glsl: set uses texture gather directly in shader_info
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Fog attribute group (GL_FOG_BIT).
579 */
580 struct gl_fog_attrib
581 {
582 GLboolean Enabled; /**< Fog enabled flag */
583 GLboolean ColorSumEnabled;
584 GLfloat ColorUnclamped[4]; /**< Fog color */
585 GLfloat Color[4]; /**< Fog color */
586 GLfloat Density; /**< Density >= 0.0 */
587 GLfloat Start; /**< Start distance in eye coords */
588 GLfloat End; /**< End distance in eye coords */
589 GLfloat Index; /**< Fog index */
590 GLenum Mode; /**< Fog mode */
591 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
592 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
593 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
594 };
595
596
597 /**
598 * Hint attribute group (GL_HINT_BIT).
599 *
600 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
601 */
602 struct gl_hint_attrib
603 {
604 GLenum PerspectiveCorrection;
605 GLenum PointSmooth;
606 GLenum LineSmooth;
607 GLenum PolygonSmooth;
608 GLenum Fog;
609 GLenum TextureCompression; /**< GL_ARB_texture_compression */
610 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
611 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
612 };
613
614
615 /**
616 * Lighting attribute group (GL_LIGHT_BIT).
617 */
618 struct gl_light_attrib
619 {
620 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
621 struct gl_lightmodel Model; /**< Lighting model */
622
623 /**
624 * Front and back material values.
625 * Note: must call FLUSH_VERTICES() before using.
626 */
627 struct gl_material Material;
628
629 GLboolean Enabled; /**< Lighting enabled flag */
630 GLboolean ColorMaterialEnabled;
631
632 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
633 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
634 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
635 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
636 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
637
638
639 GLboolean _ClampVertexColor;
640 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
641
642 /**
643 * Derived state for optimizations:
644 */
645 /*@{*/
646 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
647
648 GLboolean _NeedEyeCoords;
649 GLboolean _NeedVertices; /**< Use fast shader? */
650
651 GLfloat _BaseColor[2][3];
652 /*@}*/
653 };
654
655
656 /**
657 * Line attribute group (GL_LINE_BIT).
658 */
659 struct gl_line_attrib
660 {
661 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
662 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
663 GLushort StipplePattern; /**< Stipple pattern */
664 GLint StippleFactor; /**< Stipple repeat factor */
665 GLfloat Width; /**< Line width */
666 };
667
668
669 /**
670 * Display list attribute group (GL_LIST_BIT).
671 */
672 struct gl_list_attrib
673 {
674 GLuint ListBase;
675 };
676
677
678 /**
679 * Multisample attribute group (GL_MULTISAMPLE_BIT).
680 */
681 struct gl_multisample_attrib
682 {
683 GLboolean Enabled;
684 GLboolean SampleAlphaToCoverage;
685 GLboolean SampleAlphaToOne;
686 GLboolean SampleCoverage;
687 GLboolean SampleCoverageInvert;
688 GLboolean SampleShading;
689
690 /* ARB_texture_multisample / GL3.2 additions */
691 GLboolean SampleMask;
692
693 GLfloat SampleCoverageValue;
694 GLfloat MinSampleShadingValue;
695
696 /** The GL spec defines this as an array but >32x MSAA is madness */
697 GLbitfield SampleMaskValue;
698 };
699
700
701 /**
702 * A pixelmap (see glPixelMap)
703 */
704 struct gl_pixelmap
705 {
706 GLint Size;
707 GLfloat Map[MAX_PIXEL_MAP_TABLE];
708 };
709
710
711 /**
712 * Collection of all pixelmaps
713 */
714 struct gl_pixelmaps
715 {
716 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
717 struct gl_pixelmap GtoG;
718 struct gl_pixelmap BtoB;
719 struct gl_pixelmap AtoA;
720 struct gl_pixelmap ItoR;
721 struct gl_pixelmap ItoG;
722 struct gl_pixelmap ItoB;
723 struct gl_pixelmap ItoA;
724 struct gl_pixelmap ItoI;
725 struct gl_pixelmap StoS;
726 };
727
728
729 /**
730 * Pixel attribute group (GL_PIXEL_MODE_BIT).
731 */
732 struct gl_pixel_attrib
733 {
734 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
735
736 /*--- Begin Pixel Transfer State ---*/
737 /* Fields are in the order in which they're applied... */
738
739 /** Scale & Bias (index shift, offset) */
740 /*@{*/
741 GLfloat RedBias, RedScale;
742 GLfloat GreenBias, GreenScale;
743 GLfloat BlueBias, BlueScale;
744 GLfloat AlphaBias, AlphaScale;
745 GLfloat DepthBias, DepthScale;
746 GLint IndexShift, IndexOffset;
747 /*@}*/
748
749 /* Pixel Maps */
750 /* Note: actual pixel maps are not part of this attrib group */
751 GLboolean MapColorFlag;
752 GLboolean MapStencilFlag;
753
754 /*--- End Pixel Transfer State ---*/
755
756 /** glPixelZoom */
757 GLfloat ZoomX, ZoomY;
758 };
759
760
761 /**
762 * Point attribute group (GL_POINT_BIT).
763 */
764 struct gl_point_attrib
765 {
766 GLfloat Size; /**< User-specified point size */
767 GLfloat Params[3]; /**< GL_EXT_point_parameters */
768 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
769 GLfloat Threshold; /**< GL_EXT_point_parameters */
770 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
771 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
772 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
773 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
774 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
775 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
776 };
777
778
779 /**
780 * Polygon attribute group (GL_POLYGON_BIT).
781 */
782 struct gl_polygon_attrib
783 {
784 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
785 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
787 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
788 GLboolean CullFlag; /**< Culling on/off flag */
789 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
790 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
791 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
792 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
793 GLfloat OffsetUnits; /**< Polygon offset units, from user */
794 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
795 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
796 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
797 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
798 };
799
800
801 /**
802 * Scissor attributes (GL_SCISSOR_BIT).
803 */
804 struct gl_scissor_rect
805 {
806 GLint X, Y; /**< Lower left corner of box */
807 GLsizei Width, Height; /**< Size of box */
808 };
809 struct gl_scissor_attrib
810 {
811 GLbitfield EnableFlags; /**< Scissor test enabled? */
812 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
813 GLint NumWindowRects; /**< Count of enabled window rectangles */
814 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
815 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
816 };
817
818
819 /**
820 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
821 *
822 * Three sets of stencil data are tracked so that OpenGL 2.0,
823 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
824 * simultaneously. In each of the stencil state arrays, element 0 corresponds
825 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
826 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
827 * GL_EXT_stencil_two_side GL_BACK state.
828 *
829 * The derived value \c _BackFace is either 1 or 2 depending on whether or
830 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
831 *
832 * The derived value \c _TestTwoSide is set when the front-face and back-face
833 * stencil state are different.
834 */
835 struct gl_stencil_attrib
836 {
837 GLboolean Enabled; /**< Enabled flag */
838 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
839 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
840 GLboolean _Enabled; /**< Enabled and stencil buffer present */
841 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
842 GLboolean _TestTwoSide;
843 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
844 GLenum Function[3]; /**< Stencil function */
845 GLenum FailFunc[3]; /**< Fail function */
846 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
847 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
848 GLint Ref[3]; /**< Reference value */
849 GLuint ValueMask[3]; /**< Value mask */
850 GLuint WriteMask[3]; /**< Write mask */
851 GLuint Clear; /**< Clear value */
852 };
853
854
855 /**
856 * An index for each type of texture object. These correspond to the GL
857 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
858 * Note: the order is from highest priority to lowest priority.
859 */
860 typedef enum
861 {
862 TEXTURE_2D_MULTISAMPLE_INDEX,
863 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
864 TEXTURE_CUBE_ARRAY_INDEX,
865 TEXTURE_BUFFER_INDEX,
866 TEXTURE_2D_ARRAY_INDEX,
867 TEXTURE_1D_ARRAY_INDEX,
868 TEXTURE_EXTERNAL_INDEX,
869 TEXTURE_CUBE_INDEX,
870 TEXTURE_3D_INDEX,
871 TEXTURE_RECT_INDEX,
872 TEXTURE_2D_INDEX,
873 TEXTURE_1D_INDEX,
874 NUM_TEXTURE_TARGETS
875 } gl_texture_index;
876
877
878 /**
879 * Bit flags for each type of texture object
880 */
881 /*@{*/
882 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
883 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
884 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
885 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
886 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
887 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
888 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
889 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
890 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
891 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
892 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
893 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
894 /*@}*/
895
896
897 /**
898 * Texture image state. Drivers will typically create a subclass of this
899 * with extra fields for memory buffers, etc.
900 */
901 struct gl_texture_image
902 {
903 GLint InternalFormat; /**< Internal format as given by the user */
904 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
905 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
906 * GL_INTENSITY, GL_DEPTH_COMPONENT or
907 * GL_DEPTH_STENCIL_EXT only. Used for
908 * choosing TexEnv arithmetic.
909 */
910 mesa_format TexFormat; /**< The actual texture memory format */
911
912 GLuint Border; /**< 0 or 1 */
913 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
914 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
915 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
916 GLuint Width2; /**< = Width - 2*Border */
917 GLuint Height2; /**< = Height - 2*Border */
918 GLuint Depth2; /**< = Depth - 2*Border */
919 GLuint WidthLog2; /**< = log2(Width2) */
920 GLuint HeightLog2; /**< = log2(Height2) */
921 GLuint DepthLog2; /**< = log2(Depth2) */
922 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
923 levels, computed from the dimensions */
924
925 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
926 GLuint Level; /**< Which mipmap level am I? */
927 /** Cube map face: index into gl_texture_object::Image[] array */
928 GLuint Face;
929
930 /** GL_ARB_texture_multisample */
931 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
932 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
933 };
934
935
936 /**
937 * Indexes for cube map faces.
938 */
939 typedef enum
940 {
941 FACE_POS_X = 0,
942 FACE_NEG_X = 1,
943 FACE_POS_Y = 2,
944 FACE_NEG_Y = 3,
945 FACE_POS_Z = 4,
946 FACE_NEG_Z = 5,
947 MAX_FACES = 6
948 } gl_face_index;
949
950
951 /**
952 * Sampler object state. These objects are new with GL_ARB_sampler_objects
953 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
954 */
955 struct gl_sampler_object
956 {
957 mtx_t Mutex;
958 GLuint Name;
959 GLint RefCount;
960 GLchar *Label; /**< GL_KHR_debug */
961
962 GLenum WrapS; /**< S-axis texture image wrap mode */
963 GLenum WrapT; /**< T-axis texture image wrap mode */
964 GLenum WrapR; /**< R-axis texture image wrap mode */
965 GLenum MinFilter; /**< minification filter */
966 GLenum MagFilter; /**< magnification filter */
967 union gl_color_union BorderColor; /**< Interpreted according to texture format */
968 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
969 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
970 GLfloat LodBias; /**< OpenGL 1.4 */
971 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
972 GLenum CompareMode; /**< GL_ARB_shadow */
973 GLenum CompareFunc; /**< GL_ARB_shadow */
974 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
975 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
976 };
977
978
979 /**
980 * Texture object state. Contains the array of mipmap images, border color,
981 * wrap modes, filter modes, and shadow/texcompare state.
982 */
983 struct gl_texture_object
984 {
985 mtx_t Mutex; /**< for thread safety */
986 GLint RefCount; /**< reference count */
987 GLuint Name; /**< the user-visible texture object ID */
988 GLchar *Label; /**< GL_KHR_debug */
989 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
990 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
991 Only valid when Target is valid. */
992
993 struct gl_sampler_object Sampler;
994
995 GLenum DepthMode; /**< GL_ARB_depth_texture */
996 bool StencilSampling; /**< Should we sample stencil instead of depth? */
997
998 GLfloat Priority; /**< in [0,1] */
999 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1000 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1001 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1002 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1003 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1004 GLint CropRect[4]; /**< GL_OES_draw_texture */
1005 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1006 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1007 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1008 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1009 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1010 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1011 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1012 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1013 pressure? */
1014 GLboolean Immutable; /**< GL_ARB_texture_storage */
1015 GLboolean _IsFloat; /**< GL_OES_float_texture */
1016 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1017
1018 GLuint MinLevel; /**< GL_ARB_texture_view */
1019 GLuint MinLayer; /**< GL_ARB_texture_view */
1020 GLuint NumLevels; /**< GL_ARB_texture_view */
1021 GLuint NumLayers; /**< GL_ARB_texture_view */
1022
1023 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1024 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1025
1026 /** GL_ARB_texture_buffer_object */
1027 struct gl_buffer_object *BufferObject;
1028 GLenum BufferObjectFormat;
1029 /** Equivalent Mesa format for BufferObjectFormat. */
1030 mesa_format _BufferObjectFormat;
1031 /** GL_ARB_texture_buffer_range */
1032 GLintptr BufferOffset;
1033 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1034
1035 /** GL_OES_EGL_image_external */
1036 GLint RequiredTextureImageUnits;
1037
1038 /** GL_ARB_shader_image_load_store */
1039 GLenum ImageFormatCompatibilityType;
1040 };
1041
1042
1043 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1044 #define MAX_COMBINER_TERMS 4
1045
1046
1047 /**
1048 * Texture combine environment state.
1049 */
1050 struct gl_tex_env_combine_state
1051 {
1052 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1054 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1055 GLenum SourceRGB[MAX_COMBINER_TERMS];
1056 GLenum SourceA[MAX_COMBINER_TERMS];
1057 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1058 GLenum OperandRGB[MAX_COMBINER_TERMS];
1059 GLenum OperandA[MAX_COMBINER_TERMS];
1060 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1061 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1062 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1063 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1064 };
1065
1066
1067 /**
1068 * TexGenEnabled flags.
1069 */
1070 /*@{*/
1071 #define S_BIT 1
1072 #define T_BIT 2
1073 #define R_BIT 4
1074 #define Q_BIT 8
1075 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1076 /*@}*/
1077
1078
1079 /**
1080 * Bit flag versions of the corresponding GL_ constants.
1081 */
1082 /*@{*/
1083 #define TEXGEN_SPHERE_MAP 0x1
1084 #define TEXGEN_OBJ_LINEAR 0x2
1085 #define TEXGEN_EYE_LINEAR 0x4
1086 #define TEXGEN_REFLECTION_MAP_NV 0x8
1087 #define TEXGEN_NORMAL_MAP_NV 0x10
1088
1089 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1090 TEXGEN_REFLECTION_MAP_NV | \
1091 TEXGEN_NORMAL_MAP_NV)
1092 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1093 TEXGEN_REFLECTION_MAP_NV | \
1094 TEXGEN_NORMAL_MAP_NV | \
1095 TEXGEN_EYE_LINEAR)
1096 /*@}*/
1097
1098
1099
1100 /** Tex-gen enabled for texture unit? */
1101 #define ENABLE_TEXGEN(unit) (1 << (unit))
1102
1103 /** Non-identity texture matrix for texture unit? */
1104 #define ENABLE_TEXMAT(unit) (1 << (unit))
1105
1106
1107 /**
1108 * Texture coord generation state.
1109 */
1110 struct gl_texgen
1111 {
1112 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1113 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1114 GLfloat ObjectPlane[4];
1115 GLfloat EyePlane[4];
1116 };
1117
1118
1119 /**
1120 * Texture unit state. Contains enable flags, texture environment/function/
1121 * combiners, texgen state, and pointers to current texture objects.
