mesa: move ElementArrayBufferObj to gl_array_object
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59
60
61 /**
62 * \name Some forward type declarations
63 */
64 /*@{*/
65 struct _mesa_HashTable;
66 struct gl_attrib_node;
67 struct gl_list_extensions;
68 struct gl_meta_state;
69 struct gl_program_cache;
70 struct gl_texture_object;
71 struct gl_context;
72 struct st_context;
73 struct gl_uniform_storage;
74 /*@}*/
75
76
77 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
78 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
79 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
80 #define PRIM_UNKNOWN (GL_POLYGON+3)
81
82
83 /**
84 * Shader stages. Note that these will become 5 with tessellation.
85 * These MUST have the same values as gallium's PIPE_SHADER_*
86 */
87 typedef enum
88 {
89 MESA_SHADER_VERTEX = 0,
90 MESA_SHADER_FRAGMENT = 1,
91 MESA_SHADER_GEOMETRY = 2,
92 MESA_SHADER_TYPES = 3
93 } gl_shader_type;
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_GENERIC0 = 16,
124 VERT_ATTRIB_GENERIC1 = 17,
125 VERT_ATTRIB_GENERIC2 = 18,
126 VERT_ATTRIB_GENERIC3 = 19,
127 VERT_ATTRIB_GENERIC4 = 20,
128 VERT_ATTRIB_GENERIC5 = 21,
129 VERT_ATTRIB_GENERIC6 = 22,
130 VERT_ATTRIB_GENERIC7 = 23,
131 VERT_ATTRIB_GENERIC8 = 24,
132 VERT_ATTRIB_GENERIC9 = 25,
133 VERT_ATTRIB_GENERIC10 = 26,
134 VERT_ATTRIB_GENERIC11 = 27,
135 VERT_ATTRIB_GENERIC12 = 28,
136 VERT_ATTRIB_GENERIC13 = 29,
137 VERT_ATTRIB_GENERIC14 = 30,
138 VERT_ATTRIB_GENERIC15 = 31,
139 VERT_ATTRIB_MAX = 32
140 } gl_vert_attrib;
141
142 /**
143 * Bitflags for vertex attributes.
144 * These are used in bitfields in many places.
145 */
146 /*@{*/
147 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
148 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
149 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
150 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
151 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
152 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
153 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
154 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
155 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
156 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
157 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
158 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
159 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
160 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
161 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
162 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
163 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
164 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
165 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
166 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
167 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
168 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
169 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
170 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
171 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
172 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
173 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
174 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
175 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
176 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
177 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
178 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
179
180 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
181 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
182 /*@}*/
183
184
185 /**
186 * Indexes for vertex program result attributes. Note that
187 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
188 * assumptions about the layout of this enum.
189 */
190 typedef enum
191 {
192 VERT_RESULT_HPOS = 0,
193 VERT_RESULT_COL0 = 1,
194 VERT_RESULT_COL1 = 2,
195 VERT_RESULT_FOGC = 3,
196 VERT_RESULT_TEX0 = 4,
197 VERT_RESULT_TEX1 = 5,
198 VERT_RESULT_TEX2 = 6,
199 VERT_RESULT_TEX3 = 7,
200 VERT_RESULT_TEX4 = 8,
201 VERT_RESULT_TEX5 = 9,
202 VERT_RESULT_TEX6 = 10,
203 VERT_RESULT_TEX7 = 11,
204 VERT_RESULT_PSIZ = 12,
205 VERT_RESULT_BFC0 = 13,
206 VERT_RESULT_BFC1 = 14,
207 VERT_RESULT_EDGE = 15,
208 VERT_RESULT_CLIP_VERTEX = 16,
209 VERT_RESULT_CLIP_DIST0 = 17,
210 VERT_RESULT_CLIP_DIST1 = 18,
211 VERT_RESULT_VAR0 = 19, /**< shader varying */
212 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
213 } gl_vert_result;
214
215
216 /*********************************************/
217
218 /**
219 * Indexes for geometry program attributes.
220 */
221 typedef enum
222 {
223 GEOM_ATTRIB_POSITION = 0,
224 GEOM_ATTRIB_COLOR0 = 1,
225 GEOM_ATTRIB_COLOR1 = 2,
226 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
227 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
228 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
229 GEOM_ATTRIB_POINT_SIZE = 6,
230 GEOM_ATTRIB_CLIP_VERTEX = 7,
231 GEOM_ATTRIB_PRIMITIVE_ID = 8,
232 GEOM_ATTRIB_TEX_COORD = 9,
233
234 GEOM_ATTRIB_VAR0 = 16,
235 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
236 } gl_geom_attrib;
237
238 /**
239 * Bitflags for geometry attributes.
240 * These are used in bitfields in many places.
