 {
1799 char *Name;
1800 GLenum Type;
1801 GLint Size;
1802 };
1803
1804
1805 /**
1806 * Per-output info vertex shaders for transform feedback.
1807 */
1808 struct gl_transform_feedback_output
1809 {
1810 unsigned OutputRegister;
1811 unsigned OutputBuffer;
1812 unsigned NumComponents;
1813 unsigned StreamId;
1814
1815 /** offset (in DWORDs) of this output within the interleaved structure */
1816 unsigned DstOffset;
1817
1818 /**
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.
1822 */
1823 unsigned ComponentOffset;
1824 };
1825
1826
1827 /** Post-link transform feedback info. */
1828 struct gl_transform_feedback_info
1829 {
1830 unsigned NumOutputs;
1831
1832 /**
1833 * Number of transform feedback buffers in use by this program.
1834 */
1835 unsigned NumBuffers;
1836
1837 struct gl_transform_feedback_output *Outputs;
1838
1839 /** Transform feedback varyings used for the linking of this shader program.
1840 *
1841 * Use for glGetTransformFeedbackVarying().
1842 */
1843 struct gl_transform_feedback_varying_info *Varyings;
1844 GLint NumVarying;
1845
1846 /**
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.
1850 */
1851 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1852 };
1853
1854
1855 /**
1856 * Transform feedback object state
1857 */
1858 struct gl_transform_feedback_object
1859 {
1860 GLuint Name; /**< AKA the object ID */
1861 GLchar *Label; /**< GL_KHR_debug */
1862 GLint RefCount;
1863 GLboolean Active; /**< Is transform feedback enabled? */
1864 GLboolean Paused; /**< Is transform feedback paused? */
1865 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1866 at least once? */
1867 GLboolean EverBound; /**< Has this object been bound? */
1868
1869 /**
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.
1874 */
1875 struct gl_shader_program *shader_program;
1876
1877 /**
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.
1883 *
1884 * Not tracked for desktop GL since it's unnecessary.
1885 */
1886 unsigned GlesRemainingPrims;
1887
1888 /** The feedback buffers */
1889 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1890 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1891
1892 /** Start of feedback data in dest buffer */
1893 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1894
1895 /**
1896 * Max data to put into dest buffer (in bytes). Computed based on
1897 * RequestedSize and the actual size of the buffer.
1898 */
1899 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1900
1901 /**
1902 * Size that was specified when the buffer was bound. If the buffer was
1903 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1904 * zero.
1905 */
1906 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1907 };
1908
1909
1910 /**
1911 * Context state for transform feedback.
1912 */
1913 struct gl_transform_feedback_state
1914 {
1915 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1916
1917 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1918 struct gl_buffer_object *CurrentBuffer;
1919
1920 /** The table of all transform feedback objects */
1921 struct _mesa_HashTable *Objects;
1922
1923 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1924 struct gl_transform_feedback_object *CurrentObject;
1925
1926 /** The default xform-fb object (Name==0) */
1927 struct gl_transform_feedback_object *DefaultObject;
1928 };
1929
1930
1931 /**
1932 * A "performance monitor" as described in AMD_performance_monitor.
1933 */
1934 struct gl_perf_monitor_object
1935 {
1936 GLuint Name;
1937
1938 /** True if the monitor is currently active (Begin called but not End). */
1939 GLboolean Active;
1940
1941 /**
1942 * True if the monitor has ended.
1943 *
1944 * This is distinct from !Active because it may never have began.
1945 */
1946 GLboolean Ended;
1947
1948 /**
1949 * A list of groups with currently active counters.
1950 *
1951 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1952 */
1953 unsigned *ActiveGroups;
1954
1955 /**
1956 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1957 *
1958 * Checking whether counter 'c' in group 'g' is active can be done via:
1959 *
1960 * BITSET_TEST(ActiveCounters[g], c)
1961 */
1962 GLuint **ActiveCounters;
1963 };
1964
1965
1966 union gl_perf_monitor_counter_value
1967 {
1968 float f;
1969 uint64_t u64;
1970 uint32_t u32;
1971 };
1972
1973
1974 struct gl_perf_monitor_counter
1975 {
1976 /** Human readable name for the counter. */
1977 const char *Name;
1978
1979 /**
1980 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1981 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1982 */
1983 GLenum Type;
1984
1985 /** Minimum counter value. */
1986 union gl_perf_monitor_counter_value Minimum;
1987
1988 /** Maximum counter value. */
1989 union gl_perf_monitor_counter_value Maximum;
1990 };
1991
1992
1993 struct gl_perf_monitor_group
1994 {
1995 /** Human readable name for the group. */
1996 const char *Name;
1997
1998 /**
1999 * Maximum number of counters in this group which can be active at the
2000 * same time.
2001 */
2002 GLuint MaxActiveCounters;
2003
2004 /** Array of counters within this group. */
2005 const struct gl_perf_monitor_counter *Counters;
2006 GLuint NumCounters;
2007 };
2008
2009
2010 /**
2011 * Context state for AMD_performance_monitor.
2012 */
2013 struct gl_perf_monitor_state
2014 {
2015 /** Array of performance monitor groups (indexed by group ID) */
2016 const struct gl_perf_monitor_group *Groups;
2017 GLuint NumGroups;
2018
2019 /** The table of all performance monitors. */
2020 struct _mesa_HashTable *Monitors;
2021 };
2022
2023
2024 /**
2025 * Names of the various vertex/fragment program register files, etc.
2026 *
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.
2029 *
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.
2033 */
2034 typedef enum
2035 {
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 */
2048 PROGRAM_FILE_MAX
2049 } gl_register_file;
2050
2051
2052 /**
2053 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2054 * one of these values.
2055 */
2056 typedef enum
2057 {
2058 /**
2059 * \name Vertex shader system values
2060 */
2061 /*@{*/
2062 /**
2063 * OpenGL-style vertex ID.
2064 *
2065 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2066 * OpenGL 3.3 core profile spec says:
2067 *
2068 * "gl_VertexID holds the integer index i implicitly passed by
2069 * DrawArrays or one of the other drawing commands defined in section
2070 * 2.8.3."
2071 *
2072 * Section 2.8.3 (Drawing Commands) of the same spec says:
2073 *
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."
2078 *
2079 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2080 * says:
2081 *
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."
2087 *
2088 * gl_VertexID gets basevertex added in. This differs from DirectX where
2089 * SV_VertexID does \b not get basevertex added in.
2090 *
2091 * \note
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.
2095 *
2096 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2097 */
2098 SYSTEM_VALUE_VERTEX_ID,
2099
2100 /**
2101 * Instanced ID as supplied to gl_InstanceID
2102 *
2103 * Values assigned to gl_InstanceID always begin with zero, regardless of
2104 * the value of baseinstance.
2105 *
2106 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2107 * says:
2108 *
2109 * "gl_InstanceID holds the integer instance number of the current
2110 * primitive in an instanced draw call (see section 10.5)."