1122 */
1123 struct gl_texture_unit
1124 {
1125 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1126
1127 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1128 GLclampf EnvColor[4];
1129 GLfloat EnvColorUnclamped[4];
1130
1131 struct gl_texgen GenS;
1132 struct gl_texgen GenT;
1133 struct gl_texgen GenR;
1134 struct gl_texgen GenQ;
1135 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1136 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1137
1138 GLfloat LodBias; /**< for biasing mipmap levels */
1139
1140 /** Texture targets that have a non-default texture bound */
1141 GLbitfield _BoundTextures;
1142
1143 /** Current sampler object (GL_ARB_sampler_objects) */
1144 struct gl_sampler_object *Sampler;
1145
1146 /**
1147 * \name GL_EXT_texture_env_combine
1148 */
1149 struct gl_tex_env_combine_state Combine;
1150
1151 /**
1152 * Derived state based on \c EnvMode and the \c BaseFormat of the
1153 * currently enabled texture.
1154 */
1155 struct gl_tex_env_combine_state _EnvMode;
1156
1157 /**
1158 * Currently enabled combiner state. This will point to either
1159 * \c Combine or \c _EnvMode.
1160 */
1161 struct gl_tex_env_combine_state *_CurrentCombine;
1162
1163 /** Current texture object pointers */
1164 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1165
1166 /** Points to highest priority, complete and enabled texture object */
1167 struct gl_texture_object *_Current;
1168
1169 };
1170
1171
1172 /**
1173 * Texture attribute group (GL_TEXTURE_BIT).
1174 */
1175 struct gl_texture_attrib
1176 {
1177 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1178
1179 /** GL_ARB_seamless_cubemap */
1180 GLboolean CubeMapSeamless;
1181
1182 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1183
1184 /** GL_ARB_texture_buffer_object */
1185 struct gl_buffer_object *BufferObject;
1186
1187 /** Texture coord units/sets used for fragment texturing */
1188 GLbitfield _EnabledCoordUnits;
1189
1190 /** Texture coord units that have texgen enabled */
1191 GLbitfield _TexGenEnabled;
1192
1193 /** Texture coord units that have non-identity matrices */
1194 GLbitfield _TexMatEnabled;
1195
1196 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1197 GLbitfield _GenFlags;
1198
1199 /** Largest index of a texture unit with _Current != NULL. */
1200 GLint _MaxEnabledTexImageUnit;
1201
1202 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1203 GLint NumCurrentTexUsed;
1204
1205 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1206 };
1207
1208
1209 /**
1210 * Data structure representing a single clip plane (e.g. one of the elements
1211 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1212 */
1213 typedef GLfloat gl_clip_plane[4];
1214
1215
1216 /**
1217 * Transformation attribute group (GL_TRANSFORM_BIT).
1218 */
1219 struct gl_transform_attrib
1220 {
1221 GLenum MatrixMode; /**< Matrix mode */
1222 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1223 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1224 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1225 GLboolean Normalize; /**< Normalize all normals? */
1226 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1227 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1228 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1229 /** GL_ARB_clip_control */
1230 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1231 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1232 };
1233
1234
1235 /**
1236 * Viewport attribute group (GL_VIEWPORT_BIT).
1237 */
1238 struct gl_viewport_attrib
1239 {
1240 GLfloat X, Y; /**< position */
1241 GLfloat Width, Height; /**< size */
1242 GLdouble Near, Far; /**< Depth buffer range */
1243 };
1244
1245
1246 typedef enum {
1247 MAP_USER,
1248 MAP_INTERNAL,
1249
1250 MAP_COUNT
1251 } gl_map_buffer_index;
1252
1253
1254 /**
1255 * Fields describing a mapped buffer range.
1256 */
1257 struct gl_buffer_mapping {
1258 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1259 GLvoid *Pointer; /**< User-space address of mapping */
1260 GLintptr Offset; /**< Mapped offset */
1261 GLsizeiptr Length; /**< Mapped length */
1262 };
1263
1264
1265 /**
1266 * Usages we've seen for a buffer object.
1267 */
1268 typedef enum {
1269 USAGE_UNIFORM_BUFFER = 0x1,
1270 USAGE_TEXTURE_BUFFER = 0x2,
1271 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1272 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1273 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1274 USAGE_PIXEL_PACK_BUFFER = 0x20,
1275 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1276 } gl_buffer_usage;
1277
1278
1279 /**
1280 * GL_ARB_vertex/pixel_buffer_object buffer object
1281 */
1282 struct gl_buffer_object
1283 {
1284 mtx_t Mutex;
1285 GLint RefCount;
1286 GLuint Name;
1287 GLchar *Label; /**< GL_KHR_debug */
1288 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1289 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1290 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1291 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1292 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1293 GLboolean Written; /**< Ever written to? (for debugging) */
1294 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1295 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1296 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1297
1298 /** Counters used for buffer usage warnings */
1299 GLuint NumSubDataCalls;
1300 GLuint NumMapBufferWriteCalls;
1301
1302 struct gl_buffer_mapping Mappings[MAP_COUNT];
1303
1304 /** Memoization of min/max index computations for static index buffers */
1305 struct hash_table *MinMaxCache;
1306 unsigned MinMaxCacheHitIndices;
1307 unsigned MinMaxCacheMissIndices;
1308 bool MinMaxCacheDirty;
1309 };
1310
1311
1312 /**
1313 * Client pixel packing/unpacking attributes
1314 */
1315 struct gl_pixelstore_attrib
1316 {
1317 GLint Alignment;
1318 GLint RowLength;
1319 GLint SkipPixels;
1320 GLint SkipRows;
1321 GLint ImageHeight;
1322 GLint SkipImages;
1323 GLboolean SwapBytes;
1324 GLboolean LsbFirst;
1325 GLboolean Invert; /**< GL_MESA_pack_invert */
1326 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1327 GLint CompressedBlockHeight;
1328 GLint CompressedBlockDepth;
1329 GLint CompressedBlockSize;
1330 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1331 };
1332
1333
1334 /**
1335 * Client vertex array attributes
1336 */
1337 struct gl_client_array
1338 {
1339 GLint Size; /**< components per element (1,2,3,4) */
1340 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1341 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1342 GLsizei StrideB; /**< actual stride in bytes */
1343 GLuint _ElementSize; /**< size of each element in bytes */
1344 const GLubyte *Ptr; /**< Points to array data */
1345 GLboolean Normalized; /**< GL_ARB_vertex_program */
1346 GLboolean Integer; /**< Integer-valued? */
1347 GLboolean Doubles; /**< double precision values are not converted to floats */
1348 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1349
1350 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1351 };
1352
1353
1354 /**
1355 * Attributes to describe a vertex array.
1356 *
1357 * Contains the size, type, format and normalization flag,
1358 * along with the index of a vertex buffer binding point.
1359 *
1360 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1361 * and is only present for backwards compatibility reasons.
1362 * Rendering always uses VERTEX_BINDING_STRIDE.
1363 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1364 * and VERTEX_BINDING_STRIDE to the same value, while
1365 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1366 */
1367 struct gl_array_attributes
1368 {
1369 GLint Size; /**< Components per element (1,2,3,4) */
1370 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1371 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1372 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1373 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1374 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1375 GLboolean Enabled; /**< Whether the array is enabled */
1376 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1377 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1378 GLboolean Doubles; /**< double precision values are not converted to floats */
1379 GLuint _ElementSize; /**< Size of each element in bytes */
1380 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1381 };
1382
1383
1384 /**
1385 * This describes the buffer object used for a vertex array (or
1386 * multiple vertex arrays). If BufferObj points to the default/null
1387 * buffer object, then the vertex array lives in user memory and not a VBO.
1388 */
1389 struct gl_vertex_buffer_binding
1390 {
1391 GLintptr Offset; /**< User-specified offset */
1392 GLsizei Stride; /**< User-specified stride */
1393 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1394 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1395 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1396 };
1397
1398
1399 /**
1400 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1401 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1402 * extension.
1403 */
1404 struct gl_vertex_array_object
1405 {
1406 /** Name of the VAO as received from glGenVertexArray. */
1407 GLuint Name;
1408
1409 GLint RefCount;
1410
1411 GLchar *Label; /**< GL_KHR_debug */
1412
1413 mtx_t Mutex;
1414
1415 /**
1416 * Does the VAO use ARB semantics or Apple semantics?
1417 *
1418 * There are several ways in which ARB_vertex_array_object and
1419 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1420 * least,
1421 *
1422 * - ARB VAOs require that all array data be sourced from vertex buffer
1423 * objects, but Apple VAOs do not.
1424 *
1425 * - ARB VAOs require that names come from GenVertexArrays.
1426 *
1427 * This flag notes which behavior governs this VAO.
1428 */
1429 GLboolean ARBsemantics;
1430
1431 /**
1432 * Has this array object been bound?
1433 */
1434 GLboolean EverBound;
1435
1436 /**
1437 * Derived vertex attribute arrays
1438 *
1439 * This is a legacy data structure created from gl_vertex_attrib_array and
1440 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1441 */
1442 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1443
1444 /** Vertex attribute arrays */
1445 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1446
1447 /** Vertex buffer bindings */
1448 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1449
1450 /** Mask indicating which vertex arrays have vertex buffer associated. */
1451 GLbitfield64 VertexAttribBufferMask;
1452
1453 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1454 GLbitfield64 _Enabled;
1455
1456 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1457 GLbitfield64 NewArrays;
1458
1459 /** The index buffer (also known as the element array buffer in OpenGL). */
1460 struct gl_buffer_object *IndexBufferObj;
1461 };
1462
1463
1464 /** Used to signal when transitioning from one kind of drawing method
1465 * to another.
1466 */
1467 typedef enum {
1468 DRAW_NONE, /**< Initial value only */
1469 DRAW_BEGIN_END,
1470 DRAW_DISPLAY_LIST,
1471 DRAW_ARRAYS
1472 } gl_draw_method;
1473
1474 /**
1475 * Enum for the OpenGL APIs we know about and may support.
1476 *
1477 * NOTE: This must match the api_enum table in
1478 * src/mesa/main/get_hash_generator.py
1479 */
1480 typedef enum
1481 {
1482 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1483 API_OPENGLES,
1484 API_OPENGLES2,
1485 API_OPENGL_CORE,
1486 API_OPENGL_LAST = API_OPENGL_CORE
1487 } gl_api;
1488
1489 /**
1490 * Vertex array state
1491 */
1492 struct gl_array_attrib
1493 {
1494 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1495 struct gl_vertex_array_object *VAO;
1496
1497 /** The default vertex array object */
1498 struct gl_vertex_array_object *DefaultVAO;
1499
1500 /** The last VAO accessed by a DSA function */
1501 struct gl_vertex_array_object *LastLookedUpVAO;
1502
1503 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1504 struct _mesa_HashTable *Objects;
1505
1506 GLint ActiveTexture; /**< Client Active Texture */
1507 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1508 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1509
1510 /**
1511 * \name Primitive restart controls
1512 *
1513 * Primitive restart is enabled if either \c PrimitiveRestart or
1514 * \c PrimitiveRestartFixedIndex is set.
1515 */
1516 /*@{*/
1517 GLboolean PrimitiveRestart;
1518 GLboolean PrimitiveRestartFixedIndex;
1519 GLboolean _PrimitiveRestart;
1520 GLuint RestartIndex;
1521 /*@}*/
1522
1523 /** One of the DRAW_xxx flags, not consumed by drivers */
1524 gl_draw_method DrawMethod;
1525
1526 /* GL_ARB_vertex_buffer_object */
1527 struct gl_buffer_object *ArrayBufferObj;
1528
1529 /**
1530 * Vertex arrays as consumed by a driver.
1531 * The array pointer is set up only by the VBO module.
1532 */
1533 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1534
1535 /** Legal array datatypes and the API for which they have been computed */
1536 GLbitfield LegalTypesMask;
1537 gl_api LegalTypesMaskAPI;
1538 };
1539
1540
1541 /**
1542 * Feedback buffer state
1543 */
1544 struct gl_feedback
1545 {
1546 GLenum Type;
1547 GLbitfield _Mask; /**< FB_* bits */
1548 GLfloat *Buffer;
1549 GLuint BufferSize;
1550 GLuint Count;
1551 };
1552
1553
1554 /**
1555 * Selection buffer state
1556 */
1557 struct gl_selection
1558 {
1559 GLuint *Buffer; /**< selection buffer */
1560 GLuint BufferSize; /**< size of the selection buffer */
1561 GLuint BufferCount; /**< number of values in the selection buffer */
1562 GLuint Hits; /**< number of records in the selection buffer */
1563 GLuint NameStackDepth; /**< name stack depth */
1564 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1565 GLboolean HitFlag; /**< hit flag */
1566 GLfloat HitMinZ; /**< minimum hit depth */
1567 GLfloat HitMaxZ; /**< maximum hit depth */
1568 };
1569
1570
1571 /**
1572 * 1-D Evaluator control points
1573 */
1574 struct gl_1d_map
1575 {
1576 GLuint Order; /**< Number of control points */
1577 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1578 GLfloat *Points; /**< Points to contiguous control points */
1579 };
1580
1581
1582 /**
1583 * 2-D Evaluator control points
1584 */
1585 struct gl_2d_map
1586 {
1587 GLuint Uorder; /**< Number of control points in U dimension */
1588 GLuint Vorder; /**< Number of control points in V dimension */
1589 GLfloat u1, u2, du;
1590 GLfloat v1, v2, dv;
1591 GLfloat *Points; /**< Points to contiguous control points */
1592 };
1593
1594
1595 /**
1596 * All evaluator control point state
1597 */
1598 struct gl_evaluators
1599 {
1600 /**
1601 * \name 1-D maps
1602 */
1603 /*@{*/
1604 struct gl_1d_map Map1Vertex3;
1605 struct gl_1d_map Map1Vertex4;
1606 struct gl_1d_map Map1Index;
1607 struct gl_1d_map Map1Color4;
1608 struct gl_1d_map Map1Normal;
1609 struct gl_1d_map Map1Texture1;
1610 struct gl_1d_map Map1Texture2;
1611 struct gl_1d_map Map1Texture3;
1612 struct gl_1d_map Map1Texture4;
1613 /*@}*/
1614
1615 /**
1616 * \name 2-D maps
1617 */
1618 /*@{*/
1619 struct gl_2d_map Map2Vertex3;
1620 struct gl_2d_map Map2Vertex4;
1621 struct gl_2d_map Map2Index;
1622 struct gl_2d_map Map2Color4;
1623 struct gl_2d_map Map2Normal;
1624 struct gl_2d_map Map2Texture1;
1625 struct gl_2d_map Map2Texture2;
1626 struct gl_2d_map Map2Texture3;
1627 struct gl_2d_map Map2Texture4;
1628 /*@}*/
1629 };
1630
1631
1632 struct gl_transform_feedback_varying_info
1633 {
1634 char *Name;
1635 GLenum Type;
1636 GLint BufferIndex;
1637 GLint Size;
1638 GLint Offset;
1639 };
1640
1641
1642 /**
1643 * Per-output info vertex shaders for transform feedback.
1644 */
1645 struct gl_transform_feedback_output
1646 {
1647 uint32_t OutputRegister;
1648 uint32_t OutputBuffer;
1649 uint32_t NumComponents;
1650 uint32_t StreamId;
1651
1652 /** offset (in DWORDs) of this output within the interleaved structure */
1653 uint32_t DstOffset;
1654
1655 /**
1656 * Offset into the output register of the data to output. For example,
1657 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1658 * offset is in the y and z components of the output register.