241 */
242 /*@{*/
243 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
244 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
245 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
246 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
247 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
248 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
249 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
250 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
251 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
252 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
253 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
254
255 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
256 /*@}*/
257
258
259 /**
260 * Indexes for geometry program result attributes
261 */
262 typedef enum
263 {
264 GEOM_RESULT_POS = 0,
265 GEOM_RESULT_COL0 = 1,
266 GEOM_RESULT_COL1 = 2,
267 GEOM_RESULT_SCOL0 = 3,
268 GEOM_RESULT_SCOL1 = 4,
269 GEOM_RESULT_FOGC = 5,
270 GEOM_RESULT_TEX0 = 6,
271 GEOM_RESULT_TEX1 = 7,
272 GEOM_RESULT_TEX2 = 8,
273 GEOM_RESULT_TEX3 = 9,
274 GEOM_RESULT_TEX4 = 10,
275 GEOM_RESULT_TEX5 = 11,
276 GEOM_RESULT_TEX6 = 12,
277 GEOM_RESULT_TEX7 = 13,
278 GEOM_RESULT_PSIZ = 14,
279 GEOM_RESULT_CLPV = 15,
280 GEOM_RESULT_PRID = 16,
281 GEOM_RESULT_LAYR = 17,
282 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
283 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
284 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
285 } gl_geom_result;
286
287
288 /**
289 * Indexes for fragment program input attributes. Note that
290 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
291 * assumptions about the layout of this enum.
292 */
293 typedef enum
294 {
295 FRAG_ATTRIB_WPOS = 0,
296 FRAG_ATTRIB_COL0 = 1,
297 FRAG_ATTRIB_COL1 = 2,
298 FRAG_ATTRIB_FOGC = 3,
299 FRAG_ATTRIB_TEX0 = 4,
300 FRAG_ATTRIB_TEX1 = 5,
301 FRAG_ATTRIB_TEX2 = 6,
302 FRAG_ATTRIB_TEX3 = 7,
303 FRAG_ATTRIB_TEX4 = 8,
304 FRAG_ATTRIB_TEX5 = 9,
305 FRAG_ATTRIB_TEX6 = 10,
306 FRAG_ATTRIB_TEX7 = 11,
307 FRAG_ATTRIB_FACE = 12, /**< front/back face */
308 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
309 FRAG_ATTRIB_CLIP_DIST0 = 14,
310 FRAG_ATTRIB_CLIP_DIST1 = 15,
311 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
312 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
313 } gl_frag_attrib;
314
315
316 /**
317 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
318 *
319 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
320 *
321 * gl_vert_result values which have no corresponding gl_frag_attrib
322 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
323 * VERT_RESULT_EDGE) are converted to a value of -1.
324 */
325 static inline int
326 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
327 {
328 if (vert_result >= VERT_RESULT_CLIP_DIST0)
329 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
330 else if (vert_result <= VERT_RESULT_TEX7)
331 return vert_result;
332 else
333 return -1;
334 }
335
336
337 /**
338 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
339 *
340 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
341 *
342 * gl_frag_attrib values which have no corresponding gl_vert_result
343 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
344 */
345 static inline int
346 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
347 {
348 if (frag_attrib <= FRAG_ATTRIB_TEX7)
349 return frag_attrib;
350 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
351 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
352 else
353 return -1;
354 }
355
356
357 /**
358 * Bitflags for fragment program input attributes.
359 */
360 /*@{*/
361 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
362 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
363 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
364 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
365 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
366 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
367 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
368 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
369 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
370 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
371 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
372 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
373 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
374 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
375 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
376
377 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
378 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
379
380 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
381 FRAG_BIT_TEX1| \
382 FRAG_BIT_TEX2| \
383 FRAG_BIT_TEX3| \
384 FRAG_BIT_TEX4| \
385 FRAG_BIT_TEX5| \
386 FRAG_BIT_TEX6| \
387 FRAG_BIT_TEX7)
388 /*@}*/
389
390
391 /**
392 * Fragment program results
393 */
394 typedef enum
395 {
396 FRAG_RESULT_DEPTH = 0,
397 FRAG_RESULT_STENCIL = 1,
398 /* If a single color should be written to all render targets, this
399 * register is written. No FRAG_RESULT_DATAn will be written.
400 */
401 FRAG_RESULT_COLOR = 2,
402
403 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
404 * or ARB_fragment_program fragment.color[n]) color results. If
405 * any are written, FRAG_RESULT_COLOR will not be written.
406 */
407 FRAG_RESULT_DATA0 = 3,
408 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
409 } gl_frag_result;
410
411
412 /**
413 * Indexes for all renderbuffers
414 */
415 typedef enum
416 {
417 /* the four standard color buffers */
418 BUFFER_FRONT_LEFT,
419 BUFFER_BACK_LEFT,
420 BUFFER_FRONT_RIGHT,
421 BUFFER_BACK_RIGHT,
422 BUFFER_DEPTH,
423 BUFFER_STENCIL,
424 BUFFER_ACCUM,
425 /* optional aux buffer */
426 BUFFER_AUX0,
427 /* generic renderbuffers */
428 BUFFER_COLOR0,
429 BUFFER_COLOR1,
430 BUFFER_COLOR2,
431 BUFFER_COLOR3,
432 BUFFER_COLOR4,
433 BUFFER_COLOR5,
434 BUFFER_COLOR6,
435 BUFFER_COLOR7,
436 BUFFER_COUNT
437 } gl_buffer_index;
438
439 /**
440 * Bit flags for all renderbuffers
441 */
442 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
443 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
444 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
445 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
446 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
447 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
448 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
449 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
450 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
451 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
452 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
453 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
454 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
455 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
456 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
457 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
458 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
459 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
460 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
461
462 /**
463 * Mask of all the color buffer bits (but not accum).