2111 *
2112 * Through a big chain of pseudocode, section 10.5 describes that
2113 * baseinstance is not counted by gl_InstanceID. In that section, notice
2114 *
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
2118 *
2119 * floor(instance/divisor) + baseinstance
2120 *
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)."
2124 *
2125 * Note that baseinstance is \b not included in the value of instance.
2126 */
2127 SYSTEM_VALUE_INSTANCE_ID,
2128
2129 /**
2130 * DirectX-style vertex ID.
2131 *
2132 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2133 * the value of basevertex.
2134 *
2135 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2136 */
2137 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
2138
2139 /**
2140 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2141 * functions.
2142 *
2143 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2144 */
2145 SYSTEM_VALUE_BASE_VERTEX,
2146 /*@}*/
2147
2148 /**
2149 * \name Geometry shader system values
2150 */
2151 /*@{*/
2152 SYSTEM_VALUE_INVOCATION_ID,
2153 /*@}*/
2154
2155 /**
2156 * \name Fragment shader system values
2157 */
2158 /*@{*/
2159 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2160 SYSTEM_VALUE_SAMPLE_ID,
2161 SYSTEM_VALUE_SAMPLE_POS,
2162 SYSTEM_VALUE_SAMPLE_MASK_IN,
2163 /*@}*/
2164
2165 SYSTEM_VALUE_MAX /**< Number of values */
2166 } gl_system_value;
2167
2168
2169 /**
2170 * The possible interpolation qualifiers that can be applied to a fragment
2171 * shader input in GLSL.
2172 *
2173 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2174 * gl_fragment_program data structure to 0 causes the default behavior.
2175 */
2176 enum glsl_interp_qualifier
2177 {
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 */
2183 };
2184
2185
2186 /**
2187 * \brief Layout qualifiers for gl_FragDepth.
2188 *
2189 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2190 * a layout qualifier.
2191 *
2192 * \see enum ir_depth_layout
2193 */
2194 enum gl_frag_depth_layout
2195 {
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
2201 };
2202
2203
2204 /**
2205 * Base class for any kind of program object
2206 */
2207 struct gl_program
2208 {
2209 GLuint Id;
2210 GLubyte *String; /**< Null-terminated program text */
2211 GLint RefCount;
2212 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2213 GLenum Format; /**< String encoding format */
2214
2215 struct prog_instruction *Instructions;
2216
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. */
2225
2226 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2227
2228 /**
2229 * For vertex and geometry shaders, true if the program uses the
2230 * gl_ClipDistance output. Ignored for fragment shaders.
2231 */
2232 GLboolean UsesClipDistanceOut;
2233
2234
2235 /** Named parameters, constants, etc. from program text */
2236 struct gl_program_parameter_list *Parameters;
2237
2238 /**
2239 * Local parameters used by the program.
2240 *
2241 * It's dynamically allocated because it is rarely used (just
2242 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2243 * allocated.
2244 */
2245 GLfloat (*LocalParams)[4];
2246
2247 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2248 GLubyte SamplerUnits[MAX_SAMPLERS];
2249
2250 /** Bitmask of which register files are read/written with indirect
2251 * addressing. Mask of (1 << PROGRAM_x) bits.
2252 */
2253 GLbitfield IndirectRegisterFiles;
2254
2255 /** Logical counts */
2256 /*@{*/
2257 GLuint NumInstructions;
2258 GLuint NumTemporaries;
2259 GLuint NumParameters;
2260 GLuint NumAttributes;
2261 GLuint NumAddressRegs;
2262 GLuint NumAluInstructions;
2263 GLuint NumTexInstructions;
2264 GLuint NumTexIndirections;
2265 /*@}*/
2266 /** Native, actual h/w counts */
2267 /*@{*/
2268 GLuint NumNativeInstructions;
2269 GLuint NumNativeTemporaries;
2270 GLuint NumNativeParameters;
2271 GLuint NumNativeAttributes;
2272 GLuint NumNativeAddressRegs;
2273 GLuint NumNativeAluInstructions;
2274 GLuint NumNativeTexInstructions;
2275 GLuint NumNativeTexIndirections;
2276 /*@}*/
2277 };
2278
2279
2280 /** Vertex program object */
2281 struct gl_vertex_program
2282 {
2283 struct gl_program Base; /**< base class */
2284 GLboolean IsPositionInvariant;
2285 };
2286
2287
2288 /** Geometry program object */
2289 struct gl_geometry_program
2290 {
2291 struct gl_program Base; /**< base class */
2292
2293 GLint VerticesIn;
2294 GLint VerticesOut;
2295 GLint Invocations;
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;
2300 bool UsesStreams;
2301 };
2302
2303
2304 /** Fragment program object */
2305 struct gl_fragment_program
2306 {
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;
2313
2314 /**
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.
2318 */
2319 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2320
2321 /**
2322 * Bitfield indicating, for each fragment shader input, 1 if that input
2323 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2324 */
2325 GLbitfield64 IsCentroid;
2326
2327 /**
2328 * Bitfield indicating, for each fragment shader input, 1 if that input
2329 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2330 */
2331 GLbitfield64 IsSample;
2332 };
2333
2334
2335 /** Compute program object */
2336 struct gl_compute_program
2337 {
2338 struct gl_program Base; /**< base class */
2339
2340 /**
2341 * Size specified using local_size_{x,y,z}.
2342 */
2343 unsigned LocalSize[3];
2344 };
2345
2346
2347 /**
2348 * State common to vertex and fragment programs.
2349 */
2350 struct gl_program_state
2351 {
2352 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2353 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2354 };
2355
2356
2357 /**
2358 * Context state for vertex programs.
2359 */
2360 struct gl_vertex_program_state
2361 {
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 */
2369
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.
2373 */
2374 struct gl_vertex_program *_Current;
2375
2376 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2377
2378 /** Should fixed-function T&L be implemented with a vertex prog? */
2379 GLboolean _MaintainTnlProgram;
2380
2381 /** Program to emulate fixed-function T&L (see above) */
2382 struct gl_vertex_program *_TnlProgram;
2383
2384 /** Cache of fixed-function programs */
2385 struct gl_program_cache *Cache;
2386
2387 GLboolean _Overriden;
2388 };
2389
2390
2391 /**
2392 * Context state for geometry programs.
2393 */
2394 struct gl_geometry_program_state
2395 {
2396 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2397 GLboolean _Enabled; /**< Enabled and valid program? */
2398 struct gl_geometry_program *Current; /**< user-bound geometry program */
2399
2400 /** Currently enabled and valid program (including internal programs
2401 * and compiled shader programs).
2402 */
2403 struct gl_geometry_program *_Current;
2404
2405 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2406 };
2407
2408 /**
2409 * Context state for fragment programs.
2410 */
2411 struct gl_fragment_program_state
2412 {
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 */
2416
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.
2420 */
2421 struct gl_fragment_program *_Current;
2422
2423 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2424
2425 /** Should fixed-function texturing be implemented with a fragment prog? */
2426 GLboolean _MaintainTexEnvProgram;
2427
2428 /** Program to emulate fixed-function texture env/combine (see above) */
2429 struct gl_fragment_program *_TexEnvProgram;
2430
2431 /** Cache of fixed-function programs */
2432 struct gl_program_cache *Cache;
2433 };
2434
2435
2436 /**
2437 * Context state for compute programs.