1659 */
1660 uint32_t ComponentOffset;
1661 };
1662
1663
1664 struct gl_transform_feedback_buffer
1665 {
1666 uint32_t Binding;
1667
1668 uint32_t NumVaryings;
1669
1670 /**
1671 * Total number of components stored in each buffer. This may be used by
1672 * hardware back-ends to determine the correct stride when interleaving
1673 * multiple transform feedback outputs in the same buffer.
1674 */
1675 uint32_t Stride;
1676
1677 /**
1678 * Which transform feedback stream this buffer binding is associated with.
1679 */
1680 uint32_t Stream;
1681 };
1682
1683
1684 /** Post-link transform feedback info. */
1685 struct gl_transform_feedback_info
1686 {
1687 unsigned NumOutputs;
1688
1689 /* Bitmask of active buffer indices. */
1690 unsigned ActiveBuffers;
1691
1692 struct gl_transform_feedback_output *Outputs;
1693
1694 /** Transform feedback varyings used for the linking of this shader program.
1695 *
1696 * Use for glGetTransformFeedbackVarying().
1697 */
1698 struct gl_transform_feedback_varying_info *Varyings;
1699 GLint NumVarying;
1700
1701 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1702 };
1703
1704
1705 /**
1706 * Transform feedback object state
1707 */
1708 struct gl_transform_feedback_object
1709 {
1710 GLuint Name; /**< AKA the object ID */
1711 GLint RefCount;
1712 GLchar *Label; /**< GL_KHR_debug */
1713 GLboolean Active; /**< Is transform feedback enabled? */
1714 GLboolean Paused; /**< Is transform feedback paused? */
1715 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1716 at least once? */
1717 GLboolean EverBound; /**< Has this object been bound? */
1718
1719 /**
1720 * GLES: if Active is true, remaining number of primitives which can be
1721 * rendered without overflow. This is necessary to track because GLES
1722 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1723 * glDrawArraysInstanced would overflow transform feedback buffers.
1724 * Undefined if Active is false.
1725 *
1726 * Not tracked for desktop GL since it's unnecessary.
1727 */
1728 unsigned GlesRemainingPrims;
1729
1730 /**
1731 * The shader program active when BeginTransformFeedback() was called.
1732 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1733 * where stage is the pipeline stage that is the source of data for
1734 * transform feedback.
1735 */
1736 struct gl_shader_program *shader_program;
1737
1738 /** The feedback buffers */
1739 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1740 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1741
1742 /** Start of feedback data in dest buffer */
1743 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1744
1745 /**
1746 * Max data to put into dest buffer (in bytes). Computed based on
1747 * RequestedSize and the actual size of the buffer.
1748 */
1749 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1750
1751 /**
1752 * Size that was specified when the buffer was bound. If the buffer was
1753 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1754 * zero.
1755 */
1756 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1757 };
1758
1759
1760 /**
1761 * Context state for transform feedback.
1762 */
1763 struct gl_transform_feedback_state
1764 {
1765 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1766
1767 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1768 struct gl_buffer_object *CurrentBuffer;
1769
1770 /** The table of all transform feedback objects */
1771 struct _mesa_HashTable *Objects;
1772
1773 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1774 struct gl_transform_feedback_object *CurrentObject;
1775
1776 /** The default xform-fb object (Name==0) */
1777 struct gl_transform_feedback_object *DefaultObject;
1778 };
1779
1780
1781 /**
1782 * A "performance monitor" as described in AMD_performance_monitor.
1783 */
1784 struct gl_perf_monitor_object
1785 {
1786 GLuint Name;
1787
1788 /** True if the monitor is currently active (Begin called but not End). */
1789 GLboolean Active;
1790
1791 /**
1792 * True if the monitor has ended.
1793 *
1794 * This is distinct from !Active because it may never have began.
1795 */
1796 GLboolean Ended;
1797
1798 /**
1799 * A list of groups with currently active counters.
1800 *
1801 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1802 */
1803 unsigned *ActiveGroups;
1804
1805 /**
1806 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1807 *
1808 * Checking whether counter 'c' in group 'g' is active can be done via:
1809 *
1810 * BITSET_TEST(ActiveCounters[g], c)
1811 */
1812 GLuint **ActiveCounters;
1813 };
1814
1815
1816 union gl_perf_monitor_counter_value
1817 {
1818 float f;
1819 uint64_t u64;
1820 uint32_t u32;
1821 };
1822
1823
1824 struct gl_perf_monitor_counter
1825 {
1826 /** Human readable name for the counter. */
1827 const char *Name;
1828
1829 /**
1830 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1831 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1832 */
1833 GLenum Type;
1834
1835 /** Minimum counter value. */
1836 union gl_perf_monitor_counter_value Minimum;
1837
1838 /** Maximum counter value. */
1839 union gl_perf_monitor_counter_value Maximum;
1840 };
1841
1842
1843 struct gl_perf_monitor_group
1844 {
1845 /** Human readable name for the group. */
1846 const char *Name;
1847
1848 /**
1849 * Maximum number of counters in this group which can be active at the
1850 * same time.
1851 */
1852 GLuint MaxActiveCounters;
1853
1854 /** Array of counters within this group. */
1855 const struct gl_perf_monitor_counter *Counters;
1856 GLuint NumCounters;
1857 };
1858
1859
1860 /**
1861 * Context state for AMD_performance_monitor.
1862 */
1863 struct gl_perf_monitor_state
1864 {
1865 /** Array of performance monitor groups (indexed by group ID) */
1866 const struct gl_perf_monitor_group *Groups;
1867 GLuint NumGroups;
1868
1869 /** The table of all performance monitors. */
1870 struct _mesa_HashTable *Monitors;
1871 };
1872
1873
1874 /**
1875 * Names of the various vertex/fragment program register files, etc.
1876 *
1877 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1878 * All values should fit in a 4-bit field.
1879 *
1880 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1881 * considered to be "uniform" variables since they can only be set outside
1882 * glBegin/End. They're also all stored in the same Parameters array.
1883 */
1884 typedef enum
1885 {
1886 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1887 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1888 PROGRAM_INPUT, /**< machine->Inputs[] */
1889 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1890 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1891 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1892 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1893 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1894 PROGRAM_ADDRESS, /**< machine->AddressReg */
1895 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1896 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1897 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1898 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1899 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1900 PROGRAM_MEMORY, /**< for shared, global and local memory */
1901 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1902 PROGRAM_FILE_MAX
1903 } gl_register_file;
1904
1905
1906 /**
1907 * Base class for any kind of program object
1908 */
1909 struct gl_program
1910 {
1911 mtx_t Mutex;
1912 GLuint Id;
1913 GLint RefCount;
1914 GLubyte *String; /**< Null-terminated program text */
1915
1916 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1917 GLenum Format; /**< String encoding format */
1918
1919 struct prog_instruction *Instructions;
1920
1921 struct nir_shader *nir;
1922
1923 struct shader_info info;
1924
1925 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1926 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1927 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1928 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1929 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1930
1931 /* Vertex and geometry shaders fields */
1932 unsigned ClipDistanceArraySize;
1933 unsigned CullDistanceArraySize;
1934
1935 /* Fragement shader only fields */
1936 GLboolean OriginUpperLeft;
1937 GLboolean PixelCenterInteger;
1938
1939 /** Named parameters, constants, etc. from program text */
1940 struct gl_program_parameter_list *Parameters;
1941
1942 /**
1943 * Local parameters used by the program.
1944 *
1945 * It's dynamically allocated because it is rarely used (just
1946 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1947 * allocated.
1948 */
1949 GLfloat (*LocalParams)[4];
1950
1951 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1952 GLubyte SamplerUnits[MAX_SAMPLERS];
1953
1954 /** Bitmask of which register files are read/written with indirect
1955 * addressing. Mask of (1 << PROGRAM_x) bits.
1956 */
1957 GLbitfield IndirectRegisterFiles;
1958
1959 /** Logical counts */
1960 /*@{*/
1961 GLuint NumInstructions;
1962 GLuint NumTemporaries;
1963 GLuint NumParameters;
1964 GLuint NumAttributes;
1965 GLuint NumAddressRegs;
1966 GLuint NumAluInstructions;
1967 GLuint NumTexInstructions;
1968 GLuint NumTexIndirections;
1969 /*@}*/
1970 /** Native, actual h/w counts */
1971 /*@{*/
1972 GLuint NumNativeInstructions;
1973 GLuint NumNativeTemporaries;
1974 GLuint NumNativeParameters;
1975 GLuint NumNativeAttributes;
1976 GLuint NumNativeAddressRegs;
1977 GLuint NumNativeAluInstructions;
1978 GLuint NumNativeTexInstructions;
1979 GLuint NumNativeTexIndirections;
1980 /*@}*/
1981
1982 /** Used by ARB assembly-style programs. Can only be true for vertex
1983 * programs.
1984 */
1985 GLboolean IsPositionInvariant;
1986 };
1987
1988
1989 /**
1990 * State common to vertex and fragment programs.
1991 */
1992 struct gl_program_state
1993 {
1994 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1995 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1996 };
1997
1998
1999 /**
2000 * Context state for vertex programs.
2001 */
2002 struct gl_vertex_program_state
2003 {
2004 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2005 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2006 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2007 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2008 /** Computed two sided lighting for fixed function/programs. */
2009 GLboolean _TwoSideEnabled;
2010 struct gl_program *Current; /**< User-bound vertex program */
2011
2012 /** Currently enabled and valid vertex program (including internal
2013 * programs, user-defined vertex programs and GLSL vertex shaders).
2014 * This is the program we must use when rendering.
2015 */
2016 struct gl_program *_Current;
2017
2018 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2019
2020 /** Should fixed-function T&L be implemented with a vertex prog? */
2021 GLboolean _MaintainTnlProgram;
2022
2023 /** Program to emulate fixed-function T&L (see above) */
2024 struct gl_program *_TnlProgram;
2025
2026 /** Cache of fixed-function programs */
2027 struct gl_program_cache *Cache;
2028
2029 GLboolean _Overriden;
2030 };
2031
2032 /**
2033 * Context state for tessellation control programs.
2034 */
2035 struct gl_tess_ctrl_program_state
2036 {
2037 /** Currently bound and valid shader. */
2038 struct gl_program *_Current;
2039
2040 GLint patch_vertices;
2041 GLfloat patch_default_outer_level[4];
2042 GLfloat patch_default_inner_level[2];
2043 };
2044
2045 /**
2046 * Context state for tessellation evaluation programs.
2047 */
2048 struct gl_tess_eval_program_state
2049 {
2050 /** Currently bound and valid shader. */
2051 struct gl_program *_Current;
2052 };
2053
2054 /**
2055 * Context state for geometry programs.
2056 */
2057 struct gl_geometry_program_state
2058 {
2059 /** Currently enabled and valid program (including internal programs
2060 * and compiled shader programs).
2061 */
2062 struct gl_program *_Current;
2063 };
2064
2065 /**
2066 * Context state for fragment programs.
2067 */
2068 struct gl_fragment_program_state
2069 {
2070 GLboolean Enabled; /**< User-set fragment program enable flag */
2071 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2072 struct gl_program *Current; /**< User-bound fragment program */
2073
2074 /** Currently enabled and valid fragment program (including internal
2075 * programs, user-defined fragment programs and GLSL fragment shaders).
2076 * This is the program we must use when rendering.
2077 */
2078 struct gl_program *_Current;
2079
2080 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2081
2082 /** Should fixed-function texturing be implemented with a fragment prog? */
2083 GLboolean _MaintainTexEnvProgram;
2084
2085 /** Program to emulate fixed-function texture env/combine (see above) */
2086 struct gl_program *_TexEnvProgram;
2087
2088 /** Cache of fixed-function programs */
2089 struct gl_program_cache *Cache;
2090 };
2091
2092
2093 /**
2094 * Context state for compute programs.
2095 */
2096 struct gl_compute_program_state
2097 {
2098 /** Currently enabled and valid program (including internal programs
2099 * and compiled shader programs).
2100 */
2101 struct gl_program *_Current;
2102 };
2103
2104
2105 /**
2106 * ATI_fragment_shader runtime state
2107 */
2108
2109 struct atifs_instruction;
2110 struct atifs_setupinst;
2111
2112 /**
2113 * ATI fragment shader
2114 */
2115 struct ati_fragment_shader
2116 {
2117 GLuint Id;
2118 GLint RefCount;
2119 struct atifs_instruction *Instructions[2];
2120 struct atifs_setupinst *SetupInst[2];
2121 GLfloat Constants[8][4];
2122 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2123 GLubyte numArithInstr[2];
2124 GLubyte regsAssigned[2];
2125 GLubyte NumPasses; /**< 1 or 2 */
2126 GLubyte cur_pass;
2127 GLubyte last_optype;
2128 GLboolean interpinp1;
2129 GLboolean isValid;
2130 GLuint swizzlerq;
2131 struct gl_program *Program;
2132 };
2133
2134 /**
2135 * Context state for GL_ATI_fragment_shader
2136 */
2137 struct gl_ati_fragment_shader_state
2138 {
2139 GLboolean Enabled;
2140 GLboolean _Enabled; /**< enabled and valid shader? */
2141 GLboolean Compiling;
2142 GLfloat GlobalConstants[8][4];
2143 struct ati_fragment_shader *Current;
2144 };
2145
2146 /**
2147 * Shader subroutine function definition
2148 */
2149 struct gl_subroutine_function
2150 {
2151 char *name;
2152 int index;
2153 int num_compat_types;
2154 const struct glsl_type **types;
2155 };
2156
2157 /**
2158 * Shader information needed by both gl_shader and gl_linked shader.
2159 */
2160 struct gl_shader_info
2161 {
2162 bool uses_builtin_functions;
2163 bool uses_gl_fragcoord;
2164 bool redeclares_gl_fragcoord;
2165 bool ARB_fragment_coord_conventions_enable;
2166
2167 /**
2168 * Fragment shader state from GLSL 1.50 layout qualifiers.
2169 */
2170 bool origin_upper_left;
2171 bool pixel_center_integer;
2172
2173 struct {
2174 /** Global xfb_stride out qualifier if any */
2175 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2176 } TransformFeedback;
2177
2178 /**
2179 * Tessellation Control shader state from layout qualifiers.
2180 */
2181 struct {
2182 /**
2183 * 0 - vertices not declared in shader, or
2184 * 1 .. GL_MAX_PATCH_VERTICES
2185 */
2186 GLint VerticesOut;
2187 } TessCtrl;
2188
2189 /**
2190 * Tessellation Evaluation shader state from layout qualifiers.
2191 */
2192 struct {
2193 /**
2194 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2195 * in this shader.
2196 */
2197 GLenum PrimitiveMode;
2198 /**
2199 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2200 * in this shader.
2201 */
2202 GLenum Spacing;
2203 /**
2204 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2205 */
2206 GLenum VertexOrder;
2207 /**
2208 * 1, 0, or -1 if it's not set in this shader.
2209 */
2210 int PointMode;
2211 } TessEval;
2212
2213 /**
2214 * Geometry shader state from GLSL 1.50 layout qualifiers.
2215 */
2216 struct {
2217 GLint VerticesOut;
2218 /**
2219 * 0 - Invocations count not declared in shader, or
2220 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2221 */
2222 GLint Invocations;
2223 /**
2224 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2225 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2226 * shader.
2227 */
2228 GLenum InputType;
2229 /**
2230 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2231 * it's not set in this shader.
2232 */
2233 GLenum OutputType;
2234 } Geom;
2235
2236 /**
2237 * Whether early fragment tests are enabled as defined by
2238 * ARB_shader_image_load_store.