464 */
465 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
466 BUFFER_BIT_BACK_LEFT | \
467 BUFFER_BIT_FRONT_RIGHT | \
468 BUFFER_BIT_BACK_RIGHT | \
469 BUFFER_BIT_AUX0 | \
470 BUFFER_BIT_COLOR0 | \
471 BUFFER_BIT_COLOR1 | \
472 BUFFER_BIT_COLOR2 | \
473 BUFFER_BIT_COLOR3 | \
474 BUFFER_BIT_COLOR4 | \
475 BUFFER_BIT_COLOR5 | \
476 BUFFER_BIT_COLOR6 | \
477 BUFFER_BIT_COLOR7)
478
479
480 /**
481 * Framebuffer configuration (aka visual / pixelformat)
482 * Note: some of these fields should be boolean, but it appears that
483 * code in drivers/dri/common/util.c requires int-sized fields.
484 */
485 struct gl_config
486 {
487 GLboolean rgbMode;
488 GLboolean floatMode;
489 GLboolean colorIndexMode; /* XXX is this used anywhere? */
490 GLuint doubleBufferMode;
491 GLuint stereoMode;
492
493 GLboolean haveAccumBuffer;
494 GLboolean haveDepthBuffer;
495 GLboolean haveStencilBuffer;
496
497 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
498 GLuint redMask, greenMask, blueMask, alphaMask;
499 GLint rgbBits; /* total bits for rgb */
500 GLint indexBits; /* total bits for colorindex */
501
502 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
503 GLint depthBits;
504 GLint stencilBits;
505
506 GLint numAuxBuffers;
507
508 GLint level;
509
510 /* EXT_visual_rating / GLX 1.2 */
511 GLint visualRating;
512
513 /* EXT_visual_info / GLX 1.2 */
514 GLint transparentPixel;
515 /* colors are floats scaled to ints */
516 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
517 GLint transparentIndex;
518
519 /* ARB_multisample / SGIS_multisample */
520 GLint sampleBuffers;
521 GLint samples;
522
523 /* SGIX_pbuffer / GLX 1.3 */
524 GLint maxPbufferWidth;
525 GLint maxPbufferHeight;
526 GLint maxPbufferPixels;
527 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
528 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
529
530 /* OML_swap_method */
531 GLint swapMethod;
532
533 /* EXT_texture_from_pixmap */
534 GLint bindToTextureRgb;
535 GLint bindToTextureRgba;
536 GLint bindToMipmapTexture;
537 GLint bindToTextureTargets;
538 GLint yInverted;
539
540 /* EXT_framebuffer_sRGB */
541 GLint sRGBCapable;
542 };
543
544
545 /**
546 * \name Bit flags used for updating material values.
547 */
548 /*@{*/
549 #define MAT_ATTRIB_FRONT_AMBIENT 0
550 #define MAT_ATTRIB_BACK_AMBIENT 1
551 #define MAT_ATTRIB_FRONT_DIFFUSE 2
552 #define MAT_ATTRIB_BACK_DIFFUSE 3
553 #define MAT_ATTRIB_FRONT_SPECULAR 4
554 #define MAT_ATTRIB_BACK_SPECULAR 5
555 #define MAT_ATTRIB_FRONT_EMISSION 6
556 #define MAT_ATTRIB_BACK_EMISSION 7
557 #define MAT_ATTRIB_FRONT_SHININESS 8
558 #define MAT_ATTRIB_BACK_SHININESS 9
559 #define MAT_ATTRIB_FRONT_INDEXES 10
560 #define MAT_ATTRIB_BACK_INDEXES 11
561 #define MAT_ATTRIB_MAX 12
562
563 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
564 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
565 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
566 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
567 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
568 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
569
570 #define MAT_INDEX_AMBIENT 0
571 #define MAT_INDEX_DIFFUSE 1
572 #define MAT_INDEX_SPECULAR 2
573
574 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
575 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
576 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
577 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
578 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
579 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
580 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
581 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
582 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
583 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
584 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
585 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
586
587
588 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
589 MAT_BIT_FRONT_AMBIENT | \
590 MAT_BIT_FRONT_DIFFUSE | \
591 MAT_BIT_FRONT_SPECULAR | \
592 MAT_BIT_FRONT_SHININESS | \
593 MAT_BIT_FRONT_INDEXES)
594
595 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
596 MAT_BIT_BACK_AMBIENT | \
597 MAT_BIT_BACK_DIFFUSE | \
598 MAT_BIT_BACK_SPECULAR | \
599 MAT_BIT_BACK_SHININESS | \
600 MAT_BIT_BACK_INDEXES)
601
602 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
603 /*@}*/
604
605
606 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
607 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
608
609 /**
610 * Material shininess lookup table.