2438 */
2439 struct gl_compute_program_state
2440 {
2441 struct gl_compute_program *Current; /**< user-bound compute program */
2442
2443 /** Currently enabled and valid program (including internal programs
2444 * and compiled shader programs).
2445 */
2446 struct gl_compute_program *_Current;
2447 };
2448
2449
2450 /**
2451 * ATI_fragment_shader runtime state
2452 */
2453 #define ATI_FS_INPUT_PRIMARY 0
2454 #define ATI_FS_INPUT_SECONDARY 1
2455
2456 struct atifs_instruction;
2457 struct atifs_setupinst;
2458
2459 /**
2460 * ATI fragment shader
2461 */
2462 struct ati_fragment_shader
2463 {
2464 GLuint Id;
2465 GLint RefCount;
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 */
2473 GLubyte cur_pass;
2474 GLubyte last_optype;
2475 GLboolean interpinp1;
2476 GLboolean isValid;
2477 GLuint swizzlerq;
2478 };
2479
2480 /**
2481 * Context state for GL_ATI_fragment_shader
2482 */
2483 struct gl_ati_fragment_shader_state
2484 {
2485 GLboolean Enabled;
2486 GLboolean _Enabled; /**< enabled and valid shader? */
2487 GLboolean Compiling;
2488 GLfloat GlobalConstants[8][4];
2489 struct ati_fragment_shader *Current;
2490 };
2491
2492
2493 /** Set by #pragma directives */
2494 struct gl_sl_pragmas
2495 {
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 */
2500 };
2501
2502
2503 /**
2504 * A GLSL vertex or fragment shader object.
2505 */
2506 struct gl_shader
2507 {
2508 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2509 * Must be the first field.
2510 */
2511 GLenum Type;
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 */
2521 GLchar *InfoLog;
2522 struct gl_sl_pragmas Pragmas;
2523
2524 unsigned Version; /**< GLSL version used for linking */
2525 GLboolean IsES; /**< True if this shader uses GLSL ES */
2526
2527 /**
2528 * \name Sampler tracking
2529 *
2530 * \note Each of these fields is only set post-linking.
2531 */
2532 /*@{*/
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. */
2536 /*@}*/
2537
2538 /**
2539 * Map from sampler unit to texture unit (set by glUniform1i())
2540 *
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.
2544 */
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];
2548
2549 /**
2550 * Number of default uniform block components used by this shader.
2551 *
2552 * This field is only set post-linking.
2553 */
2554 unsigned num_uniform_components;
2555
2556 /**
2557 * Number of combined uniform components used by this shader.
2558 *
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.
2561 */
2562 unsigned num_combined_uniform_components;
2563
2564 /**
2565 * This shader's uniform block information.
2566 *
2567 * These fields are only set post-linking.
2568 */
2569 struct gl_uniform_block *UniformBlocks;
2570 unsigned NumUniformBlocks;
2571
2572 struct exec_list *ir;
2573 struct glsl_symbol_table *symbols;
2574
2575 bool uses_builtin_functions;
2576 bool uses_gl_fragcoord;
2577 bool redeclares_gl_fragcoord;
2578 bool ARB_fragment_coord_conventions_enable;
2579
2580 /**
2581 * Fragment shader state from GLSL 1.50 layout qualifiers.
2582 */
2583 bool origin_upper_left;
2584 bool pixel_center_integer;
2585
2586 /**
2587 * Geometry shader state from GLSL 1.50 layout qualifiers.
2588 */
2589 struct {
2590 GLint VerticesOut;
2591 /**
2592 * 0 - Invocations count not declared in shader, or
2593 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2594 */
2595 GLint Invocations;
2596 /**
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
2599 * shader.
2600 */
2601 GLenum InputType;
2602 /**
2603 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2604 * it's not set in this shader.
2605 */
2606 GLenum OutputType;
2607 } Geom;
2608
2609 /**
2610 * Map from image uniform index to image unit (set by glUniform1i())
2611 *
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.
2615 */
2616 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2617
2618 /**
2619 * Access qualifier specified in the shader for each image uniform
2620 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2621 * GL_READ_WRITE.
2622 *
2623 * It may be different, though only more strict than the value of
2624 * \c gl_image_unit::Access for the corresponding image unit.
2625 */
2626 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2627
2628 /**
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.
2632 */
2633 GLuint NumImages;
2634
2635 /**
2636 * Compute shader state from ARB_compute_shader layout qualifiers.
2637 */
2638 struct {
2639 /**
2640 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2641 * it's not set in this shader.
2642 */
2643 unsigned LocalSize[3];
2644 } Comp;
2645 };
2646
2647
2648 struct gl_uniform_buffer_variable
2649 {
2650 char *Name;
2651
2652 /**
2653 * Name of the uniform as seen by glGetUniformIndices.
2654 *
2655 * glGetUniformIndices requires that the block instance index \b not be
2656 * present in the name of queried uniforms.
2657 *
2658 * \note
2659 * \c gl_uniform_buffer_variable::IndexName and
2660 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2661 */
2662 char *IndexName;
2663
2664 const struct glsl_type *Type;
2665 unsigned int Offset;
2666 GLboolean RowMajor;
2667 };
2668
2669
2670 enum gl_uniform_block_packing
2671 {
2672 ubo_packing_std140,
2673 ubo_packing_shared,
2674 ubo_packing_packed
2675 };
2676
2677
2678 struct gl_uniform_block
2679 {
2680 /** Declared name of the uniform block */
2681 char *Name;
2682
2683 /** Array of supplemental information about UBO ir_variables. */
2684 struct gl_uniform_buffer_variable *Uniforms;
2685 GLuint NumUniforms;
2686
2687 /**
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.
2691 */
2692 GLuint Binding;
2693
2694 /**
2695 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2696 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2697 */
2698 GLuint UniformBufferSize;
2699
2700 /**
2701 * Layout specified in the shader
2702 *
2703 * This isn't accessible through the API, but it is used while
2704 * cross-validating uniform blocks.
2705 */
2706 enum gl_uniform_block_packing _Packing;
2707 };
2708
2709 /**
2710 * Structure that represents a reference to an atomic buffer from some
2711 * shader program.
2712 */
2713 struct gl_active_atomic_buffer
2714 {
2715 /** Uniform indices of the atomic counters declared within it. */
2716 GLuint *Uniforms;
2717 GLuint NumUniforms;
2718
2719 /** Binding point index associated with it. */
2720 GLuint Binding;
2721
2722 /** Minimum reasonable size it is expected to have. */
2723 GLuint MinimumSize;
2724
2725 /** Shader stages making use of it. */
2726 GLboolean StageReferences[MESA_SHADER_STAGES];
2727 };
2728
2729 /**
2730 * A GLSL program object.
2731 * Basically a linked collection of vertex and fragment shaders.