2239 */
2240 bool EarlyFragmentTests;
2241
2242 /**
2243 * A bitmask of gl_advanced_blend_mode values
2244 */
2245 GLbitfield BlendSupport;
2246
2247 /**
2248 * Compute shader state from ARB_compute_shader and
2249 * ARB_compute_variable_group_size layout qualifiers.
2250 */
2251 struct {
2252 /**
2253 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2254 * it's not set in this shader.
2255 */
2256 unsigned LocalSize[3];
2257
2258 /**
2259 * Whether a variable work group size has been specified as defined by
2260 * ARB_compute_variable_group_size.
2261 */
2262 bool LocalSizeVariable;
2263 } Comp;
2264 };
2265
2266 /**
2267 * A linked GLSL shader object.
2268 */
2269 struct gl_linked_shader
2270 {
2271 gl_shader_stage Stage;
2272
2273 struct gl_program *Program; /**< Post-compile assembly code */
2274
2275 /**
2276 * \name Sampler tracking
2277 *
2278 * \note Each of these fields is only set post-linking.
2279 */
2280 /*@{*/
2281 unsigned num_samplers; /**< Number of samplers used by this shader. */
2282 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2283 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2284 /*@}*/
2285
2286 /**
2287 * Map from sampler unit to texture unit (set by glUniform1i())
2288 *
2289 * A sampler unit is associated with each sampler uniform by the linker.
2290 * The sampler unit associated with each uniform is stored in the
2291 * \c gl_uniform_storage::sampler field.
2292 */
2293 GLubyte SamplerUnits[MAX_SAMPLERS];
2294 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2295 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2296
2297 /**
2298 * Number of default uniform block components used by this shader.
2299 *
2300 * This field is only set post-linking.
2301 */
2302 unsigned num_uniform_components;
2303
2304 /**
2305 * Number of combined uniform components used by this shader.
2306 *
2307 * This field is only set post-linking. It is the sum of the uniform block
2308 * sizes divided by sizeof(float), and num_uniform_compoennts.
2309 */
2310 unsigned num_combined_uniform_components;
2311
2312 unsigned NumUniformBlocks;
2313 struct gl_uniform_block **UniformBlocks;
2314
2315 unsigned NumShaderStorageBlocks;
2316 struct gl_uniform_block **ShaderStorageBlocks;
2317
2318 struct exec_list *ir;
2319 struct exec_list *packed_varyings;
2320 struct exec_list *fragdata_arrays;
2321 struct glsl_symbol_table *symbols;
2322
2323 /**
2324 * Map from image uniform index to image unit (set by glUniform1i())
2325 *
2326 * An image uniform index is associated with each image uniform by
2327 * the linker. The image index associated with each uniform is
2328 * stored in the \c gl_uniform_storage::image field.
2329 */
2330 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2331
2332 /**
2333 * Access qualifier specified in the shader for each image uniform
2334 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2335 * GL_READ_WRITE.
2336 *
2337 * It may be different, though only more strict than the value of
2338 * \c gl_image_unit::Access for the corresponding image unit.
2339 */
2340 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2341
2342 /**
2343 * Number of image uniforms defined in the shader. It specifies
2344 * the number of valid elements in the \c ImageUnits and \c
2345 * ImageAccess arrays above.
2346 */
2347 GLuint NumImages;
2348
2349 struct gl_active_atomic_buffer **AtomicBuffers;
2350 unsigned NumAtomicBuffers;
2351
2352 /**
2353 * Number of types for subroutine uniforms.
2354 */
2355 GLuint NumSubroutineUniformTypes;
2356
2357 /**
2358 * Subroutine uniform remap table
2359 * based on the program level uniform remap table.
2360 */
2361 GLuint NumSubroutineUniforms; /* non-sparse total */
2362 GLuint NumSubroutineUniformRemapTable;
2363 struct gl_uniform_storage **SubroutineUniformRemapTable;
2364
2365 /**
2366 * Num of subroutine functions for this stage
2367 * and storage for them.
2368 */
2369 GLuint NumSubroutineFunctions;
2370 GLuint MaxSubroutineFunctionIndex;
2371 struct gl_subroutine_function *SubroutineFunctions;
2372
2373 struct gl_shader_info info;
2374 };
2375
2376 static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
2377 {
2378 GLbitfield external_samplers = 0;
2379 GLbitfield mask = shader->active_samplers;
2380
2381 while (mask) {
2382 int idx = u_bit_scan(&mask);
2383 if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2384 external_samplers |= (1 << idx);
2385 }
2386
2387 return external_samplers;
2388 }
2389
2390 /**
2391 * A GLSL shader object.
2392 */
2393 struct gl_shader
2394 {
2395 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2396 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2397 * Must be the first field.
2398 */
2399 GLenum Type;
2400 gl_shader_stage Stage;
2401 GLuint Name; /**< AKA the handle */
2402 GLint RefCount; /**< Reference count */
2403 GLchar *Label; /**< GL_KHR_debug */
2404 GLboolean DeletePending;
2405 GLboolean CompileStatus;
2406 bool IsES; /**< True if this shader uses GLSL ES */
2407
2408 GLuint SourceChecksum; /**< for debug/logging purposes */
2409 const GLchar *Source; /**< Source code string */
2410
2411 GLchar *InfoLog;
2412
2413 unsigned Version; /**< GLSL version used for linking */
2414
2415 struct exec_list *ir;
2416 struct glsl_symbol_table *symbols;
2417
2418 struct gl_shader_info info;
2419 };
2420
2421
2422 struct gl_uniform_buffer_variable
2423 {
2424 char *Name;
2425
2426 /**
2427 * Name of the uniform as seen by glGetUniformIndices.
2428 *
2429 * glGetUniformIndices requires that the block instance index \b not be
2430 * present in the name of queried uniforms.
2431 *
2432 * \note
2433 * \c gl_uniform_buffer_variable::IndexName and
2434 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2435 */
2436 char *IndexName;
2437
2438 const struct glsl_type *Type;
2439 unsigned int Offset;
2440 GLboolean RowMajor;
2441 };
2442
2443
2444 enum gl_uniform_block_packing
2445 {
2446 ubo_packing_std140,
2447 ubo_packing_shared,
2448 ubo_packing_packed,
2449 ubo_packing_std430
2450 };
2451
2452
2453 struct gl_uniform_block
2454 {
2455 /** Declared name of the uniform block */
2456 char *Name;
2457
2458 /** Array of supplemental information about UBO ir_variables. */
2459 struct gl_uniform_buffer_variable *Uniforms;
2460 GLuint NumUniforms;
2461
2462 /**
2463 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2464 * with glBindBufferBase to bind a buffer object to this uniform block. When
2465 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2466 */
2467 GLuint Binding;
2468
2469 /**
2470 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2471 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2472 */
2473 GLuint UniformBufferSize;
2474
2475 /** Stages that reference this block */
2476 uint8_t stageref;
2477
2478 /**
2479 * Layout specified in the shader
2480 *
2481 * This isn't accessible through the API, but it is used while
2482 * cross-validating uniform blocks.
2483 */
2484 enum gl_uniform_block_packing _Packing;
2485 GLboolean _RowMajor;
2486 };
2487
2488 /**
2489 * Structure that represents a reference to an atomic buffer from some
2490 * shader program.
2491 */
2492 struct gl_active_atomic_buffer
2493 {
2494 /** Uniform indices of the atomic counters declared within it. */
2495 GLuint *Uniforms;
2496 GLuint NumUniforms;
2497
2498 /** Binding point index associated with it. */
2499 GLuint Binding;
2500
2501 /** Minimum reasonable size it is expected to have. */
2502 GLuint MinimumSize;
2503
2504 /** Shader stages making use of it. */
2505 GLboolean StageReferences[MESA_SHADER_STAGES];
2506 };
2507
2508 /**
2509 * Data container for shader queries. This holds only the minimal
2510 * amount of required information for resource queries to work.
2511 */
2512 struct gl_shader_variable
2513 {
2514 /**
2515 * Declared type of the variable
2516 */
2517 const struct glsl_type *type;
2518
2519 /**
2520 * If the variable is in an interface block, this is the type of the block.
2521 */
2522 const struct glsl_type *interface_type;
2523
2524 /**
2525 * For variables inside structs (possibly recursively), this is the
2526 * outermost struct type.
2527 */
2528 const struct glsl_type *outermost_struct_type;
2529
2530 /**
2531 * Declared name of the variable
2532 */
2533 char *name;
2534
2535 /**
2536 * Storage location of the base of this variable
2537 *
2538 * The precise meaning of this field depends on the nature of the variable.
2539 *
2540 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2541 * - Vertex shader output: one of the values from \c gl_varying_slot.
2542 * - Geometry shader input: one of the values from \c gl_varying_slot.
2543 * - Geometry shader output: one of the values from \c gl_varying_slot.
2544 * - Fragment shader input: one of the values from \c gl_varying_slot.
2545 * - Fragment shader output: one of the values from \c gl_frag_result.
2546 * - Uniforms: Per-stage uniform slot number for default uniform block.
2547 * - Uniforms: Index within the uniform block definition for UBO members.
2548 * - Non-UBO Uniforms: explicit location until linking then reused to
2549 * store uniform slot number.
2550 * - Other: This field is not currently used.
2551 *
2552 * If the variable is a uniform, shader input, or shader output, and the
2553 * slot has not been assigned, the value will be -1.
2554 */
2555 int location;
2556
2557 /**
2558 * Specifies the first component the variable is stored in as per
2559 * ARB_enhanced_layouts.
2560 */
2561 unsigned component:2;
2562
2563 /**
2564 * Output index for dual source blending.
2565 *
2566 * \note
2567 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2568 * source blending.
2569 */
2570 unsigned index:1;
2571
2572 /**
2573 * Specifies whether a shader input/output is per-patch in tessellation
2574 * shader stages.
2575 */
2576 unsigned patch:1;
2577
2578 /**
2579 * Storage class of the variable.
2580 *
2581 * \sa (n)ir_variable_mode
2582 */
2583 unsigned mode:4;
2584
2585 /**
2586 * Interpolation mode for shader inputs / outputs
2587 *
2588 * \sa glsl_interp_mode
2589 */
2590 unsigned interpolation:2;
2591
2592 /**
2593 * Was the location explicitly set in the shader?
2594 *
2595 * If the location is explicitly set in the shader, it \b cannot be changed
2596 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2597 * no effect).
2598 */
2599 unsigned explicit_location:1;
2600
2601 /**
2602 * Precision qualifier.
2603 */
2604 unsigned precision:2;
2605 };
2606
2607 /**
2608 * Active resource in a gl_shader_program
2609 */
2610 struct gl_program_resource
2611 {
2612 GLenum Type; /** Program interface type. */
2613 const void *Data; /** Pointer to resource associated data structure. */
2614 uint8_t StageReferences; /** Bitmask of shader stage references. */
2615 };
2616
2617 /**
2618 * A GLSL program object.
2619 * Basically a linked collection of vertex and fragment shaders.
2620 */
2621 struct gl_shader_program
2622 {
2623 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2624 GLuint Name; /**< aka handle or ID */
2625 GLchar *Label; /**< GL_KHR_debug */
2626 GLint RefCount; /**< Reference count */
2627 GLboolean DeletePending;
2628
2629 /**
2630 * Is the application intending to glGetProgramBinary this program?
2631 */
2632 GLboolean BinaryRetreivableHint;
2633
2634 /**
2635 * Indicates whether program can be bound for individual pipeline stages
2636 * using UseProgramStages after it is next linked.
2637 */
2638 GLboolean SeparateShader;
2639
2640 GLuint NumShaders; /**< number of attached shaders */
2641 struct gl_shader **Shaders; /**< List of attached the shaders */
2642
2643 /**
2644 * User-defined attribute bindings
2645 *
2646 * These are set via \c glBindAttribLocation and are used to direct the
2647 * GLSL linker. These are \b not the values used in the compiled shader,
2648 * and they are \b not the values returned by \c glGetAttribLocation.
2649 */
2650 struct string_to_uint_map *AttributeBindings;
2651
2652 /**
2653 * User-defined fragment data bindings
2654 *
2655 * These are set via \c glBindFragDataLocation and are used to direct the
2656 * GLSL linker. These are \b not the values used in the compiled shader,
2657 * and they are \b not the values returned by \c glGetFragDataLocation.
2658 */
2659 struct string_to_uint_map *FragDataBindings;
2660 struct string_to_uint_map *FragDataIndexBindings;
2661
2662 /**
2663 * Transform feedback varyings last specified by
2664 * glTransformFeedbackVaryings().
2665 *
2666 * For the current set of transform feedback varyings used for transform
2667 * feedback output, see LinkedTransformFeedback.
2668 */
2669 struct {
2670 GLenum BufferMode;
2671 /** Global xfb_stride out qualifier if any */
2672 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2673 GLuint NumVarying;
2674 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2675 } TransformFeedback;
2676
2677 /** Post-link transform feedback info. */
2678 struct gl_transform_feedback_info LinkedTransformFeedback;
2679
2680 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2681 enum gl_frag_depth_layout FragDepthLayout;
2682
2683 /**
2684 * Tessellation Evaluation shader state from layout qualifiers.
2685 */
2686 struct {
2687 /**
2688 * True if gl_ClipDistance is written to. Copied into
2689 * gl_program by _mesa_copy_linked_program_data().
2690 */
2691 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2692 0 if not present. */
2693 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2694 0 if not present. */
2695 } TessEval;
2696
2697 /**
2698 * Geometry shader state - copied into gl_program by
2699 * _mesa_copy_linked_program_data().
2700 */
2701 struct {
2702 GLint VerticesIn;
2703
2704 /**
2705 * True if gl_ClipDistance is written to. Copied into
2706 * gl_program by _mesa_copy_linked_program_data().
2707 */
2708 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2709 0 if not present. */
2710 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2711 0 if not present. */
2712 bool UsesEndPrimitive;
2713 bool UsesStreams;
2714 } Geom;
2715
2716 /** Vertex shader state */
2717 struct {
2718 /**
2719 * True if gl_ClipDistance is written to. Copied into gl_program
2720 * by _mesa_copy_linked_program_data().
2721 */
2722 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2723 0 if not present. */
2724 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2725 0 if not present. */
2726 } Vert;
2727
2728 /**
2729 * Compute shader state - copied into gl_program by
2730 * _mesa_copy_linked_program_data().
2731 */
2732 struct {
2733 /**
2734 * If this shader contains a compute stage, size specified using
2735 * local_size_{x,y,z}. Otherwise undefined.
2736 */
2737 unsigned LocalSize[3];
2738 /**
2739 * Size of shared variables accessed by the compute shader.
2740 */
2741 unsigned SharedSize;
2742
2743 /**
2744 * Whether a variable work group size has been specified.
2745 */
2746 bool LocalSizeVariable;
2747 } Comp;
2748
2749 /* post-link info: */
2750 unsigned NumUniformStorage;
2751 unsigned NumHiddenUniforms;
2752 struct gl_uniform_storage *UniformStorage;
2753
2754 /**
2755 * Mapping from GL uniform locations returned by \c glUniformLocation to
2756 * UniformStorage entries. Arrays will have multiple contiguous slots
2757 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2758 */
2759 unsigned NumUniformRemapTable;
2760 struct gl_uniform_storage **UniformRemapTable;
2761
2762 /**
2763 * Sometimes there are empty slots left over in UniformRemapTable after we
2764 * allocate slots to explicit locations. This list stores the blocks of
2765 * continuous empty slots inside UniformRemapTable.
2766 */
2767 struct exec_list EmptyUniformLocations;
2768
2769 /**
2770 * Size of the gl_ClipDistance array that is output from the last pipeline
2771 * stage before the fragment shader.