611 */
612 struct gl_shine_tab
613 {
614 struct gl_shine_tab *next, *prev;
615 GLfloat tab[SHINE_TABLE_SIZE+1];
616 GLfloat shininess;
617 GLuint refcount;
618 };
619
620
621 /**
622 * Light source state.
623 */
624 struct gl_light
625 {
626 struct gl_light *next; /**< double linked list with sentinel */
627 struct gl_light *prev;
628
629 GLfloat Ambient[4]; /**< ambient color */
630 GLfloat Diffuse[4]; /**< diffuse color */
631 GLfloat Specular[4]; /**< specular color */
632 GLfloat EyePosition[4]; /**< position in eye coordinates */
633 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
634 GLfloat SpotExponent;
635 GLfloat SpotCutoff; /**< in degrees */
636 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
637 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
638 GLfloat ConstantAttenuation;
639 GLfloat LinearAttenuation;
640 GLfloat QuadraticAttenuation;
641 GLboolean Enabled; /**< On/off flag */
642
643 /**
644 * \name Derived fields
645 */
646 /*@{*/
647 GLbitfield _Flags; /**< State */
648
649 GLfloat _Position[4]; /**< position in eye/obj coordinates */
650 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
651 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
652 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
653 GLfloat _VP_inf_spot_attenuation;
654
655 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
656 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
657 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
658 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
659 GLfloat _dli; /**< CI diffuse light intensity */
660 GLfloat _sli; /**< CI specular light intensity */
661 /*@}*/
662 };
663
664
665 /**
666 * Light model state.
667 */
668 struct gl_lightmodel
669 {
670 GLfloat Ambient[4]; /**< ambient color */
671 GLboolean LocalViewer; /**< Local (or infinite) view point? */
672 GLboolean TwoSide; /**< Two (or one) sided lighting? */
673 GLenum ColorControl; /**< either GL_SINGLE_COLOR
674 * or GL_SEPARATE_SPECULAR_COLOR */
675 };
676
677
678 /**
679 * Material state.
680 */
681 struct gl_material
682 {
683 GLfloat Attrib[MAT_ATTRIB_MAX][4];
684 };
685
686
687 /**
688 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
689 */
690 struct gl_accum_attrib
691 {
692 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
693 };
694
695
696 /**
697 * Used for storing clear color, texture border color, etc.
698 * The float values are typically unclamped.
699 */
700 union gl_color_union
701 {
702 GLfloat f[4];
703 GLint i[4];
704 GLuint ui[4];
705 };
706
707
708 /**
709 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
710 */
711 struct gl_colorbuffer_attrib
712 {
713 GLuint ClearIndex; /**< Index for glClear */
714 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
715 GLuint IndexMask; /**< Color index write mask */
716 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
717
718 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
719
720 /**
721 * \name alpha testing
722 */
723 /*@{*/
724 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
725 GLenum AlphaFunc; /**< Alpha test function */
726 GLfloat AlphaRefUnclamped;
727 GLclampf AlphaRef; /**< Alpha reference value */
728 /*@}*/
729
730 /**
731 * \name Blending
732 */
733 /*@{*/
734 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
735
736 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
737 * control, only on the fixed-pointness of the render target.
738 * The query does however depend on fragment color clamping.
739 */
740 GLfloat BlendColorUnclamped[4]; /**< Blending color */
741 GLfloat BlendColor[4]; /**< Blending color */
742
743 struct
744 {
745 GLenum SrcRGB; /**< RGB blend source term */
746 GLenum DstRGB; /**< RGB blend dest term */
747 GLenum SrcA; /**< Alpha blend source term */
748 GLenum DstA; /**< Alpha blend dest term */
749 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
750 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
751 } Blend[MAX_DRAW_BUFFERS];
752 /** Are the blend func terms currently different for each buffer/target? */
753 GLboolean _BlendFuncPerBuffer;
754 /** Are the blend equations currently different for each buffer/target? */
755 GLboolean _BlendEquationPerBuffer;
756 /*@}*/
757
758 /**
759 * \name Logic op
760 */
761 /*@{*/
762 GLenum LogicOp; /**< Logic operator */
763 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
764 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
765 /*@}*/
766
767 GLboolean DitherFlag; /**< Dither enable flag */
768
769 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
770 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
771 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
772 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
773
774 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
775 };
776
777
778 /**
779 * Current attribute group (GL_CURRENT_BIT).
780 */
781 struct gl_current_attrib
782 {
783 /**
784 * \name Current vertex attributes.
785 * \note Values are valid only after FLUSH_VERTICES has been called.
786 * \note Index and Edgeflag current values are stored as floats in the
787 * SIX and SEVEN attribute slots.