2732 */
2733 struct gl_shader_program
2734 {
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;
2740
2741 /**
2742 * Is the application intending to glGetProgramBinary this program?
2743 */
2744 GLboolean BinaryRetreivableHint;
2745
2746 /**
2747 * Indicates whether program can be bound for individual pipeline stages
2748 * using UseProgramStages after it is next linked.
2749 */
2750 GLboolean SeparateShader;
2751
2752 GLuint NumShaders; /**< number of attached shaders */
2753 struct gl_shader **Shaders; /**< List of attached the shaders */
2754
2755 /**
2756 * User-defined attribute bindings
2757 *
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.
2761 */
2762 struct string_to_uint_map *AttributeBindings;
2763
2764 /**
2765 * User-defined fragment data bindings
2766 *
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.
2770 */
2771 struct string_to_uint_map *FragDataBindings;
2772 struct string_to_uint_map *FragDataIndexBindings;
2773
2774 /**
2775 * Transform feedback varyings last specified by
2776 * glTransformFeedbackVaryings().
2777 *
2778 * For the current set of transform feeedback varyings used for transform
2779 * feedback output, see LinkedTransformFeedback.
2780 */
2781 struct {
2782 GLenum BufferMode;
2783 GLuint NumVarying;
2784 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2785 } TransformFeedback;
2786
2787 /** Post-link transform feedback info. */
2788 struct gl_transform_feedback_info LinkedTransformFeedback;
2789
2790 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2791 enum gl_frag_depth_layout FragDepthLayout;
2792
2793 /**
2794 * Geometry shader state - copied into gl_geometry_program by
2795 * _mesa_copy_linked_program_data().
2796 */
2797 struct {
2798 GLint VerticesIn;
2799 GLint VerticesOut;
2800 /**
2801 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2802 */
2803 GLint 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 */
2807 /**
2808 * True if gl_ClipDistance is written to. Copied into
2809 * gl_geometry_program by _mesa_copy_linked_program_data().
2810 */
2811 GLboolean UsesClipDistance;
2812 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2813 0 if not present. */
2814 bool UsesEndPrimitive;
2815 bool UsesStreams;
2816 } Geom;
2817
2818 /** Vertex shader state */
2819 struct {
2820 /**
2821 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2822 * by _mesa_copy_linked_program_data().
2823 */
2824 GLboolean UsesClipDistance;
2825 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2826 0 if not present. */
2827 } Vert;
2828
2829 /**
2830 * Compute shader state - copied into gl_compute_program by
2831 * _mesa_copy_linked_program_data().
2832 */
2833 struct {
2834 /**
2835 * If this shader contains a compute stage, size specified using
2836 * local_size_{x,y,z}. Otherwise undefined.
2837 */
2838 unsigned LocalSize[3];
2839 } Comp;
2840
2841 /* post-link info: */
2842 unsigned NumUserUniformStorage;
2843 struct gl_uniform_storage *UniformStorage;
2844
2845 /**
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.
2849 */
2850 unsigned NumUniformRemapTable;
2851 struct gl_uniform_storage **UniformRemapTable;
2852
2853 /**
2854 * Size of the gl_ClipDistance array that is output from the last pipeline
2855 * stage before the fragment shader.
2856 */
2857 unsigned LastClipDistanceArraySize;
2858
2859 struct gl_uniform_block *UniformBlocks;
2860 unsigned NumUniformBlocks;
2861
2862 /**
2863 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2864 * they're used in, or -1.
2865 *
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.
2868 */
2869 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2870
2871 /**
2872 * Map of active uniform names to locations
2873 *
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.
2878 */
2879 struct string_to_uint_map *UniformHash;
2880
2881 struct gl_active_atomic_buffer *AtomicBuffers;
2882 unsigned NumAtomicBuffers;
2883
2884 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2885 GLboolean Validated;
2886 GLboolean _Used; /**< Ever used for drawing? */
2887 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2888 GLchar *InfoLog;
2889
2890 unsigned Version; /**< GLSL version used for linking */
2891 GLboolean IsES; /**< True if this program uses GLSL ES */
2892
2893 /**
2894 * Per-stage shaders resulting from the first stage of linking.
2895 *
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
2898 * \c NULL.
2899 */
2900 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2901
2902 /* True if any of the fragment shaders attached to this program use:
2903 * #extension ARB_fragment_coord_conventions: enable
2904 */
2905 GLboolean ARB_fragment_coord_conventions_enable;
2906 };
2907
2908
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 */
2919
2920
2921 /**
2922 * Context state for GLSL vertex/fragment shaders.
2923 * Extended to support pipeline object
2924 */
2925 struct gl_pipeline_object
2926 {
2927 /** Name of the pipeline object as received from glGenProgramPipelines.
2928 * It would be 0 for shaders without separate shader objects.
2929 */
2930 GLuint Name;
2931
2932 GLint RefCount;
2933
2934 mtx_t Mutex;
2935
2936 /**
2937 * Programs used for rendering
2938 *
2939 * There is a separate program set for each shader stage.
2940 */
2941 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2942
2943 struct gl_shader_program *_CurrentFragmentProgram;
2944
2945 /**
2946 * Program used by glUniform calls.
2947 *
2948 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2949 */
2950 struct gl_shader_program *ActiveProgram;
2951
2952 GLbitfield Flags; /**< Mask of GLSL_x flags */
2953
2954 GLboolean EverBound; /**< Has the pipeline object been created */
2955
2956 GLboolean Validated; /**< Pipeline Validation status */
2957
2958 GLchar *InfoLog;
2959 };
2960
2961 /**
2962 * Context state for GLSL pipeline shaders.
2963 */
2964 struct gl_pipeline_shader_state
2965 {
2966 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2967 struct gl_pipeline_object *Current;
2968
2969 /* Default Object to ensure that _Shader is never NULL */
2970 struct gl_pipeline_object *Default;
2971
2972 /** Pipeline objects */
2973 struct _mesa_HashTable *Objects;
2974 };
2975
2976 /**
2977 * Compiler options for a single GLSL shaders type
2978 */
2979 struct gl_shader_compiler_options
2980 {
2981 /** Driver-selectable options: */
2982 GLboolean 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]? */
2990
2991 /**
2992 * \name Forms of indirect addressing the driver cannot do.
2993 */
2994 /*@{*/
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 */
2999 /*@}*/
3000
3001 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3002 GLuint MaxUnrollIterations;
3003
3004 /**
3005 * Optimize code for array of structures backends.
3006 *
3007 * This is a proxy for:
3008 * - preferring DP4 instructions (rather than MUL/MAD) for
3009 * matrix * vector operations, such as position transformation.
3010 */
3011 GLboolean OptimizeForAOS;
3012
3013 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
3014 };
3015
3016
3017 /**
3018 * Occlusion/timer query object.
3019 */
3020 struct gl_query_object
3021 {
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 */
3030 };
3031
3032
3033 /**
3034 * Context state for query objects.