2772 */
2773 unsigned LastClipDistanceArraySize;
2774 unsigned LastCullDistanceArraySize;
2775
2776 unsigned NumUniformBlocks;
2777 struct gl_uniform_block *UniformBlocks;
2778
2779 unsigned NumShaderStorageBlocks;
2780 struct gl_uniform_block *ShaderStorageBlocks;
2781
2782 /**
2783 * Map of active uniform names to locations
2784 *
2785 * Maps any active uniform that is not an array element to a location.
2786 * Each active uniform, including individual structure members will appear
2787 * in this map. This roughly corresponds to the set of names that would be
2788 * enumerated by \c glGetActiveUniform.
2789 */
2790 struct string_to_uint_map *UniformHash;
2791
2792 struct gl_active_atomic_buffer *AtomicBuffers;
2793 unsigned NumAtomicBuffers;
2794
2795 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2796 GLboolean Validated;
2797 GLboolean _Used; /**< Ever used for drawing? */
2798 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2799 GLchar *InfoLog;
2800
2801 unsigned Version; /**< GLSL version used for linking */
2802 bool IsES; /**< True if this program uses GLSL ES */
2803
2804 /**
2805 * Per-stage shaders resulting from the first stage of linking.
2806 *
2807 * Set of linked shaders for this program. The array is accessed using the
2808 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2809 * \c NULL.
2810 */
2811 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2812
2813 /** List of all active resources after linking. */
2814 struct gl_program_resource *ProgramResourceList;
2815 unsigned NumProgramResourceList;
2816
2817 /* True if any of the fragment shaders attached to this program use:
2818 * #extension ARB_fragment_coord_conventions: enable
2819 */
2820 GLboolean ARB_fragment_coord_conventions_enable;
2821 };
2822
2823
2824 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2825 #define GLSL_LOG 0x2 /**< Write shaders to files */
2826 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2827 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2828 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2829 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2830 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2831 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2832 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2833 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2834
2835
2836 /**
2837 * Context state for GLSL vertex/fragment shaders.
2838 * Extended to support pipeline object
2839 */
2840 struct gl_pipeline_object
2841 {
2842 /** Name of the pipeline object as received from glGenProgramPipelines.
2843 * It would be 0 for shaders without separate shader objects.
2844 */
2845 GLuint Name;
2846
2847 GLint RefCount;
2848
2849 mtx_t Mutex;
2850
2851 GLchar *Label; /**< GL_KHR_debug */
2852
2853 /**
2854 * Programs used for rendering
2855 *
2856 * There is a separate program set for each shader stage.
2857 */
2858 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2859
2860 struct gl_shader_program *_CurrentFragmentProgram;
2861
2862 /**
2863 * Program used by glUniform calls.
2864 *
2865 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2866 */
2867 struct gl_shader_program *ActiveProgram;
2868
2869 GLbitfield Flags; /**< Mask of GLSL_x flags */
2870
2871 GLboolean EverBound; /**< Has the pipeline object been created */
2872
2873 GLboolean Validated; /**< Pipeline Validation status */
2874
2875 GLchar *InfoLog;
2876 };
2877
2878 /**
2879 * Context state for GLSL pipeline shaders.
2880 */
2881 struct gl_pipeline_shader_state
2882 {
2883 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2884 struct gl_pipeline_object *Current;
2885
2886 /* Default Object to ensure that _Shader is never NULL */
2887 struct gl_pipeline_object *Default;
2888
2889 /** Pipeline objects */
2890 struct _mesa_HashTable *Objects;
2891 };
2892
2893 /**
2894 * Compiler options for a single GLSL shaders type
2895 */
2896 struct gl_shader_compiler_options
2897 {
2898 /** Driver-selectable options: */
2899 GLboolean EmitNoLoops;
2900 GLboolean EmitNoFunctions;
2901 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2902 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2903 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2904 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2905 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2906 * gl_CullDistance together from
2907 * float[8] to vec4[2]
2908 **/
2909
2910 /**
2911 * \name Forms of indirect addressing the driver cannot do.
2912 */
2913 /*@{*/
2914 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2915 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2916 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2917 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2918 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2919 /*@}*/
2920
2921 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2922 GLuint MaxUnrollIterations;
2923
2924 /**
2925 * Optimize code for array of structures backends.
2926 *
2927 * This is a proxy for:
2928 * - preferring DP4 instructions (rather than MUL/MAD) for
2929 * matrix * vector operations, such as position transformation.
2930 */
2931 GLboolean OptimizeForAOS;
2932
2933 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2934
2935 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2936 GLboolean ClampBlockIndicesToArrayBounds;
2937
2938 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2939 * variable access to intrinsics. */
2940
2941 const struct nir_shader_compiler_options *NirOptions;
2942 };
2943
2944
2945 /**
2946 * Occlusion/timer query object.
2947 */
2948 struct gl_query_object
2949 {
2950 GLenum Target; /**< The query target, when active */
2951 GLuint Id; /**< hash table ID/name */
2952 GLchar *Label; /**< GL_KHR_debug */
2953 GLuint64EXT Result; /**< the counter */
2954 GLboolean Active; /**< inside Begin/EndQuery */
2955 GLboolean Ready; /**< result is ready? */
2956 GLboolean EverBound;/**< has query object ever been bound */
2957 GLuint Stream; /**< The stream */
2958 };
2959
2960
2961 /**
2962 * Context state for query objects.
2963 */
2964 struct gl_query_state
2965 {
2966 struct _mesa_HashTable *QueryObjects;
2967 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2968 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2969
2970 /** GL_NV_conditional_render */
2971 struct gl_query_object *CondRenderQuery;
2972
2973 /** GL_EXT_transform_feedback */
2974 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2975 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2976
2977 /** GL_ARB_timer_query */
2978 struct gl_query_object *TimeElapsed;
2979
2980 /** GL_ARB_pipeline_statistics_query */
2981 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2982
2983 GLenum CondRenderMode;
2984 };
2985
2986
2987 /** Sync object state */
2988 struct gl_sync_object
2989 {
2990 GLenum Type; /**< GL_SYNC_FENCE */
2991 GLuint Name; /**< Fence name */
2992 GLchar *Label; /**< GL_KHR_debug */
2993 GLint RefCount; /**< Reference count */
2994 GLboolean DeletePending; /**< Object was deleted while there were still
2995 * live references (e.g., sync not yet finished)
2996 */
2997 GLenum SyncCondition;
2998 GLbitfield Flags; /**< Flags passed to glFenceSync */
2999 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3000 };
3001
3002
3003 /**
3004 * State which can be shared by multiple contexts:
3005 */
3006 struct gl_shared_state
3007 {
3008 mtx_t Mutex; /**< for thread safety */
3009 GLint RefCount; /**< Reference count */
3010 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3011 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3012 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3013
3014 /** Default texture objects (shared by all texture units) */
3015 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3016
3017 /** Fallback texture used when a bound texture is incomplete */
3018 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3019
3020 /**
3021 * \name Thread safety and statechange notification for texture
3022 * objects.
3023 *
3024 * \todo Improve the granularity of locking.
3025 */
3026 /*@{*/
3027 mtx_t TexMutex; /**< texobj thread safety */
3028 GLuint TextureStateStamp; /**< state notification for shared tex */
3029 /*@}*/
3030
3031 /** Default buffer object for vertex arrays that aren't in VBOs */
3032 struct gl_buffer_object *NullBufferObj;
3033
3034 /**
3035 * \name Vertex/geometry/fragment programs
3036 */
3037 /*@{*/
3038 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3039 struct gl_program *DefaultVertexProgram;
3040 struct gl_program *DefaultFragmentProgram;
3041 /*@}*/
3042
3043 /* GL_ATI_fragment_shader */
3044 struct _mesa_HashTable *ATIShaders;
3045 struct ati_fragment_shader *DefaultFragmentShader;
3046
3047 struct _mesa_HashTable *BufferObjects;
3048
3049 /** Table of both gl_shader and gl_shader_program objects */
3050 struct _mesa_HashTable *ShaderObjects;
3051
3052 /* GL_EXT_framebuffer_object */
3053 struct _mesa_HashTable *RenderBuffers;
3054 struct _mesa_HashTable *FrameBuffers;
3055
3056 /* GL_ARB_sync */
3057 struct set *SyncObjects;
3058
3059 /** GL_ARB_sampler_objects */
3060 struct _mesa_HashTable *SamplerObjects;
3061
3062 /**
3063 * Some context in this share group was affected by a GPU reset
3064 *
3065 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3066 * been affected by a GPU reset must also return
3067 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3068 *
3069 * Once this field becomes true, it is never reset to false.
3070 */
3071 bool ShareGroupReset;
3072 };
3073
3074
3075
3076 /**
3077 * Renderbuffers represent drawing surfaces such as color, depth and/or
3078 * stencil. A framebuffer object has a set of renderbuffers.
3079 * Drivers will typically derive subclasses of this type.
3080 */
3081 struct gl_renderbuffer
3082 {
3083 mtx_t Mutex; /**< for thread safety */
3084 GLuint ClassID; /**< Useful for drivers */
3085 GLuint Name;
3086 GLchar *Label; /**< GL_KHR_debug */
3087 GLint RefCount;
3088 GLuint Width, Height;
3089 GLuint Depth;
3090 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3091 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3092 /**
3093 * True for renderbuffers that wrap textures, giving the driver a chance to
3094 * flush render caches through the FinishRenderTexture hook.
3095 *
3096 * Drivers may also set this on renderbuffers other than those generated by
3097 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3098 * called without a rb->TexImage.
3099 */
3100 GLboolean NeedsFinishRenderTexture;
3101 GLubyte NumSamples;
3102 GLenum InternalFormat; /**< The user-specified format */
3103 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3104 GL_STENCIL_INDEX. */
3105 mesa_format Format; /**< The actual renderbuffer memory format */
3106 /**
3107 * Pointer to the texture image if this renderbuffer wraps a texture,
3108 * otherwise NULL.
3109 *
3110 * Note that the reference on the gl_texture_object containing this
3111 * TexImage is held by the gl_renderbuffer_attachment.
3112 */
3113 struct gl_texture_image *TexImage;
3114
3115 /** Delete this renderbuffer */
3116 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3117
3118 /** Allocate new storage for this renderbuffer */
3119 GLboolean (*AllocStorage)(struct gl_context *ctx,
3120 struct gl_renderbuffer *rb,
3121 GLenum internalFormat,
3122 GLuint width, GLuint height);
3123 };
3124
3125
3126 /**
3127 * A renderbuffer attachment points to either a texture object (and specifies
3128 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3129 */
3130 struct gl_renderbuffer_attachment
3131 {
3132 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3133 GLboolean Complete;
3134
3135 /**
3136 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3137 * application supplied renderbuffer object.
3138 */
3139 struct gl_renderbuffer *Renderbuffer;
3140
3141 /**
3142 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3143 * supplied texture object.
3144 */
3145 struct gl_texture_object *Texture;
3146 GLuint TextureLevel; /**< Attached mipmap level. */
3147 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3148 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3149 * and 2D array textures */
3150 GLboolean Layered;
3151 };
3152
3153
3154 /**
3155 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3156 * In C++ terms, think of this as a base class from which device drivers
3157 * will make derived classes.
3158 */
3159 struct gl_framebuffer
3160 {
3161 mtx_t Mutex; /**< for thread safety */
3162 /**
3163 * If zero, this is a window system framebuffer. If non-zero, this
3164 * is a FBO framebuffer; note that for some devices (i.e. those with
3165 * a natural pixel coordinate system for FBOs that differs from the
3166 * OpenGL/Mesa coordinate system), this means that the viewport,
3167 * polygon face orientation, and polygon stipple will have to be inverted.
3168 */
3169 GLuint Name;
3170 GLint RefCount;
3171
3172 GLchar *Label; /**< GL_KHR_debug */
3173
3174 GLboolean DeletePending;
3175
3176 /**
3177 * The framebuffer's visual. Immutable if this is a window system buffer.
3178 * Computed from attachments if user-made FBO.
3179 */
3180 struct gl_config Visual;
3181
3182 /**
3183 * Size of frame buffer in pixels. If there are no attachments, then both
3184 * of these are 0.
3185 */
3186 GLuint Width, Height;
3187
3188 /**
3189 * In the case that the framebuffer has no attachment (i.e.
3190 * GL_ARB_framebuffer_no_attachments) then the geometry of
3191 * the framebuffer is specified by the default values.
3192 */
3193 struct {
3194 GLuint Width, Height, Layers, NumSamples;
3195 GLboolean FixedSampleLocations;
3196 /* Derived from NumSamples by the driver so that it can choose a valid
3197 * value for the hardware.
3198 */
3199 GLuint _NumSamples;
3200 } DefaultGeometry;
3201
3202 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3203 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3204 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3205 */
3206 /*@{*/
3207 GLint _Xmin, _Xmax;
3208 GLint _Ymin, _Ymax;
3209 /*@}*/
3210
3211 /** \name Derived Z buffer stuff */
3212 /*@{*/
3213 GLuint _DepthMax; /**< Max depth buffer value */
3214 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3215 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3216 /*@}*/
3217
3218 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3219 GLenum _Status;
3220
3221 /** Whether one of Attachment has Type != GL_NONE
3222 * NOTE: the values for Width and Height are set to 0 in case of having
3223 * no attachments, a backend driver supporting the extension
3224 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3225 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3226 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3227 * _Ymax do NOT take into account _HasAttachments being false). To get the
3228 * geometry of the framebuffer, the helper functions
3229 * _mesa_geometric_width(),
3230 * _mesa_geometric_height(),
3231 * _mesa_geometric_samples() and
3232 * _mesa_geometric_layers()
3233 * are available that check _HasAttachments.
3234 */
3235 bool _HasAttachments;
3236
3237 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3238
3239 /* ARB_color_buffer_float */
3240 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3241 GLboolean _HasSNormOrFloatColorBuffer;
3242
3243 /**
3244 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3245 * is not layered. For cube maps and cube map arrays, each cube face
3246 * counts as a layer. As the case for Width, Height a backend driver
3247 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3248 * in the case that _HasAttachments is false
3249 */
3250 GLuint MaxNumLayers;
3251
3252 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3253 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3254
3255 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3256 * attribute group and GL_PIXEL attribute group, respectively.
3257 */
3258 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3259 GLenum ColorReadBuffer;
3260
3261 /** Computed from ColorDraw/ReadBuffer above */
3262 GLuint _NumColorDrawBuffers;
3263 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3264 GLint _ColorReadBufferIndex; /* -1 = None */
3265 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3266 struct gl_renderbuffer *_ColorReadBuffer;
3267
3268 /** Delete this framebuffer */
3269 void (*Delete)(struct gl_framebuffer *fb);
3270 };
3271
3272
3273 /**
3274 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3275 */
3276 struct gl_precision
3277 {
3278 GLushort RangeMin; /**< min value exponent */
3279 GLushort RangeMax; /**< max value exponent */
3280 GLushort Precision; /**< number of mantissa bits */
3281 };
3282
3283
3284 /**
3285 * Limits for vertex, geometry and fragment programs/shaders.