788 */
789 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
790
791 /**
792 * \name Current raster position attributes (always valid).
793 * \note This set of attributes is very similar to the SWvertex struct.
794 */
795 /*@{*/
796 GLfloat RasterPos[4];
797 GLfloat RasterDistance;
798 GLfloat RasterColor[4];
799 GLfloat RasterSecondaryColor[4];
800 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
801 GLboolean RasterPosValid;
802 /*@}*/
803 };
804
805
806 /**
807 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
808 */
809 struct gl_depthbuffer_attrib
810 {
811 GLenum Func; /**< Function for depth buffer compare */
812 GLclampd Clear; /**< Value to clear depth buffer to */
813 GLboolean Test; /**< Depth buffering enabled flag */
814 GLboolean Mask; /**< Depth buffer writable? */
815 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
816 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
817 };
818
819
820 /**
821 * Evaluator attribute group (GL_EVAL_BIT).
822 */
823 struct gl_eval_attrib
824 {
825 /**
826 * \name Enable bits
827 */
828 /*@{*/
829 GLboolean Map1Color4;
830 GLboolean Map1Index;
831 GLboolean Map1Normal;
832 GLboolean Map1TextureCoord1;
833 GLboolean Map1TextureCoord2;
834 GLboolean Map1TextureCoord3;
835 GLboolean Map1TextureCoord4;
836 GLboolean Map1Vertex3;
837 GLboolean Map1Vertex4;
838 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
839 GLboolean Map2Color4;
840 GLboolean Map2Index;
841 GLboolean Map2Normal;
842 GLboolean Map2TextureCoord1;
843 GLboolean Map2TextureCoord2;
844 GLboolean Map2TextureCoord3;
845 GLboolean Map2TextureCoord4;
846 GLboolean Map2Vertex3;
847 GLboolean Map2Vertex4;
848 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
849 GLboolean AutoNormal;
850 /*@}*/
851
852 /**
853 * \name Map Grid endpoints and divisions and calculated du values
854 */
855 /*@{*/
856 GLint MapGrid1un;
857 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
858 GLint MapGrid2un, MapGrid2vn;
859 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
860 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
861 /*@}*/
862 };
863
864
865 /**
866 * Fog attribute group (GL_FOG_BIT).
867 */
868 struct gl_fog_attrib
869 {
870 GLboolean Enabled; /**< Fog enabled flag */
871 GLfloat ColorUnclamped[4]; /**< Fog color */
872 GLfloat Color[4]; /**< Fog color */
873 GLfloat Density; /**< Density >= 0.0 */
874 GLfloat Start; /**< Start distance in eye coords */
875 GLfloat End; /**< End distance in eye coords */
876 GLfloat Index; /**< Fog index */
877 GLenum Mode; /**< Fog mode */
878 GLboolean ColorSumEnabled;
879 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
880 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
881 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
882 };
883
884
885 /**
886 * \brief Layout qualifiers for gl_FragDepth.
887 *
888 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
889 * a layout qualifier.
890 *
891 * \see enum ir_depth_layout
892 */
893 enum gl_frag_depth_layout {
894 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
895 FRAG_DEPTH_LAYOUT_ANY,
896 FRAG_DEPTH_LAYOUT_GREATER,
897 FRAG_DEPTH_LAYOUT_LESS,
898 FRAG_DEPTH_LAYOUT_UNCHANGED
899 };
900
901
902 /**
903 * Hint attribute group (GL_HINT_BIT).
904 *
905 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
906 */
907 struct gl_hint_attrib
908 {
909 GLenum PerspectiveCorrection;
910 GLenum PointSmooth;
911 GLenum LineSmooth;
912 GLenum PolygonSmooth;
913 GLenum Fog;
914 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
915 GLenum TextureCompression; /**< GL_ARB_texture_compression */
916 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
917 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
918 };
919
920 /**
921 * Light state flags.
922 */
923 /*@{*/
924 #define LIGHT_SPOT 0x1
925 #define LIGHT_LOCAL_VIEWER 0x2
926 #define LIGHT_POSITIONAL 0x4
927 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
928 /*@}*/
929
930
931 /**
932 * Lighting attribute group (GL_LIGHT_BIT).
933 */
934 struct gl_light_attrib
935 {
936 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
937 struct gl_lightmodel Model; /**< Lighting model */
938
939 /**
940 * Must flush FLUSH_VERTICES before referencing:
941 */
942 /*@{*/
943 struct gl_material Material; /**< Includes front & back values */
944 /*@}*/
945
946 GLboolean Enabled; /**< Lighting enabled flag */
947 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
948 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
949 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
950 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
951 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
952 GLboolean ColorMaterialEnabled;
953 GLenum ClampVertexColor;
954 GLboolean _ClampVertexColor;
955
956 struct gl_light EnabledList; /**< List sentinel */
957
958 /**
959 * Derived state for optimizations:
960 */
961 /*@{*/
962 GLboolean _NeedEyeCoords;
963 GLboolean _NeedVertices; /**< Use fast shader? */
964 GLbitfield _Flags; /**< LIGHT_* flags, see above */
965 GLfloat _BaseColor[2][3];
966 /*@}*/
967 };
968
969
970 /**
971 * Line attribute group (GL_LINE_BIT).
