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