3286 */
3287 struct gl_program_constants
3288 {
3289 /* logical limits */
3290 GLuint MaxInstructions;
3291 GLuint MaxAluInstructions;
3292 GLuint MaxTexInstructions;
3293 GLuint MaxTexIndirections;
3294 GLuint MaxAttribs;
3295 GLuint MaxTemps;
3296 GLuint MaxAddressRegs;
3297 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3298 GLuint MaxParameters;
3299 GLuint MaxLocalParams;
3300 GLuint MaxEnvParams;
3301 /* native/hardware limits */
3302 GLuint MaxNativeInstructions;
3303 GLuint MaxNativeAluInstructions;
3304 GLuint MaxNativeTexInstructions;
3305 GLuint MaxNativeTexIndirections;
3306 GLuint MaxNativeAttribs;
3307 GLuint MaxNativeTemps;
3308 GLuint MaxNativeAddressRegs;
3309 GLuint MaxNativeParameters;
3310 /* For shaders */
3311 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3312
3313 /**
3314 * \name Per-stage input / output limits
3315 *
3316 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3317 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3318 * ES). This is stored as \c gl_constants::MaxVarying.
3319 *
3320 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3321 * variables. Each stage as a certain number of outputs that it can feed
3322 * to the next stage and a certain number inputs that it can consume from
3323 * the previous stage.
3324 *
3325 * Vertex shader inputs do not participate this in this accounting.
3326 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3327 *
3328 * Fragment shader outputs do not participate this in this accounting.
3329 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3330 */
3331 /*@{*/
3332 GLuint MaxInputComponents;
3333 GLuint MaxOutputComponents;
3334 /*@}*/
3335
3336 /* ES 2.0 and GL_ARB_ES2_compatibility */
3337 struct gl_precision LowFloat, MediumFloat, HighFloat;
3338 struct gl_precision LowInt, MediumInt, HighInt;
3339 /* GL_ARB_uniform_buffer_object */
3340 GLuint MaxUniformBlocks;
3341 GLuint MaxCombinedUniformComponents;
3342 GLuint MaxTextureImageUnits;
3343
3344 /* GL_ARB_shader_atomic_counters */
3345 GLuint MaxAtomicBuffers;
3346 GLuint MaxAtomicCounters;
3347
3348 /* GL_ARB_shader_image_load_store */
3349 GLuint MaxImageUniforms;
3350
3351 /* GL_ARB_shader_storage_buffer_object */
3352 GLuint MaxShaderStorageBlocks;
3353 };
3354
3355
3356 /**
3357 * Constants which may be overridden by device driver during context creation
3358 * but are never changed after that.
3359 */
3360 struct gl_constants
3361 {
3362 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3363 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3364 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3365 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3366 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3367 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3368 GLuint MaxTextureCoordUnits;
3369 GLuint MaxCombinedTextureImageUnits;
3370 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3371 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3372 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3373 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3374
3375 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3376
3377 GLuint MaxArrayLockSize;
3378
3379 GLint SubPixelBits;
3380
3381 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3382 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3383 GLfloat PointSizeGranularity;
3384 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3385 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3386 GLfloat LineWidthGranularity;
3387
3388 GLuint MaxClipPlanes;
3389 GLuint MaxLights;
3390 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3391 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3392
3393 GLuint MaxViewportWidth, MaxViewportHeight;
3394 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3395 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3396 struct {
3397 GLfloat Min;
3398 GLfloat Max;
3399 } ViewportBounds; /**< GL_ARB_viewport_array */
3400 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3401
3402 struct gl_program_constants Program[MESA_SHADER_STAGES];
3403 GLuint MaxProgramMatrices;
3404 GLuint MaxProgramMatrixStackDepth;
3405
3406 struct {
3407 GLuint SamplesPassed;
3408 GLuint TimeElapsed;
3409 GLuint Timestamp;
3410 GLuint PrimitivesGenerated;
3411 GLuint PrimitivesWritten;
3412 GLuint VerticesSubmitted;
3413 GLuint PrimitivesSubmitted;
3414 GLuint VsInvocations;
3415 GLuint TessPatches;
3416 GLuint TessInvocations;
3417 GLuint GsInvocations;
3418 GLuint GsPrimitives;
3419 GLuint FsInvocations;
3420 GLuint ComputeInvocations;
3421 GLuint ClInPrimitives;
3422 GLuint ClOutPrimitives;
3423 } QueryCounterBits;
3424
3425 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3426
3427 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3428 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3429 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3430
3431 /**
3432 * GL_ARB_framebuffer_no_attachments
3433 */
3434 GLuint MaxFramebufferWidth;
3435 GLuint MaxFramebufferHeight;
3436 GLuint MaxFramebufferLayers;
3437 GLuint MaxFramebufferSamples;
3438
3439 /** Number of varying vectors between any two shader stages. */
3440 GLuint MaxVarying;
3441
3442 /** @{
3443 * GL_ARB_uniform_buffer_object
3444 */
3445 GLuint MaxCombinedUniformBlocks;
3446 GLuint MaxUniformBufferBindings;
3447 GLuint MaxUniformBlockSize;
3448 GLuint UniformBufferOffsetAlignment;
3449 /** @} */
3450
3451 /** @{
3452 * GL_ARB_shader_storage_buffer_object
3453 */
3454 GLuint MaxCombinedShaderStorageBlocks;
3455 GLuint MaxShaderStorageBufferBindings;
3456 GLuint MaxShaderStorageBlockSize;
3457 GLuint ShaderStorageBufferOffsetAlignment;
3458 /** @} */
3459
3460 /**
3461 * GL_ARB_explicit_uniform_location
3462 */
3463 GLuint MaxUserAssignableUniformLocations;
3464
3465 /** geometry shader */
3466 GLuint MaxGeometryOutputVertices;
3467 GLuint MaxGeometryTotalOutputComponents;
3468
3469 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3470
3471 /**
3472 * Changes default GLSL extension behavior from "error" to "warn". It's out
3473 * of spec, but it can make some apps work that otherwise wouldn't.
3474 */
3475 GLboolean ForceGLSLExtensionsWarn;
3476
3477 /**
3478 * If non-zero, forces GLSL shaders to behave as if they began
3479 * with "#version ForceGLSLVersion".
3480 */
3481 GLuint ForceGLSLVersion;
3482
3483 /**
3484 * Allow GLSL #extension directives in the middle of shaders.
3485 */
3486 GLboolean AllowGLSLExtensionDirectiveMidShader;
3487
3488 /**
3489 * Force uninitialized variables to default to zero.
3490 */
3491 GLboolean GLSLZeroInit;
3492
3493 /**
3494 * Does the driver support real 32-bit integers? (Otherwise, integers are
3495 * simulated via floats.)
3496 */
3497 GLboolean NativeIntegers;
3498
3499 /**
3500 * Does VertexID count from zero or from base vertex?
3501 *
3502 * \note
3503 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3504 * ignored and need not be set.
3505 */
3506 bool VertexID_is_zero_based;
3507
3508 /**
3509 * If the driver supports real 32-bit integers, what integer value should be
3510 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3511 */
3512 GLuint UniformBooleanTrue;
3513
3514 /**
3515 * Maximum amount of time, measured in nanseconds, that the server can wait.
3516 */
3517 GLuint64 MaxServerWaitTimeout;
3518
3519 /** GL_EXT_provoking_vertex */
3520 GLboolean QuadsFollowProvokingVertexConvention;
3521
3522 /** GL_ARB_viewport_array */
3523 GLenum LayerAndVPIndexProvokingVertex;
3524
3525 /** OpenGL version 3.0 */
3526 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3527
3528 /** OpenGL version 3.2 */
3529 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3530
3531 /** OpenGL version 4.4 */
3532 GLuint MaxVertexAttribStride;
3533
3534 /** GL_EXT_transform_feedback */
3535 GLuint MaxTransformFeedbackBuffers;
3536 GLuint MaxTransformFeedbackSeparateComponents;
3537 GLuint MaxTransformFeedbackInterleavedComponents;
3538 GLuint MaxVertexStreams;
3539
3540 /** GL_EXT_gpu_shader4 */
3541 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3542
3543 /** GL_ARB_texture_gather */
3544 GLuint MinProgramTextureGatherOffset;
3545 GLuint MaxProgramTextureGatherOffset;
3546 GLuint MaxProgramTextureGatherComponents;
3547
3548 /* GL_ARB_robustness */
3549 GLenum ResetStrategy;
3550
3551 /* GL_ARB_blend_func_extended */
3552 GLuint MaxDualSourceDrawBuffers;
3553
3554 /**
3555 * Whether the implementation strips out and ignores texture borders.
3556 *
3557 * Many GPU hardware implementations don't support rendering with texture
3558 * borders and mipmapped textures. (Note: not static border color, but the
3559 * old 1-pixel border around each edge). Implementations then have to do
3560 * slow fallbacks to be correct, or just ignore the border and be fast but
3561 * wrong. Setting the flag strips the border off of TexImage calls,
3562 * providing "fast but wrong" at significantly reduced driver complexity.
3563 *
3564 * Texture borders are deprecated in GL 3.0.
3565 **/
3566 GLboolean StripTextureBorder;
3567
3568 /**
3569 * For drivers which can do a better job at eliminating unused uniforms
3570 * than the GLSL compiler.
3571 *
3572 * XXX Remove these as soon as a better solution is available.
3573 */
3574 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3575
3576 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3577 bool GLSLFragCoordIsSysVal;
3578 bool GLSLFrontFacingIsSysVal;
3579
3580 /**
3581 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3582 * than passing the transform feedback object to the drawing function.
3583 */
3584 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3585
3586 /** GL_ARB_map_buffer_alignment */
3587 GLuint MinMapBufferAlignment;
3588
3589 /**
3590 * Disable varying packing. This is out of spec, but potentially useful
3591 * for older platforms that supports a limited number of texture
3592 * indirections--on these platforms, unpacking the varyings in the fragment
3593 * shader increases the number of texture indirections by 1, which might
3594 * make some shaders not executable at all.
3595 *
3596 * Drivers that support transform feedback must set this value to GL_FALSE.
3597 */
3598 GLboolean DisableVaryingPacking;
3599
3600 /**
3601 * Should meaningful names be generated for compiler temporary variables?
3602 *
3603 * Generally, it is not useful to have the compiler generate "meaningful"
3604 * names for temporary variables that it creates. This can, however, be a
3605 * useful debugging aid. In Mesa debug builds or release builds when
3606 * MESA_GLSL is set at run-time, meaningful names will be generated.
3607 * Drivers can also force names to be generated by setting this field.
3608 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3609 * vertex shader assembly) is set at run-time.
3610 */
3611 bool GenerateTemporaryNames;
3612
3613 /*
3614 * Maximum value supported for an index in DrawElements and friends.
3615 *
3616 * This must be at least (1ull<<24)-1. The default value is
3617 * (1ull<<32)-1.
3618 *
3619 * \since ES 3.0 or GL_ARB_ES3_compatibility
3620 * \sa _mesa_init_constants
3621 */
3622 GLuint64 MaxElementIndex;
3623
3624 /**
3625 * Disable interpretation of line continuations (lines ending with a
3626 * backslash character ('\') in GLSL source.
3627 */
3628 GLboolean DisableGLSLLineContinuations;
3629
3630 /** GL_ARB_texture_multisample */
3631 GLint MaxColorTextureSamples;
3632 GLint MaxDepthTextureSamples;
3633 GLint MaxIntegerSamples;
3634
3635 /**
3636 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3637 * samples are laid out in a rectangular grid roughly corresponding to
3638 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3639 * are used to map indices of rectangular grid to sample numbers within
3640 * a pixel. This mapping of indices to sample numbers must be initialized
3641 * by the driver for the target hardware. For example, if we have the 8X
3642 * MSAA sample number layout (sample positions) for XYZ hardware:
3643 *
3644 * sample indices layout sample number layout
3645 * --------- ---------
3646 * | 0 | 1 | | a | b |
3647 * --------- ---------
3648 * | 2 | 3 | | c | d |
3649 * --------- ---------
3650 * | 4 | 5 | | e | f |
3651 * --------- ---------
3652 * | 6 | 7 | | g | h |
3653 * --------- ---------
3654 *
3655 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3656 *
3657 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3658 * below:
3659 * SampleMap8x = {a, b, c, d, e, f, g, h};
3660 *
3661 * Follow the logic for sample counts 2-8.
3662 *
3663 * For 16x the sample indices layout as a 4x4 grid as follows:
3664 *
3665 * -----------------
3666 * | 0 | 1 | 2 | 3 |
3667 * -----------------
3668 * | 4 | 5 | 6 | 7 |
3669 * -----------------
3670 * | 8 | 9 |10 |11 |
3671 * -----------------
3672 * |12 |13 |14 |15 |
3673 * -----------------
3674 */
3675 uint8_t SampleMap2x[2];
3676 uint8_t SampleMap4x[4];
3677 uint8_t SampleMap8x[8];
3678 uint8_t SampleMap16x[16];
3679
3680 /** GL_ARB_shader_atomic_counters */
3681 GLuint MaxAtomicBufferBindings;
3682 GLuint MaxAtomicBufferSize;
3683 GLuint MaxCombinedAtomicBuffers;
3684 GLuint MaxCombinedAtomicCounters;
3685
3686 /** GL_ARB_vertex_attrib_binding */
3687 GLint MaxVertexAttribRelativeOffset;
3688 GLint MaxVertexAttribBindings;
3689
3690 /* GL_ARB_shader_image_load_store */
3691 GLuint MaxImageUnits;
3692 GLuint MaxCombinedShaderOutputResources;
3693 GLuint MaxImageSamples;
3694 GLuint MaxCombinedImageUniforms;
3695
3696 /** GL_ARB_compute_shader */
3697 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3698 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3699 GLuint MaxComputeWorkGroupInvocations;
3700 GLuint MaxComputeSharedMemorySize;
3701
3702 /** GL_ARB_compute_variable_group_size */
3703 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3704 GLuint MaxComputeVariableGroupInvocations;
3705
3706 /** GL_ARB_gpu_shader5 */
3707 GLfloat MinFragmentInterpolationOffset;
3708 GLfloat MaxFragmentInterpolationOffset;
3709
3710 GLboolean FakeSWMSAA;
3711
3712 /** GL_KHR_context_flush_control */
3713 GLenum ContextReleaseBehavior;
3714
3715 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3716
3717 /** GL_ARB_tessellation_shader */
3718 GLuint MaxPatchVertices;
3719 GLuint MaxTessGenLevel;
3720 GLuint MaxTessPatchComponents;
3721 GLuint MaxTessControlTotalOutputComponents;
3722 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3723 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3724 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3725 bool PrimitiveRestartForPatches;
3726 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3727 * gl_LocalInvocationIndex based on
3728 * other builtin variables. */
3729
3730 /** GL_OES_primitive_bounding_box */
3731 bool NoPrimitiveBoundingBoxOutput;
3732 };
3733
3734
3735 /**
3736 * Enable flag for each OpenGL extension. Different device drivers will
3737 * enable different extensions at runtime.