972 */
973 struct gl_line_attrib
974 {
975 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
976 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
977 GLushort StipplePattern; /**< Stipple pattern */
978 GLint StippleFactor; /**< Stipple repeat factor */
979 GLfloat Width; /**< Line width */
980 };
981
982
983 /**
984 * Display list attribute group (GL_LIST_BIT).
985 */
986 struct gl_list_attrib
987 {
988 GLuint ListBase;
989 };
990
991
992 /**
993 * Multisample attribute group (GL_MULTISAMPLE_BIT).
994 */
995 struct gl_multisample_attrib
996 {
997 GLboolean Enabled;
998 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
999 GLboolean SampleAlphaToCoverage;
1000 GLboolean SampleAlphaToOne;
1001 GLboolean SampleCoverage;
1002 GLfloat SampleCoverageValue;
1003 GLboolean SampleCoverageInvert;
1004 };
1005
1006
1007 /**
1008 * A pixelmap (see glPixelMap)
1009 */
1010 struct gl_pixelmap
1011 {
1012 GLint Size;
1013 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1014 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1015 };
1016
1017
1018 /**
1019 * Collection of all pixelmaps
1020 */
1021 struct gl_pixelmaps
1022 {
1023 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1024 struct gl_pixelmap GtoG;
1025 struct gl_pixelmap BtoB;
1026 struct gl_pixelmap AtoA;
1027 struct gl_pixelmap ItoR;
1028 struct gl_pixelmap ItoG;
1029 struct gl_pixelmap ItoB;
1030 struct gl_pixelmap ItoA;
1031 struct gl_pixelmap ItoI;
1032 struct gl_pixelmap StoS;
1033 };
1034
1035
1036 /**
1037 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1038 */
1039 struct gl_pixel_attrib
1040 {
1041 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1042
1043 /*--- Begin Pixel Transfer State ---*/
1044 /* Fields are in the order in which they're applied... */
1045
1046 /** Scale & Bias (index shift, offset) */
1047 /*@{*/
1048 GLfloat RedBias, RedScale;
1049 GLfloat GreenBias, GreenScale;
1050 GLfloat BlueBias, BlueScale;
1051 GLfloat AlphaBias, AlphaScale;
1052 GLfloat DepthBias, DepthScale;
1053 GLint IndexShift, IndexOffset;
1054 /*@}*/
1055
1056 /* Pixel Maps */
1057 /* Note: actual pixel maps are not part of this attrib group */
1058 GLboolean MapColorFlag;
1059 GLboolean MapStencilFlag;
1060
1061 /*--- End Pixel Transfer State ---*/
1062
1063 /** glPixelZoom */
1064 GLfloat ZoomX, ZoomY;
1065 };
1066
1067
1068 /**
1069 * Point attribute group (GL_POINT_BIT).
1070 */
1071 struct gl_point_attrib
1072 {
1073 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1074 GLfloat Size; /**< User-specified point size */
1075 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1076 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1077 GLfloat Threshold; /**< GL_EXT_point_parameters */
1078 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1079 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1080 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1081 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1082 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1083 };
1084
1085
1086 /**
1087 * Polygon attribute group (GL_POLYGON_BIT).
1088 */
1089 struct gl_polygon_attrib
1090 {
1091 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1092 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1093 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1094 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1095 GLboolean CullFlag; /**< Culling on/off flag */
1096 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1097 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1098 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1099 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1100 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1101 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1102 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1103 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1104 };
1105
1106
1107 /**
1108 * Scissor attributes (GL_SCISSOR_BIT).
1109 */
1110 struct gl_scissor_attrib
1111 {
1112 GLboolean Enabled; /**< Scissor test enabled? */
1113 GLint X, Y; /**< Lower left corner of box */
1114 GLsizei Width, Height; /**< Size of box */
1115 };
1116
1117
1118 /**
1119 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1120 *
1121 * Three sets of stencil data are tracked so that OpenGL 2.0,
1122 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1123 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1124 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1125 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1126 * GL_EXT_stencil_two_side GL_BACK state.
1127 *
1128 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1129 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1130 *
1131 * The derived value \c _TestTwoSide is set when the front-face and back-face
1132 * stencil state are different.
1133 */
1134 struct gl_stencil_attrib
1135 {
1136 GLboolean Enabled; /**< Enabled flag */
1137 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1138 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1139 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1140 GLboolean _TestTwoSide;
1141 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1142 GLenum Function[3]; /**< Stencil function */
1143 GLenum FailFunc[3]; /**< Fail function */
1144 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1145 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1146 GLint Ref[3]; /**< Reference value */
1147 GLuint ValueMask[3]; /**< Value mask */
1148 GLuint WriteMask[3]; /**< Write mask */
1149 GLuint Clear; /**< Clear value */
1150 };
1151
1152
1153 /**
1154 * An index for each type of texture object. These correspond to the GL
1155 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1156 * Note: the order is from highest priority to lowest priority.