3035 */
3036 struct gl_query_state
3037 {
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 */
3041
3042 /** GL_NV_conditional_render */
3043 struct gl_query_object *CondRenderQuery;
3044
3045 /** GL_EXT_transform_feedback */
3046 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3047 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3048
3049 /** GL_ARB_timer_query */
3050 struct gl_query_object *TimeElapsed;
3051
3052 GLenum CondRenderMode;
3053 };
3054
3055
3056 /** Sync object state */
3057 struct gl_sync_object
3058 {
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)
3065 */
3066 GLenum SyncCondition;
3067 GLbitfield Flags; /**< Flags passed to glFenceSync */
3068 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3069 };
3070
3071
3072 /**
3073 * State which can be shared by multiple contexts:
3074 */
3075 struct gl_shared_state
3076 {
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 */
3081
3082 /** Default texture objects (shared by all texture units) */
3083 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3084
3085 /** Fallback texture used when a bound texture is incomplete */
3086 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3087
3088 /**
3089 * \name Thread safety and statechange notification for texture
3090 * objects.
3091 *
3092 * \todo Improve the granularity of locking.
3093 */
3094 /*@{*/
3095 mtx_t TexMutex; /**< texobj thread safety */
3096 GLuint TextureStateStamp; /**< state notification for shared tex */
3097 /*@}*/
3098
3099 /** Default buffer object for vertex arrays that aren't in VBOs */
3100 struct gl_buffer_object *NullBufferObj;
3101
3102 /**
3103 * \name Vertex/geometry/fragment programs
3104 */
3105 /*@{*/
3106 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3107 struct gl_vertex_program *DefaultVertexProgram;
3108 struct gl_fragment_program *DefaultFragmentProgram;
3109 struct gl_geometry_program *DefaultGeometryProgram;
3110 /*@}*/
3111
3112 /* GL_ATI_fragment_shader */
3113 struct _mesa_HashTable *ATIShaders;
3114 struct ati_fragment_shader *DefaultFragmentShader;
3115
3116 struct _mesa_HashTable *BufferObjects;
3117
3118 /** Table of both gl_shader and gl_shader_program objects */
3119 struct _mesa_HashTable *ShaderObjects;
3120
3121 /* GL_EXT_framebuffer_object */
3122 struct _mesa_HashTable *RenderBuffers;
3123 struct _mesa_HashTable *FrameBuffers;
3124
3125 /* GL_ARB_sync */
3126 struct set *SyncObjects;
3127
3128 /** GL_ARB_sampler_objects */
3129 struct _mesa_HashTable *SamplerObjects;
3130
3131 /**
3132 * Some context in this share group was affected by a GPU reset
3133 *
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.
3137 *
3138 * Once this field becomes true, it is never reset to false.
3139 */
3140 bool ShareGroupReset;
3141 };
3142
3143
3144
3145 /**
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.
3149 */
3150 struct gl_renderbuffer
3151 {
3152 mtx_t Mutex; /**< for thread safety */
3153 GLuint ClassID; /**< Useful for drivers */
3154 GLuint Name;
3155 GLchar *Label; /**< GL_KHR_debug */
3156 GLint RefCount;
3157 GLuint Width, Height;
3158 GLuint Depth;
3159 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3160 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3161 /**
3162 * True for renderbuffers that wrap textures, giving the driver a chance to
3163 * flush render caches through the FinishRenderTexture hook.
3164 *
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.
3168 */
3169 GLboolean NeedsFinishRenderTexture;
3170 GLubyte NumSamples;
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 */
3175 /**
3176 * Pointer to the texture image if this renderbuffer wraps a texture,
3177 * otherwise NULL.
3178 *
3179 * Note that the reference on the gl_texture_object containing this
3180 * TexImage is held by the gl_renderbuffer_attachment.
3181 */
3182 struct gl_texture_image *TexImage;
3183
3184 /** Delete this renderbuffer */
3185 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3186
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);
3192 };
3193
3194
3195 /**
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.
3198 */
3199 struct gl_renderbuffer_attachment
3200 {
3201 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3202 GLboolean Complete;
3203
3204 /**
3205 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3206 * application supplied renderbuffer object.
3207 */
3208 struct gl_renderbuffer *Renderbuffer;
3209
3210 /**
3211 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3212 * supplied texture object.
3213 */
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 */
3219 GLboolean Layered;
3220 };
3221
3222
3223 /**
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.
3227 */
3228 struct gl_framebuffer
3229 {
3230 mtx_t Mutex; /**< for thread safety */
3231 /**
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.
3237 */
3238 GLuint Name;
3239 GLchar *Label; /**< GL_KHR_debug */
3240
3241 GLint RefCount;
3242 GLboolean DeletePending;
3243
3244 /**
3245 * The framebuffer's visual. Immutable if this is a window system buffer.
3246 * Computed from attachments if user-made FBO.
3247 */
3248 struct gl_config Visual;
3249
3250 GLuint Width, Height; /**< size of frame buffer in pixels */
3251
3252 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3253 /*@{*/
3254 GLint _Xmin, _Xmax; /**< inclusive */
3255 GLint _Ymin, _Ymax; /**< exclusive */
3256 /*@}*/
3257
3258 /** \name Derived Z buffer stuff */
3259 /*@{*/
3260 GLuint _DepthMax; /**< Max depth buffer value */
3261 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3262 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3263 /*@}*/
3264
3265 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3266 GLenum _Status;
3267
3268 /** Integer color values */
3269 GLboolean _IntegerColor;
3270
3271 /* ARB_color_buffer_float */
3272 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3273 GLboolean _HasSNormOrFloatColorBuffer;
3274
3275 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3276 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3277
3278 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3279 * attribute group and GL_PIXEL attribute group, respectively.
3280 */
3281 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3282 GLenum ColorReadBuffer;
3283
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;
3290
3291 /**
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.
3295 */
3296 GLuint MaxNumLayers;
3297
3298 /** Delete this framebuffer */
3299 void (*Delete)(struct gl_framebuffer *fb);
3300 };
3301
3302
3303 /**
3304 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3305 */
3306 struct gl_precision
3307 {
3308 GLushort RangeMin; /**< min value exponent */
3309 GLushort RangeMax; /**< max value exponent */
3310 GLushort Precision; /**< number of mantissa bits */
3311 };
3312
3313
3314 /**
3315 * Limits for vertex, geometry and fragment programs/shaders.
3316 */
3317 struct gl_program_constants
3318 {
3319 /* logical limits */
3320 GLuint MaxInstructions;
3321 GLuint MaxAluInstructions;
3322 GLuint MaxTexInstructions;
3323 GLuint MaxTexIndirections;
3324 GLuint MaxAttribs;
3325 GLuint MaxTemps;
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;
3340 /* For shaders */
3341 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3342
3343 /**
3344 * \name Per-stage input / output limits
3345 *
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.
3349 *
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.
3354 *
3355 * Vertex shader inputs do not participate this in this accounting.
3356 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3357 *
3358 * Fragment shader outputs do not participate this in this accounting.