3738 */
3739 struct gl_extensions
3740 {
3741 GLboolean dummy; /* don't remove this! */
3742 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3743 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3744 GLboolean ANGLE_texture_compression_dxt;
3745 GLboolean ARB_ES2_compatibility;
3746 GLboolean ARB_ES3_compatibility;
3747 GLboolean ARB_ES3_1_compatibility;
3748 GLboolean ARB_ES3_2_compatibility;
3749 GLboolean ARB_arrays_of_arrays;
3750 GLboolean ARB_base_instance;
3751 GLboolean ARB_blend_func_extended;
3752 GLboolean ARB_buffer_storage;
3753 GLboolean ARB_clear_texture;
3754 GLboolean ARB_clip_control;
3755 GLboolean ARB_color_buffer_float;
3756 GLboolean ARB_compute_shader;
3757 GLboolean ARB_compute_variable_group_size;
3758 GLboolean ARB_conditional_render_inverted;
3759 GLboolean ARB_conservative_depth;
3760 GLboolean ARB_copy_image;
3761 GLboolean ARB_cull_distance;
3762 GLboolean ARB_depth_buffer_float;
3763 GLboolean ARB_depth_clamp;
3764 GLboolean ARB_depth_texture;
3765 GLboolean ARB_derivative_control;
3766 GLboolean ARB_draw_buffers_blend;
3767 GLboolean ARB_draw_elements_base_vertex;
3768 GLboolean ARB_draw_indirect;
3769 GLboolean ARB_draw_instanced;
3770 GLboolean ARB_fragment_coord_conventions;
3771 GLboolean ARB_fragment_layer_viewport;
3772 GLboolean ARB_fragment_program;
3773 GLboolean ARB_fragment_program_shadow;
3774 GLboolean ARB_fragment_shader;
3775 GLboolean ARB_framebuffer_no_attachments;
3776 GLboolean ARB_framebuffer_object;
3777 GLboolean ARB_enhanced_layouts;
3778 GLboolean ARB_explicit_attrib_location;
3779 GLboolean ARB_explicit_uniform_location;
3780 GLboolean ARB_gpu_shader5;
3781 GLboolean ARB_gpu_shader_fp64;
3782 GLboolean ARB_half_float_vertex;
3783 GLboolean ARB_indirect_parameters;
3784 GLboolean ARB_instanced_arrays;
3785 GLboolean ARB_internalformat_query;
3786 GLboolean ARB_internalformat_query2;
3787 GLboolean ARB_map_buffer_range;
3788 GLboolean ARB_occlusion_query;
3789 GLboolean ARB_occlusion_query2;
3790 GLboolean ARB_pipeline_statistics_query;
3791 GLboolean ARB_point_sprite;
3792 GLboolean ARB_query_buffer_object;
3793 GLboolean ARB_robust_buffer_access_behavior;
3794 GLboolean ARB_sample_shading;
3795 GLboolean ARB_seamless_cube_map;
3796 GLboolean ARB_shader_atomic_counter_ops;
3797 GLboolean ARB_shader_atomic_counters;
3798 GLboolean ARB_shader_bit_encoding;
3799 GLboolean ARB_shader_clock;
3800 GLboolean ARB_shader_draw_parameters;
3801 GLboolean ARB_shader_group_vote;
3802 GLboolean ARB_shader_image_load_store;
3803 GLboolean ARB_shader_image_size;
3804 GLboolean ARB_shader_precision;
3805 GLboolean ARB_shader_stencil_export;
3806 GLboolean ARB_shader_storage_buffer_object;
3807 GLboolean ARB_shader_subroutine;
3808 GLboolean ARB_shader_texture_image_samples;
3809 GLboolean ARB_shader_texture_lod;
3810 GLboolean ARB_shader_viewport_layer_array;
3811 GLboolean ARB_shading_language_packing;
3812 GLboolean ARB_shading_language_420pack;
3813 GLboolean ARB_shadow;
3814 GLboolean ARB_stencil_texturing;
3815 GLboolean ARB_sync;
3816 GLboolean ARB_tessellation_shader;
3817 GLboolean ARB_texture_border_clamp;
3818 GLboolean ARB_texture_buffer_object;
3819 GLboolean ARB_texture_buffer_object_rgb32;
3820 GLboolean ARB_texture_buffer_range;
3821 GLboolean ARB_texture_compression_bptc;
3822 GLboolean ARB_texture_compression_rgtc;
3823 GLboolean ARB_texture_cube_map;
3824 GLboolean ARB_texture_cube_map_array;
3825 GLboolean ARB_texture_env_combine;
3826 GLboolean ARB_texture_env_crossbar;
3827 GLboolean ARB_texture_env_dot3;
3828 GLboolean ARB_texture_float;
3829 GLboolean ARB_texture_gather;
3830 GLboolean ARB_texture_mirror_clamp_to_edge;
3831 GLboolean ARB_texture_multisample;
3832 GLboolean ARB_texture_non_power_of_two;
3833 GLboolean ARB_texture_stencil8;
3834 GLboolean ARB_texture_query_levels;
3835 GLboolean ARB_texture_query_lod;
3836 GLboolean ARB_texture_rg;
3837 GLboolean ARB_texture_rgb10_a2ui;
3838 GLboolean ARB_texture_view;
3839 GLboolean ARB_timer_query;
3840 GLboolean ARB_transform_feedback2;
3841 GLboolean ARB_transform_feedback3;
3842 GLboolean ARB_transform_feedback_instanced;
3843 GLboolean ARB_uniform_buffer_object;
3844 GLboolean ARB_vertex_attrib_64bit;
3845 GLboolean ARB_vertex_program;
3846 GLboolean ARB_vertex_shader;
3847 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3848 GLboolean ARB_vertex_type_2_10_10_10_rev;
3849 GLboolean ARB_viewport_array;
3850 GLboolean EXT_blend_color;
3851 GLboolean EXT_blend_equation_separate;
3852 GLboolean EXT_blend_func_separate;
3853 GLboolean EXT_blend_minmax;
3854 GLboolean EXT_depth_bounds_test;
3855 GLboolean EXT_draw_buffers2;
3856 GLboolean EXT_framebuffer_multisample;
3857 GLboolean EXT_framebuffer_multisample_blit_scaled;
3858 GLboolean EXT_framebuffer_sRGB;
3859 GLboolean EXT_gpu_program_parameters;
3860 GLboolean EXT_gpu_shader4;
3861 GLboolean EXT_packed_float;
3862 GLboolean EXT_pixel_buffer_object;
3863 GLboolean EXT_point_parameters;
3864 GLboolean EXT_polygon_offset_clamp;
3865 GLboolean EXT_provoking_vertex;
3866 GLboolean EXT_shader_integer_mix;
3867 GLboolean EXT_shader_samples_identical;
3868 GLboolean EXT_stencil_two_side;
3869 GLboolean EXT_texture_array;
3870 GLboolean EXT_texture_compression_latc;
3871 GLboolean EXT_texture_compression_s3tc;
3872 GLboolean EXT_texture_env_dot3;
3873 GLboolean EXT_texture_filter_anisotropic;
3874 GLboolean EXT_texture_integer;
3875 GLboolean EXT_texture_mirror_clamp;
3876 GLboolean EXT_texture_shared_exponent;
3877 GLboolean EXT_texture_snorm;
3878 GLboolean EXT_texture_sRGB;
3879 GLboolean EXT_texture_sRGB_decode;
3880 GLboolean EXT_texture_swizzle;
3881 GLboolean EXT_transform_feedback;
3882 GLboolean EXT_timer_query;
3883 GLboolean EXT_vertex_array_bgra;
3884 GLboolean EXT_window_rectangles;
3885 GLboolean OES_copy_image;
3886 GLboolean OES_primitive_bounding_box;
3887 GLboolean OES_sample_variables;
3888 GLboolean OES_standard_derivatives;
3889 GLboolean OES_texture_buffer;
3890 GLboolean OES_texture_cube_map_array;
3891 GLboolean OES_viewport_array;
3892 /* vendor extensions */
3893 GLboolean AMD_performance_monitor;
3894 GLboolean AMD_pinned_memory;
3895 GLboolean AMD_seamless_cubemap_per_texture;
3896 GLboolean AMD_vertex_shader_layer;
3897 GLboolean AMD_vertex_shader_viewport_index;
3898 GLboolean ANDROID_extension_pack_es31a;
3899 GLboolean APPLE_object_purgeable;
3900 GLboolean ATI_meminfo;
3901 GLboolean ATI_texture_compression_3dc;
3902 GLboolean ATI_texture_mirror_once;
3903 GLboolean ATI_texture_env_combine3;
3904 GLboolean ATI_fragment_shader;
3905 GLboolean ATI_separate_stencil;
3906 GLboolean GREMEDY_string_marker;
3907 GLboolean INTEL_performance_query;
3908 GLboolean KHR_blend_equation_advanced;
3909 GLboolean KHR_blend_equation_advanced_coherent;
3910 GLboolean KHR_robustness;
3911 GLboolean KHR_texture_compression_astc_hdr;
3912 GLboolean KHR_texture_compression_astc_ldr;
3913 GLboolean KHR_texture_compression_astc_sliced_3d;
3914 GLboolean MESA_pack_invert;
3915 GLboolean MESA_shader_framebuffer_fetch;
3916 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3917 GLboolean MESA_shader_integer_functions;
3918 GLboolean MESA_ycbcr_texture;
3919 GLboolean NV_conditional_render;
3920 GLboolean NV_fog_distance;
3921 GLboolean NV_point_sprite;
3922 GLboolean NV_primitive_restart;
3923 GLboolean NV_texture_barrier;
3924 GLboolean NV_texture_env_combine4;
3925 GLboolean NV_texture_rectangle;
3926 GLboolean NV_vdpau_interop;
3927 GLboolean NVX_gpu_memory_info;
3928 GLboolean TDFX_texture_compression_FXT1;
3929 GLboolean OES_EGL_image;
3930 GLboolean OES_draw_texture;
3931 GLboolean OES_depth_texture_cube_map;
3932 GLboolean OES_EGL_image_external;
3933 GLboolean OES_texture_float;
3934 GLboolean OES_texture_float_linear;
3935 GLboolean OES_texture_half_float;
3936 GLboolean OES_texture_half_float_linear;
3937 GLboolean OES_compressed_ETC1_RGB8_texture;
3938 GLboolean OES_geometry_shader;
3939 GLboolean OES_texture_compression_astc;
3940 GLboolean extension_sentinel;
3941 /** The extension string */
3942 const GLubyte *String;
3943 /** Number of supported extensions */
3944 GLuint Count;
3945 /**
3946 * The context version which extension helper functions compare against.
3947 * By default, the value is equal to ctx->Version. This changes to ~0
3948 * while meta is in progress.
3949 */
3950 GLubyte Version;
3951 };
3952
3953
3954 /**
3955 * A stack of matrices (projection, modelview, color, texture, etc).
3956 */
3957 struct gl_matrix_stack
3958 {
3959 GLmatrix *Top; /**< points into Stack */
3960 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3961 unsigned StackSize; /**< Number of elements in Stack */
3962 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3963 GLuint MaxDepth; /**< size of Stack[] array */
3964 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3965 };
3966
3967
3968 /**
3969 * \name Bits for image transfer operations
3970 * \sa __struct gl_contextRec::ImageTransferState.
3971 */
3972 /*@{*/
3973 #define IMAGE_SCALE_BIAS_BIT 0x1
3974 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3975 #define IMAGE_MAP_COLOR_BIT 0x4
3976 #define IMAGE_CLAMP_BIT 0x800
3977
3978
3979 /** Pixel Transfer ops */
3980 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3981 IMAGE_SHIFT_OFFSET_BIT | \
3982 IMAGE_MAP_COLOR_BIT)
3983
3984 /**
3985 * \name Bits to indicate what state has changed.
3986 */
3987 /*@{*/
3988 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
3989 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
3990 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
3991 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
3992 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
3993 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
3994 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
3995 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
3996 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
3997 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
3998 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
3999 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4000 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4001 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4002 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4003 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4004 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4005 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4006 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4007 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4008 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4009 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4010 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4011 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4012 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4013 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4014 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4015 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4016 #define _NEW_BUFFER_OBJECT (1u << 28)
4017 #define _NEW_FRAG_CLAMP (1u << 29)
4018 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4019 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4020 #define _NEW_ALL ~0
4021 /*@}*/
4022
4023
4024 /**
4025 * Composite state flags
4026 */
4027 /*@{*/
4028 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4029 _NEW_TEXTURE | \
4030 _NEW_POINT | \
4031 _NEW_PROGRAM | \
4032 _NEW_MODELVIEW)
4033
4034 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4035 _NEW_FOG | \
4036 _NEW_PROGRAM)
4037
4038
4039 /*@}*/
4040
4041
4042
4043
4044 /* This has to be included here. */
4045 #include "dd.h"
4046
4047
4048 /**
4049 * Display list flags.
4050 * Strictly this is a tnl-private concept, but it doesn't seem
4051 * worthwhile adding a tnl private structure just to hold this one bit
4052 * of information:
4053 */
4054 #define DLIST_DANGLING_REFS 0x1
4055
4056
4057 /** Opaque declaration of display list payload data type */
4058 union gl_dlist_node;
4059
4060
4061 /**
4062 * Provide a location where information about a display list can be
4063 * collected. Could be extended with driverPrivate structures,
4064 * etc. in the future.
4065 */
4066 struct gl_display_list
4067 {
4068 GLuint Name;
4069 GLchar *Label; /**< GL_KHR_debug */
4070 GLbitfield Flags; /**< DLIST_x flags */
4071 /** The dlist commands are in a linked list of nodes */
4072 union gl_dlist_node *Head;
4073 };
4074
4075
4076 /**
4077 * State used during display list compilation and execution.
4078 */
4079 struct gl_dlist_state
4080 {
4081 GLuint CallDepth; /**< Current recursion calling depth */
4082
4083 struct gl_display_list *CurrentList; /**< List currently being compiled */
4084 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4085 GLuint CurrentPos; /**< Index into current block of nodes */
4086
4087 GLvertexformat ListVtxfmt;
4088
4089 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4090 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4091
4092 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4093 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4094
4095 struct {
4096 /* State known to have been set by the currently-compiling display
4097 * list. Used to eliminate some redundant state changes.
4098 */
4099 GLenum ShadeModel;
4100 } Current;
4101 };
4102
4103 /** @{
4104 *
4105 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4106 * to small enums suitable for use as an array index.
4107 */
4108
4109 enum mesa_debug_source {
4110 MESA_DEBUG_SOURCE_API,
4111 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4112 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4113 MESA_DEBUG_SOURCE_THIRD_PARTY,
4114 MESA_DEBUG_SOURCE_APPLICATION,
4115 MESA_DEBUG_SOURCE_OTHER,
4116 MESA_DEBUG_SOURCE_COUNT
4117 };
4118
4119 enum mesa_debug_type {
4120 MESA_DEBUG_TYPE_ERROR,
4121 MESA_DEBUG_TYPE_DEPRECATED,
4122 MESA_DEBUG_TYPE_UNDEFINED,
4123 MESA_DEBUG_TYPE_PORTABILITY,
4124 MESA_DEBUG_TYPE_PERFORMANCE,
4125 MESA_DEBUG_TYPE_OTHER,
4126 MESA_DEBUG_TYPE_MARKER,
4127 MESA_DEBUG_TYPE_PUSH_GROUP,
4128 MESA_DEBUG_TYPE_POP_GROUP,
4129 MESA_DEBUG_TYPE_COUNT
4130 };
4131
4132 enum mesa_debug_severity {
4133 MESA_DEBUG_SEVERITY_LOW,
4134 MESA_DEBUG_SEVERITY_MEDIUM,
4135 MESA_DEBUG_SEVERITY_HIGH,
4136 MESA_DEBUG_SEVERITY_NOTIFICATION,
4137 MESA_DEBUG_SEVERITY_COUNT
4138 };
4139
4140 /** @} */
4141
4142 /**
4143 * Driver-specific state flags.
4144 *
4145 * These are or'd with gl_context::NewDriverState to notify a driver about
4146 * a state change. The driver sets the flags at context creation and
4147 * the meaning of the bits set is opaque to core Mesa.