1157 */
1158 typedef enum
1159 {
1160 TEXTURE_BUFFER_INDEX,
1161 TEXTURE_2D_ARRAY_INDEX,
1162 TEXTURE_1D_ARRAY_INDEX,
1163 TEXTURE_EXTERNAL_INDEX,
1164 TEXTURE_CUBE_INDEX,
1165 TEXTURE_3D_INDEX,
1166 TEXTURE_RECT_INDEX,
1167 TEXTURE_2D_INDEX,
1168 TEXTURE_1D_INDEX,
1169 NUM_TEXTURE_TARGETS
1170 } gl_texture_index;
1171
1172
1173 /**
1174 * Bit flags for each type of texture object
1175 * Used for Texture.Unit[]._ReallyEnabled flags.
1176 */
1177 /*@{*/
1178 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1179 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1180 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1181 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1182 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1183 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1184 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1185 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1186 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1187 /*@}*/
1188
1189
1190 /**
1191 * TexGenEnabled flags.
1192 */
1193 /*@{*/
1194 #define S_BIT 1
1195 #define T_BIT 2
1196 #define R_BIT 4
1197 #define Q_BIT 8
1198 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1199 /*@}*/
1200
1201
1202 /**
1203 * Bit flag versions of the corresponding GL_ constants.
1204 */
1205 /*@{*/
1206 #define TEXGEN_SPHERE_MAP 0x1
1207 #define TEXGEN_OBJ_LINEAR 0x2
1208 #define TEXGEN_EYE_LINEAR 0x4
1209 #define TEXGEN_REFLECTION_MAP_NV 0x8
1210 #define TEXGEN_NORMAL_MAP_NV 0x10
1211
1212 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1213 TEXGEN_REFLECTION_MAP_NV | \
1214 TEXGEN_NORMAL_MAP_NV)
1215 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1216 TEXGEN_REFLECTION_MAP_NV | \
1217 TEXGEN_NORMAL_MAP_NV | \
1218 TEXGEN_EYE_LINEAR)
1219 /*@}*/
1220
1221
1222
1223 /** Tex-gen enabled for texture unit? */
1224 #define ENABLE_TEXGEN(unit) (1 << (unit))
1225
1226 /** Non-identity texture matrix for texture unit? */
1227 #define ENABLE_TEXMAT(unit) (1 << (unit))
1228
1229
1230 /**
1231 * Texture image state. Drivers will typically create a subclass of this
1232 * with extra fields for memory buffers, etc.
1233 */
1234 struct gl_texture_image
1235 {
1236 GLint InternalFormat; /**< Internal format as given by the user */
1237 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1238 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1239 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1240 * GL_DEPTH_STENCIL_EXT only. Used for
1241 * choosing TexEnv arithmetic.
1242 */
1243 gl_format TexFormat; /**< The actual texture memory format */
1244
1245 GLuint Border; /**< 0 or 1 */
1246 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1247 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1248 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1249 GLuint Width2; /**< = Width - 2*Border */
1250 GLuint Height2; /**< = Height - 2*Border */
1251 GLuint Depth2; /**< = Depth - 2*Border */
1252 GLuint WidthLog2; /**< = log2(Width2) */
1253 GLuint HeightLog2; /**< = log2(Height2) */
1254 GLuint DepthLog2; /**< = log2(Depth2) */
1255 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1256
1257 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1258 GLuint Level; /**< Which mipmap level am I? */
1259 /** Cube map face: index into gl_texture_object::Image[] array */
1260 GLuint Face;
1261 };
1262
1263
1264 /**
1265 * Indexes for cube map faces.
1266 */
1267 typedef enum
1268 {
1269 FACE_POS_X = 0,
1270 FACE_NEG_X = 1,
1271 FACE_POS_Y = 2,
1272 FACE_NEG_Y = 3,
1273 FACE_POS_Z = 4,
1274 FACE_NEG_Z = 5,
1275 MAX_FACES = 6
1276 } gl_face_index;
1277
1278
1279 /**
1280 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1281 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1282 */
1283 struct gl_sampler_object
1284 {
1285 GLuint Name;
1286 GLint RefCount;
1287
1288 GLenum WrapS; /**< S-axis texture image wrap mode */
1289 GLenum WrapT; /**< T-axis texture image wrap mode */
1290 GLenum WrapR; /**< R-axis texture image wrap mode */
1291 GLenum MinFilter; /**< minification filter */
1292 GLenum MagFilter; /**< magnification filter */
1293 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1294 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1295 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1296 GLfloat LodBias; /**< OpenGL 1.4 */
1297 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1298 GLenum CompareMode; /**< GL_ARB_shadow */
1299 GLenum CompareFunc; /**< GL_ARB_shadow */
1300 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1301 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1302 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1303
1304 /* deprecated sampler state */
1305 GLenum DepthMode; /**< GL_ARB_depth_texture */
1306 };
1307
1308
1309 /**
1310 * Texture object state. Contains the array of mipmap images, border color,
1311 * wrap modes, filter modes, and shadow/texcompare state.