3359 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3360 */
3361 /*@{*/
3362 GLuint MaxInputComponents;
3363 GLuint MaxOutputComponents;
3364 /*@}*/
3365
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;
3373
3374 /* GL_ARB_shader_atomic_counters */
3375 GLuint MaxAtomicBuffers;
3376 GLuint MaxAtomicCounters;
3377
3378 /* GL_ARB_shader_image_load_store */
3379 GLuint MaxImageUniforms;
3380 };
3381
3382
3383 /**
3384 * Constants which may be overridden by device driver during context creation
3385 * but are never changed after that.
3386 */
3387 struct gl_constants
3388 {
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 */
3401
3402 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3403
3404 GLuint MaxArrayLockSize;
3405
3406 GLint SubPixelBits;
3407
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;
3414
3415 GLuint MaxClipPlanes;
3416 GLuint MaxLights;
3417 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3418 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3419
3420 GLuint MaxViewportWidth, MaxViewportHeight;
3421 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3422 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3423 struct {
3424 GLfloat Min;
3425 GLfloat Max;
3426 } ViewportBounds; /**< GL_ARB_viewport_array */
3427
3428 struct gl_program_constants Program[MESA_SHADER_STAGES];
3429 GLuint MaxProgramMatrices;
3430 GLuint MaxProgramMatrixStackDepth;
3431
3432 struct {
3433 GLuint SamplesPassed;
3434 GLuint TimeElapsed;
3435 GLuint Timestamp;
3436 GLuint PrimitivesGenerated;
3437 GLuint PrimitivesWritten;
3438 } QueryCounterBits;
3439
3440 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3441
3442 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3443 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3444 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3445
3446 /** Number of varying vectors between any two shader stages. */
3447 GLuint MaxVarying;
3448
3449 /** @{
3450 * GL_ARB_uniform_buffer_object
3451 */
3452 GLuint MaxCombinedUniformBlocks;
3453 GLuint MaxUniformBufferBindings;
3454 GLuint MaxUniformBlockSize;
3455 GLuint UniformBufferOffsetAlignment;
3456 /** @} */
3457
3458 /**
3459 * GL_ARB_explicit_uniform_location
3460 */
3461 GLuint MaxUserAssignableUniformLocations;
3462
3463 /** GL_ARB_geometry_shader4 */
3464 GLuint MaxGeometryOutputVertices;
3465 GLuint MaxGeometryTotalOutputComponents;
3466
3467 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3468
3469 /**
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.
3472 */
3473 GLboolean ForceGLSLExtensionsWarn;
3474
3475 /**
3476 * If non-zero, forces GLSL shaders without the #version directive to behave
3477 * as if they began with "#version ForceGLSLVersion".
3478 */
3479 GLuint ForceGLSLVersion;
3480
3481 /**
3482 * Allow GLSL #extension directives in the middle of shaders.
3483 */
3484 GLboolean AllowGLSLExtensionDirectiveMidShader;
3485
3486 /**
3487 * Does the driver support real 32-bit integers? (Otherwise, integers are
3488 * simulated via floats.)
3489 */
3490 GLboolean NativeIntegers;
3491
3492 /**
3493 * Does VertexID count from zero or from base vertex?
3494 *
3495 * \note
3496 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3497 * ignored and need not be set.
3498 */
3499 bool VertexID_is_zero_based;
3500
3501 /**
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.)
3504 */
3505 GLuint UniformBooleanTrue;
3506
3507 /**
3508 * Maximum amount of time, measured in nanseconds, that the server can wait.
3509 */
3510 GLuint64 MaxServerWaitTimeout;
3511
3512 /** GL_EXT_provoking_vertex */
3513 GLboolean QuadsFollowProvokingVertexConvention;
3514
3515 /** OpenGL version 3.0 */
3516 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3517
3518 /** OpenGL version 3.2 */
3519 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3520
3521 /** OpenGL version 4.4 */
3522 GLuint MaxVertexAttribStride;
3523
3524 /** GL_EXT_transform_feedback */
3525 GLuint MaxTransformFeedbackBuffers;
3526 GLuint MaxTransformFeedbackSeparateComponents;
3527 GLuint MaxTransformFeedbackInterleavedComponents;
3528 GLuint MaxVertexStreams;
3529
3530 /** GL_EXT_gpu_shader4 */
3531 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3532
3533 /** GL_ARB_texture_gather */
3534 GLuint MinProgramTextureGatherOffset;
3535 GLuint MaxProgramTextureGatherOffset;
3536 GLuint MaxProgramTextureGatherComponents;
3537
3538 /* GL_ARB_robustness */
3539 GLenum ResetStrategy;
3540
3541 /* GL_ARB_blend_func_extended */
3542 GLuint MaxDualSourceDrawBuffers;
3543
3544 /**
3545 * Whether the implementation strips out and ignores texture borders.
3546 *
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.
3553 *
3554 * Texture borders are deprecated in GL 3.0.
3555 **/
3556 GLboolean StripTextureBorder;
3557
3558 /**
3559 * For drivers which can do a better job at eliminating unused uniforms
3560 * than the GLSL compiler.
3561 *
3562 * XXX Remove these as soon as a better solution is available.
3563 */
3564 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3565
3566 /**
3567 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3568 * than passing the transform feedback object to the drawing function.
3569 */
3570 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3571
3572 /** GL_ARB_map_buffer_alignment */
3573 GLuint MinMapBufferAlignment;
3574
3575 /**
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.
3581 *
3582 * Drivers that support transform feedback must set this value to GL_FALSE.
3583 */
3584 GLboolean DisableVaryingPacking;
3585
3586 /**
3587 * Should meaningful names be generated for compiler temporary variables?
3588 *
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.
3596 */
3597 bool GenerateTemporaryNames;
3598
3599 /*
3600 * Maximum value supported for an index in DrawElements and friends.
3601 *
3602 * This must be at least (1ull<<24)-1. The default value is
3603 * (1ull<<32)-1.
3604 *
3605 * \since ES 3.0 or GL_ARB_ES3_compatibility
3606 * \sa _mesa_init_constants
3607 */
3608 GLuint64 MaxElementIndex;
3609
3610 /**
3611 * Disable interpretation of line continuations (lines ending with a
3612 * backslash character ('\') in GLSL source.
3613 */
3614 GLboolean DisableGLSLLineContinuations;
3615
3616 /** GL_ARB_texture_multisample */
3617 GLint MaxColorTextureSamples;
3618 GLint MaxDepthTextureSamples;
3619 GLint MaxIntegerSamples;
3620
3621 /**
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:
3629 *
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 * --------- ---------
3640 *
3641 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3642 *
3643 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3644 * below:
3645 * SampleMap8x = {a, b, c, d, e, f, g, h};
3646 *
3647 * Follow the logic for other sample counts.