4148 */
4149 struct gl_driver_flags
4150 {
4151 /** gl_context::Array::_DrawArrays (vertex array state) */
4152 uint64_t NewArray;
4153
4154 /** gl_context::TransformFeedback::CurrentObject */
4155 uint64_t NewTransformFeedback;
4156
4157 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4158 uint64_t NewTransformFeedbackProg;
4159
4160 /** gl_context::RasterDiscard */
4161 uint64_t NewRasterizerDiscard;
4162
4163 /**
4164 * gl_context::UniformBufferBindings
4165 * gl_shader_program::UniformBlocks
4166 */
4167 uint64_t NewUniformBuffer;
4168
4169 /**
4170 * gl_context::ShaderStorageBufferBindings
4171 * gl_shader_program::ShaderStorageBlocks
4172 */
4173 uint64_t NewShaderStorageBuffer;
4174
4175 uint64_t NewTextureBuffer;
4176
4177 /**
4178 * gl_context::AtomicBufferBindings
4179 */
4180 uint64_t NewAtomicBuffer;
4181
4182 /**
4183 * gl_context::ImageUnits
4184 */
4185 uint64_t NewImageUnits;
4186
4187 /**
4188 * gl_context::TessCtrlProgram::patch_default_*
4189 */
4190 uint64_t NewDefaultTessLevels;
4191 };
4192
4193 struct gl_uniform_buffer_binding
4194 {
4195 struct gl_buffer_object *BufferObject;
4196 /** Start of uniform block data in the buffer */
4197 GLintptr Offset;
4198 /** Size of data allowed to be referenced from the buffer (in bytes) */
4199 GLsizeiptr Size;
4200 /**
4201 * glBindBufferBase() indicates that the Size should be ignored and only
4202 * limited by the current size of the BufferObject.
4203 */
4204 GLboolean AutomaticSize;
4205 };
4206
4207 struct gl_shader_storage_buffer_binding
4208 {
4209 struct gl_buffer_object *BufferObject;
4210 /** Start of shader storage block data in the buffer */
4211 GLintptr Offset;
4212 /** Size of data allowed to be referenced from the buffer (in bytes) */
4213 GLsizeiptr Size;
4214 /**
4215 * glBindBufferBase() indicates that the Size should be ignored and only
4216 * limited by the current size of the BufferObject.
4217 */
4218 GLboolean AutomaticSize;
4219 };
4220
4221 /**
4222 * ARB_shader_image_load_store image unit.
4223 */
4224 struct gl_image_unit
4225 {
4226 /**
4227 * Texture object bound to this unit.
4228 */
4229 struct gl_texture_object *TexObj;
4230
4231 /**
4232 * Level of the texture object bound to this unit.
4233 */
4234 GLuint Level;
4235
4236 /**
4237 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4238 * GL_FALSE if only some specific layer of the texture is bound.
4239 * \sa Layer
4240 */
4241 GLboolean Layered;
4242
4243 /**
4244 * Layer of the texture object bound to this unit as specified by the
4245 * application.
4246 */
4247 GLuint Layer;
4248
4249 /**
4250 * Layer of the texture object bound to this unit, or zero if the
4251 * whole level is bound.
4252 */
4253 GLuint _Layer;
4254
4255 /**
4256 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4257 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4258 */
4259 GLenum Access;
4260
4261 /**
4262 * GL internal format that determines the interpretation of the
4263 * image memory when shader image operations are performed through
4264 * this unit.
4265 */
4266 GLenum Format;
4267
4268 /**
4269 * Mesa format corresponding to \c Format.
4270 */
4271 mesa_format _ActualFormat;
4272
4273 };
4274
4275 /**
4276 * Binding point for an atomic counter buffer object.
4277 */
4278 struct gl_atomic_buffer_binding
4279 {
4280 struct gl_buffer_object *BufferObject;
4281 GLintptr Offset;
4282 GLsizeiptr Size;
4283 };
4284
4285 /**
4286 * Shader subroutines storage
4287 */
4288 struct gl_subroutine_index_binding
4289 {
4290 GLuint NumIndex;
4291 GLuint *IndexPtr;
4292 };
4293
4294 /**
4295 * Mesa rendering context.
4296 *
4297 * This is the central context data structure for Mesa. Almost all
4298 * OpenGL state is contained in this structure.
4299 * Think of this as a base class from which device drivers will derive
4300 * sub classes.
4301 */
4302 struct gl_context
4303 {
4304 /** State possibly shared with other contexts in the address space */
4305 struct gl_shared_state *Shared;
4306
4307 /** \name API function pointer tables */
4308 /*@{*/
4309 gl_api API;
4310 /**
4311 * The current dispatch table for non-displaylist-saving execution, either
4312 * BeginEnd or OutsideBeginEnd
4313 */
4314 struct _glapi_table *Exec;
4315 /**
4316 * The normal dispatch table for non-displaylist-saving, non-begin/end
4317 */
4318 struct _glapi_table *OutsideBeginEnd;
4319 /** The dispatch table used between glNewList() and glEndList() */
4320 struct _glapi_table *Save;
4321 /**
4322 * The dispatch table used between glBegin() and glEnd() (outside of a
4323 * display list). Only valid functions between those two are set, which is
4324 * mostly just the set in a GLvertexformat struct.
4325 */
4326 struct _glapi_table *BeginEnd;
4327 /**
4328 * Dispatch table for when a graphics reset has happened.
4329 */
4330 struct _glapi_table *ContextLost;
4331 /**
4332 * Tracks the current dispatch table out of the 4 above, so that it can be
4333 * re-set on glXMakeCurrent().
4334 */
4335 struct _glapi_table *CurrentDispatch;
4336 /*@}*/
4337
4338 struct gl_config Visual;
4339 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4340 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4341 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4342 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4343
4344 /**
4345 * Device driver function pointer table
4346 */
4347 struct dd_function_table Driver;
4348
4349 /** Core/Driver constants */
4350 struct gl_constants Const;
4351
4352 /** \name The various 4x4 matrix stacks */
4353 /*@{*/
4354 struct gl_matrix_stack ModelviewMatrixStack;
4355 struct gl_matrix_stack ProjectionMatrixStack;
4356 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4357 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4358 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4359 /*@}*/
4360
4361 /** Combined modelview and projection matrix */
4362 GLmatrix _ModelProjectMatrix;
4363
4364 /** \name Display lists */
4365 struct gl_dlist_state ListState;
4366
4367 GLboolean ExecuteFlag; /**< Execute GL commands? */
4368 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4369
4370 /** Extension information */
4371 struct gl_extensions Extensions;
4372
4373 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4374 GLuint Version;
4375 char *VersionString;
4376
4377 /** \name State attribute stack (for glPush/PopAttrib) */
4378 /*@{*/
4379 GLuint AttribStackDepth;
4380 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4381 /*@}*/
4382
4383 /** \name Renderer attribute groups
4384 *
4385 * We define a struct for each attribute group to make pushing and popping
4386 * attributes easy. Also it's a good organization.
4387 */
4388 /*@{*/
4389 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4390 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4391 struct gl_current_attrib Current; /**< Current attributes */
4392 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4393 struct gl_eval_attrib Eval; /**< Eval attributes */
4394 struct gl_fog_attrib Fog; /**< Fog attributes */
4395 struct gl_hint_attrib Hint; /**< Hint attributes */
4396 struct gl_light_attrib Light; /**< Light attributes */
4397 struct gl_line_attrib Line; /**< Line attributes */
4398 struct gl_list_attrib List; /**< List attributes */
4399 struct gl_multisample_attrib Multisample;
4400 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4401 struct gl_point_attrib Point; /**< Point attributes */
4402 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4403 GLuint PolygonStipple[32]; /**< Polygon stipple */
4404 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4405 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4406 struct gl_texture_attrib Texture; /**< Texture attributes */
4407 struct gl_transform_attrib Transform; /**< Transformation attributes */
4408 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4409 /*@}*/
4410
4411 /** \name Client attribute stack */
4412 /*@{*/
4413 GLuint ClientAttribStackDepth;
4414 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4415 /*@}*/
4416
4417 /** \name Client attribute groups */
4418 /*@{*/
4419 struct gl_array_attrib Array; /**< Vertex arrays */
4420 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4421 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4422 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4423 /*@}*/
4424
4425 /** \name Other assorted state (not pushed/popped on attribute stack) */
4426 /*@{*/
4427 struct gl_pixelmaps PixelMaps;
4428
4429 struct gl_evaluators EvalMap; /**< All evaluators */
4430 struct gl_feedback Feedback; /**< Feedback */
4431 struct gl_selection Select; /**< Selection */
4432
4433 struct gl_program_state Program; /**< general program state */
4434 struct gl_vertex_program_state VertexProgram;
4435 struct gl_fragment_program_state FragmentProgram;
4436 struct gl_geometry_program_state GeometryProgram;
4437 struct gl_compute_program_state ComputeProgram;
4438 struct gl_tess_ctrl_program_state TessCtrlProgram;
4439 struct gl_tess_eval_program_state TessEvalProgram;
4440 struct gl_ati_fragment_shader_state ATIFragmentShader;
4441
4442 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4443 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4444
4445 /**
4446 * Current active shader pipeline state
4447 *
4448 * Almost all internal users want ::_Shader instead of ::Shader. The
4449 * exceptions are bits of legacy GLSL API that do not know about separate
4450 * shader objects.
4451 *
4452 * If a program is active via \c glUseProgram, this will point to
4453 * \c ::Shader.
4454 *
4455 * If a program pipeline is active via \c glBindProgramPipeline, this will
4456 * point to \c ::Pipeline.Current.
4457 *
4458 * If neither a program nor a program pipeline is active, this will point to
4459 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4460 * \c NULL.
4461 */
4462 struct gl_pipeline_object *_Shader;
4463
4464 struct gl_query_state Query; /**< occlusion, timer queries */
4465
4466 struct gl_transform_feedback_state TransformFeedback;
4467
4468 struct gl_perf_monitor_state PerfMonitor;
4469
4470 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4471 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4472 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4473
4474 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4475 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4476
4477 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4478
4479 /**
4480 * Current GL_ARB_uniform_buffer_object binding referenced by
4481 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4482 */
4483 struct gl_buffer_object *UniformBuffer;
4484
4485 /**
4486 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4487 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4488 */
4489 struct gl_buffer_object *ShaderStorageBuffer;
4490
4491 /**
4492 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4493 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4494 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4495 * shader program.
4496 */
4497 struct gl_uniform_buffer_binding
4498 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4499
4500 /**
4501 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4502 * and GL 4.3. This is set up using glBindBufferRange() or
4503 * glBindBufferBase(). They are associated with shader storage blocks by
4504 * glShaderStorageBlockBinding()'s state in the shader program.
4505 */
4506 struct gl_shader_storage_buffer_binding
4507 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4508
4509 /**
4510 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4511 * target.
4512 */
4513 struct gl_buffer_object *AtomicBuffer;
4514
4515 /**
4516 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4517 * target.
4518 */
4519 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4520
4521 /**
4522 * Array of atomic counter buffer binding points.
4523 */
4524 struct gl_atomic_buffer_binding
4525 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4526
4527 /**
4528 * Array of image units for ARB_shader_image_load_store.
4529 */
4530 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4531
4532 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4533 /*@}*/
4534
4535 struct gl_meta_state *Meta; /**< for "meta" operations */
4536
4537 /* GL_EXT_framebuffer_object */
4538 struct gl_renderbuffer *CurrentRenderbuffer;
4539
4540 GLenum ErrorValue; /**< Last error code */
4541
4542 /**
4543 * Recognize and silence repeated error debug messages in buggy apps.
4544 */
4545 const char *ErrorDebugFmtString;
4546 GLuint ErrorDebugCount;
4547
4548 /* GL_ARB_debug_output/GL_KHR_debug */
4549 mtx_t DebugMutex;
4550 struct gl_debug_state *Debug;
4551
4552 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4553 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4554 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4555
4556 struct gl_driver_flags DriverFlags;
4557
4558 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4559
4560 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4561
4562 /** \name Derived state */
4563 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4564 GLfloat _EyeZDir[3];
4565 GLfloat _ModelViewInvScale;
4566 GLboolean _NeedEyeCoords;
4567 GLboolean _ForceEyeCoords;
4568
4569 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4570
4571 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4572
4573 /** \name For debugging/development only */
4574 /*@{*/
4575 GLboolean FirstTimeCurrent;
4576 /*@}*/
4577
4578 /**
4579 * False if this context was created without a config. This is needed
4580 * because the initial state of glDrawBuffers depends on this
4581 */
4582 GLboolean HasConfig;
4583
4584 /** software compression/decompression supported or not */
4585 GLboolean Mesa_DXTn;
4586
4587 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4588
4589 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4590
4591 /**
4592 * \name Hooks for module contexts.
4593 *
4594 * These will eventually live in the driver or elsewhere.
4595 */
4596 /*@{*/
4597 void *swrast_context;
4598 void *swsetup_context;
4599 void *swtnl_context;
4600 struct vbo_context *vbo_context;
4601 struct st_context *st;
4602 void *aelt_context;
4603 /*@}*/
4604
4605 /**
4606 * \name NV_vdpau_interop
4607 */
4608 /*@{*/
4609 const void *vdpDevice;
4610 const void *vdpGetProcAddress;
4611 struct set *vdpSurfaces;
4612 /*@}*/
4613
4614 /**
4615 * Has this context observed a GPU reset in any context in the share group?
4616 *
4617 * Once this field becomes true, it is never reset to false.
4618 */
4619 GLboolean ShareGroupReset;
4620
4621 /**
4622 * \name OES_primitive_bounding_box
4623 *
4624 * Stores the arguments to glPrimitiveBoundingBox
4625 */
4626 GLfloat PrimitiveBoundingBox[8];
4627 };
4628
4629 /**
4630 * Information about memory usage. All sizes are in kilobytes.
4631 */
4632 struct gl_memory_info
4633 {
4634 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4635 unsigned avail_device_memory; /**< free device memory at the moment */
4636 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4637 unsigned avail_staging_memory; /**< free staging memory at the moment */
4638 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4639 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4640 };
4641
4642 #ifdef DEBUG
4643 extern int MESA_VERBOSE;
4644 extern int MESA_DEBUG_FLAGS;
4645 # define MESA_FUNCTION __func__
4646 #else
4647 # define MESA_VERBOSE 0
4648 # define MESA_DEBUG_FLAGS 0
4649 # define MESA_FUNCTION "a function"
4650 #endif
4651
4652
4653 /** The MESA_VERBOSE var is a bitmask of these flags */
4654 enum _verbose
4655 {
4656 VERBOSE_VARRAY = 0x0001,
4657 VERBOSE_TEXTURE = 0x0002,
4658 VERBOSE_MATERIAL = 0x0004,
4659 VERBOSE_PIPELINE = 0x0008,
4660 VERBOSE_DRIVER = 0x0010,
4661 VERBOSE_STATE = 0x0020,
4662 VERBOSE_API = 0x0040,
4663 VERBOSE_DISPLAY_LIST = 0x0100,
4664 VERBOSE_LIGHTING = 0x0200,
4665 VERBOSE_PRIMS = 0x0400,
4666 VERBOSE_VERTS = 0x0800,
4667 VERBOSE_DISASSEM = 0x1000,
4668 VERBOSE_DRAW = 0x2000,
4669 VERBOSE_SWAPBUFFERS = 0x4000
4670 };
4671
4672
4673 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4674 enum _debug
4675 {
4676 DEBUG_SILENT = (1 << 0),
4677 DEBUG_ALWAYS_FLUSH = (1 << 1),
4678 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4679 DEBUG_INCOMPLETE_FBO = (1 << 3)
4680 };
4681
4682 #ifdef __cplusplus
4683 }
4684 #endif
4685
4686 #endif /* MTYPES_H */