3648 */
3649 uint8_t SampleMap2x[2];
3650 uint8_t SampleMap4x[4];
3651 uint8_t SampleMap8x[8];
3652
3653 /** GL_ARB_shader_atomic_counters */
3654 GLuint MaxAtomicBufferBindings;
3655 GLuint MaxAtomicBufferSize;
3656 GLuint MaxCombinedAtomicBuffers;
3657 GLuint MaxCombinedAtomicCounters;
3658
3659 /** GL_ARB_vertex_attrib_binding */
3660 GLint MaxVertexAttribRelativeOffset;
3661 GLint MaxVertexAttribBindings;
3662
3663 /* GL_ARB_shader_image_load_store */
3664 GLuint MaxImageUnits;
3665 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3666 GLuint MaxImageSamples;
3667 GLuint MaxCombinedImageUniforms;
3668
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;
3673
3674 /** GL_ARB_gpu_shader5 */
3675 GLfloat MinFragmentInterpolationOffset;
3676 GLfloat MaxFragmentInterpolationOffset;
3677
3678 GLboolean FakeSWMSAA;
3679
3680 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3681 };
3682
3683
3684 /**
3685 * Enable flag for each OpenGL extension. Different device drivers will
3686 * enable different extensions at runtime.
3687 */
3688 struct gl_extensions
3689 {
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;
3742 GLboolean ARB_sync;
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 */
3842 GLuint Count;
3843 };
3844
3845
3846 /**
3847 * A stack of matrices (projection, modelview, color, texture, etc).
3848 */
3849 struct gl_matrix_stack
3850 {
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 */
3856 };
3857
3858
3859 /**
3860 * \name Bits for image transfer operations
3861 * \sa __struct gl_contextRec::ImageTransferState.
3862 */
3863 /*@{*/
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
3868
3869
3870 /** Pixel Transfer ops */
3871 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3872 IMAGE_SHIFT_OFFSET_BIT | \
3873 IMAGE_MAP_COLOR_BIT)
3874
3875 /**
3876 * \name Bits to indicate what state has changed.
3877 */
3878 /*@{*/
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 */
3911 #define _NEW_ALL ~0
3912 /*@}*/
3913
3914
3915 /**
3916 * Composite state flags
3917 */
3918 /*@{*/
3919 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3920 _NEW_TEXTURE | \
3921 _NEW_POINT | \
3922 _NEW_PROGRAM | \
3923 _NEW_MODELVIEW)
3924
3925 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3926 _NEW_FOG | \
3927 _NEW_PROGRAM)
3928
3929
3930 /*@}*/
3931
3932
3933
3934
3935 /* This has to be included here. */
3936 #include "dd.h"
3937
3938
3939 /**
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
3943 * of information:
3944 */
3945 #define DLIST_DANGLING_REFS 0x1
3946
3947
3948 /** Opaque declaration of display list payload data type */
3949 union gl_dlist_node;
3950
3951
3952 /**
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.
3956 */
3957 struct gl_display_list
3958 {
3959 GLuint Name;
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;
3964 };
3965
3966
3967 /**
3968 * State used during display list compilation and execution.
3969 */
3970 struct gl_dlist_state
3971 {
3972 GLuint CallDepth; /**< Current recursion calling depth */
3973
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 */
3977
3978 GLvertexformat ListVtxfmt;
3979
3980 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3981 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3982
3983 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3984 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3985
3986 struct {
3987 /* State known to have been set by the currently-compiling display
3988 * list. Used to eliminate some redundant state changes.
3989 */
3990 GLenum ShadeModel;
3991 } Current;
3992 };
3993
3994 /** @{
3995 *
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.
3998 */
3999
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
4008 };
4009
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
4021 };
4022
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
4029 };
4030
4031 /** @} */
4032
4033 /**
4034 * Enum for the OpenGL APIs we know about and may support.
4035 *
4036 * NOTE: This must match the api_enum table in
4037 * src/mesa/main/get_hash_generator.py
4038 */
4039 typedef enum
4040 {
4041 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
4042 API_OPENGLES,
4043 API_OPENGLES2,
4044 API_OPENGL_CORE,
4045 API_OPENGL_LAST = API_OPENGL_CORE
4046 } gl_api;
4047
4048 /**
4049 * Driver-specific state flags.
4050 *
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.
4054 */
4055 struct gl_driver_flags
4056 {
4057 /** gl_context::Array::_DrawArrays (vertex array state) */
4058 uint64_t NewArray;
4059
4060 /** gl_context::TransformFeedback::CurrentObject */
4061 uint64_t NewTransformFeedback;
4062
4063 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4064 uint64_t NewTransformFeedbackProg;
4065
4066 /** gl_context::RasterDiscard */
4067 uint64_t NewRasterizerDiscard;
4068
4069 /**
4070 * gl_context::UniformBufferBindings
4071 * gl_shader_program::UniformBlocks
4072 */
4073 uint64_t NewUniformBuffer;
4074
4075 uint64_t NewTextureBuffer;
4076
4077 /**
4078 * gl_context::AtomicBufferBindings
4079 */
4080 uint64_t NewAtomicBuffer;
4081
4082 /**
4083 * gl_context::ImageUnits
4084 */
4085 uint64_t NewImageUnits;
4086 };
4087
4088 struct gl_uniform_buffer_binding
4089 {
4090 struct gl_buffer_object *BufferObject;
4091 /** Start of uniform block data in the buffer */
4092 GLintptr Offset;
4093 /** Size of data allowed to be referenced from the buffer (in bytes) */
4094 GLsizeiptr Size;
4095 /**
4096 * glBindBufferBase() indicates that the Size should be ignored and only
4097 * limited by the current size of the BufferObject.
4098 */
4099 GLboolean AutomaticSize;
4100 };
4101
4102 /**
4103 * ARB_shader_image_load_store image unit.
4104 */
4105 struct gl_image_unit
4106 {
4107 /**
4108 * Texture object bound to this unit.
4109 */
4110 struct gl_texture_object *TexObj;
4111
4112 /**
4113 * Level of the texture object bound to this unit.
4114 */
4115 GLuint Level;
4116
4117 /**
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.
4120 * \sa Layer
4121 */
4122 GLboolean Layered;
4123
4124 /**
4125 * Layer of the texture object bound to this unit, or zero if the
4126 * whole level is bound.
4127 */
4128 GLuint Layer;
4129
4130 /**
4131 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4132 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4133 */
4134 GLenum Access;
4135
4136 /**
4137 * GL internal format that determines the interpretation of the
4138 * image memory when shader image operations are performed through
4139 * this unit.
4140 */
4141 GLenum Format;
4142
4143 /**
4144 * Mesa format corresponding to \c Format.
4145 */
4146 mesa_format _ActualFormat;
4147
4148 /**
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.
4152 */
4153 GLboolean _Valid;
4154 };
4155
4156 /**
4157 * Binding point for an atomic counter buffer object.
4158 */
4159 struct gl_atomic_buffer_binding
4160 {
4161 struct gl_buffer_object *BufferObject;
4162 GLintptr Offset;
4163 GLsizeiptr Size;
4164 };
4165
4166 /**
4167 * Mesa rendering context.
4168 *
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
4172 * sub classes.
4173 */
4174 struct gl_context
4175 {
4176 /** State possibly shared with other contexts in the address space */
4177 struct gl_shared_state *Shared;
4178
4179 /** \name API function pointer tables */
4180 /*@{*/
4181 gl_api API;
4182 /**
4183 * The current dispatch table for non-displaylist-saving execution, either
4184 * BeginEnd or OutsideBeginEnd
4185 */
4186 struct _glapi_table *Exec;
4187 /**
4188 * The normal dispatch table for non-displaylist-saving, non-begin/end
4189 */
4190 struct _glapi_table *OutsideBeginEnd;
4191 /** The dispatch table used between glNewList() and glEndList() */
4192 struct _glapi_table *Save;
4193 /**
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.
4197 */
4198 struct _glapi_table *BeginEnd;
4199 /**
4200 * Tracks the current dispatch table out of the 3 above, so that it can be
4201 * re-set on glXMakeCurrent().
4202 */
4203 struct _glapi_table *CurrentDispatch;
4204 /*@}*/
4205
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 */
4211
4212 /**
4213 * Device driver function pointer table
4214 */
4215 struct dd_function_table Driver;
4216
4217 /** Core/Driver constants */
4218 struct gl_constants Const;
4219
4220 /** \name The various 4x4 matrix stacks */
4221 /*@{*/
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 */
4227 /*@}*/
4228
4229 /** Combined modelview and projection matrix */
4230 GLmatrix _ModelProjectMatrix;
4231
4232 /** \name Display lists */
4233 struct gl_dlist_state ListState;
4234
4235 GLboolean ExecuteFlag; /**< Execute GL commands? */
4236 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4237
4238 /** Extension information */
4239 struct gl_extensions Extensions;
4240
4241 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4242 GLuint Version;
4243 char *VersionString;
4244
4245 /** \name State attribute stack (for glPush/PopAttrib) */
4246 /*@{*/
4247 GLuint AttribStackDepth;
4248 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4249 /*@}*/
4250
4251 /** \name Renderer attribute groups
4252 *
4253 * We define a struct for each attribute group to make pushing and popping
4254 * attributes easy. Also it's a good organization.
4255 */
4256 /*@{*/
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 */
4277 /*@}*/
4278
4279 /** \name Client attribute stack */
4280 /*@{*/
4281 GLuint ClientAttribStackDepth;
4282 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4283 /*@}*/
4284
4285 /** \name Client attribute groups */
4286 /*@{*/
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 */
4291 /*@}*/
4292
4293 /** \name Other assorted state (not pushed/popped on attribute stack) */
4294 /*@{*/
4295 struct gl_pixelmaps PixelMaps;
4296
4297 struct gl_evaluators EvalMap; /**< All evaluators */
4298 struct gl_feedback Feedback; /**< Feedback */
4299 struct gl_selection Select; /**< Selection */
4300
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;
4307
4308 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4309 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4310
4311 /**
4312 * Current active shader pipeline state
4313 *
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
4316 * shader objects.
4317 *
4318 * If a program is active via \c glUseProgram, this will point to
4319 * \c ::Shader.
4320 *
4321 * If a program pipeline is active via \c glBindProgramPipeline, this will
4322 * point to \c ::Pipeline.Current.
4323 *
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
4326 * \c NULL.
4327 */
4328 struct gl_pipeline_object *_Shader;
4329
4330 struct gl_query_state Query; /**< occlusion, timer queries */
4331
4332 struct gl_transform_feedback_state TransformFeedback;
4333
4334 struct gl_perf_monitor_state PerfMonitor;
4335
4336 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4337
4338 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4339 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4340
4341 /**
4342 * Current GL_ARB_uniform_buffer_object binding referenced by
4343 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4344 */
4345 struct gl_buffer_object *UniformBuffer;
4346
4347 /**
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
4351 * shader program.
4352 */
4353 struct gl_uniform_buffer_binding
4354 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4355
4356 /**
4357 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4358 * target.
4359 */
4360 struct gl_buffer_object *AtomicBuffer;
4361
4362 /**
4363 * Array of atomic counter buffer binding points.
4364 */
4365 struct gl_atomic_buffer_binding
4366 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4367
4368 /**
4369 * Array of image units for ARB_shader_image_load_store.
4370 */
4371 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4372
4373 /*@}*/
4374
4375 struct gl_meta_state *Meta; /**< for "meta" operations */
4376
4377 /* GL_EXT_framebuffer_object */
4378 struct gl_renderbuffer *CurrentRenderbuffer;
4379
4380 GLenum ErrorValue; /**< Last error code */
4381
4382 /**
4383 * Recognize and silence repeated error debug messages in buggy apps.
4384 */
4385 const char *ErrorDebugFmtString;
4386 GLuint ErrorDebugCount;
4387
4388 /* GL_ARB_debug_output/GL_KHR_debug */
4389 struct gl_debug_state *Debug;
4390
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 */
4394
4395 struct gl_driver_flags DriverFlags;
4396
4397 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4398
4399 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4400
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;
4407
4408 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4409
4410 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4411
4412 /** \name For debugging/development only */
4413 /*@{*/
4414 GLboolean FirstTimeCurrent;
4415 /*@}*/
4416
4417 /**
4418 * False if this context was created without a config. This is needed
4419 * because the initial state of glDrawBuffers depends on this
4420 */
4421 GLboolean HasConfig;
4422
4423 /** software compression/decompression supported or not */
4424 GLboolean Mesa_DXTn;
4425
4426 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4427
4428 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4429
4430 /**
4431 * \name Hooks for module contexts.
4432 *
4433 * These will eventually live in the driver or elsewhere.
4434 */
4435 /*@{*/
4436 void *swrast_context;
4437 void *swsetup_context;
4438 void *swtnl_context;
4439 struct vbo_context *vbo_context;
4440 struct st_context *st;
4441 void *aelt_context;
4442 /*@}*/
4443
4444 /**
4445 * \name NV_vdpau_interop
4446 */
4447 /*@{*/
4448 const void *vdpDevice;
4449 const void *vdpGetProcAddress;
4450 struct set *vdpSurfaces;
4451 /*@}*/
4452
4453 /**
4454 * Has this context observed a GPU reset in any context in the share group?
4455 *
4456 * Once this field becomes true, it is never reset to false.
4457 */
4458 GLboolean ShareGroupReset;
4459 };
4460
4461
4462 #ifdef DEBUG
4463 extern int MESA_VERBOSE;
4464 extern int MESA_DEBUG_FLAGS;
4465 # define MESA_FUNCTION __FUNCTION__
4466 #else
4467 # define MESA_VERBOSE 0
4468 # define MESA_DEBUG_FLAGS 0
4469 # define MESA_FUNCTION "a function"
4470 # ifndef NDEBUG
4471 # define NDEBUG
4472 # endif
4473 #endif
4474
4475
4476 /** The MESA_VERBOSE var is a bitmask of these flags */
4477 enum _verbose
4478 {
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
4493 };
4494
4495
4496 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4497 enum _debug
4498 {
4499 DEBUG_SILENT = (1 << 0),
4500 DEBUG_ALWAYS_FLUSH = (1 << 1),
4501 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4502 DEBUG_INCOMPLETE_FBO = (1 << 3)
4503 };
4504
4505
4506
4507 #ifdef __cplusplus
4508 }
4509 #endif
4510
4511 #endif /* MTYPES_H */