1312 */
1313 struct gl_texture_object
1314 {
1315 _glthread_Mutex Mutex; /**< for thread safety */
1316 GLint RefCount; /**< reference count */
1317 GLuint Name; /**< the user-visible texture object ID */
1318 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1319
1320 struct gl_sampler_object Sampler;
1321
1322 GLfloat Priority; /**< in [0,1] */
1323 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1324 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1325 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1326 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1327 GLint CropRect[4]; /**< GL_OES_draw_texture */
1328 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1329 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1330 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1331 GLboolean _Complete; /**< Is texture object complete? */
1332 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1333 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1334 GLboolean Immutable; /**< GL_ARB_texture_storage */
1335
1336 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1337 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1338
1339 /** GL_ARB_texture_buffer_object */
1340 struct gl_buffer_object *BufferObject;
1341 GLenum BufferObjectFormat;
1342
1343 /** GL_OES_EGL_image_external */
1344 GLint RequiredTextureImageUnits;
1345 };
1346
1347
1348 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1349 #define MAX_COMBINER_TERMS 4
1350
1351
1352 /**
1353 * Texture combine environment state.
1354 */
1355 struct gl_tex_env_combine_state
1356 {
1357 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1358 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1359 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1360 GLenum SourceRGB[MAX_COMBINER_TERMS];
1361 GLenum SourceA[MAX_COMBINER_TERMS];
1362 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1363 GLenum OperandRGB[MAX_COMBINER_TERMS];
1364 GLenum OperandA[MAX_COMBINER_TERMS];
1365 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1366 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1367 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1368 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1369 };
1370
1371
1372 /**
1373 * Texture coord generation state.
1374 */
1375 struct gl_texgen
1376 {
1377 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1378 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1379 GLfloat ObjectPlane[4];
1380 GLfloat EyePlane[4];
1381 };
1382
1383
1384 /**
1385 * Texture unit state. Contains enable flags, texture environment/function/
1386 * combiners, texgen state, and pointers to current texture objects.
1387 */
1388 struct gl_texture_unit
1389 {
1390 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1391 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1392
1393 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1394 GLclampf EnvColor[4];
1395 GLfloat EnvColorUnclamped[4];
1396
1397 struct gl_texgen GenS;
1398 struct gl_texgen GenT;
1399 struct gl_texgen GenR;
1400 struct gl_texgen GenQ;
1401 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1402 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1403
1404 GLfloat LodBias; /**< for biasing mipmap levels */
1405 GLenum BumpTarget;
1406 GLfloat RotMatrix[4]; /* 2x2 matrix */
1407
1408 /** Current sampler object (GL_ARB_sampler_objects) */
1409 struct gl_sampler_object *Sampler;
1410
1411 /**
1412 * \name GL_EXT_texture_env_combine
1413 */
1414 struct gl_tex_env_combine_state Combine;
1415
1416 /**
1417 * Derived state based on \c EnvMode and the \c BaseFormat of the
1418 * currently enabled texture.
1419 */
1420 struct gl_tex_env_combine_state _EnvMode;
1421
1422 /**
1423 * Currently enabled combiner state. This will point to either
1424 * \c Combine or \c _EnvMode.
1425 */
1426 struct gl_tex_env_combine_state *_CurrentCombine;
1427
1428 /** Current texture object pointers */
1429 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1430
1431 /** Points to highest priority, complete and enabled texture object */
1432 struct gl_texture_object *_Current;
1433 };
1434
1435
1436 /**
1437 * Texture attribute group (GL_TEXTURE_BIT).
1438 */
1439 struct gl_texture_attrib
1440 {
1441 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1442 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1443
1444 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1445
1446 /** GL_ARB_texture_buffer_object */
1447 struct gl_buffer_object *BufferObject;
1448
1449 /** GL_ARB_seamless_cubemap */
1450 GLboolean CubeMapSeamless;
1451
1452 /** Texture units/samplers used by vertex or fragment texturing */
1453 GLbitfield _EnabledUnits;
1454
1455 /** Texture coord units/sets used for fragment texturing */
1456 GLbitfield _EnabledCoordUnits;
1457
1458 /** Texture coord units that have texgen enabled */
1459 GLbitfield _TexGenEnabled;
1460
1461 /** Texture coord units that have non-identity matrices */
1462 GLbitfield _TexMatEnabled;
1463
1464 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1465 GLbitfield _GenFlags;
1466 };
1467
1468
1469 /**
1470 * Data structure representing a single clip plane (e.g. one of the elements
1471 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1472 */
1473 typedef GLfloat gl_clip_plane[4];
1474
1475
1476 /**
1477 * Transformation attribute group (GL_TRANSFORM_BIT).
1478 */
1479 struct gl_transform_attrib
1480 {
1481 GLenum MatrixMode; /**< Matrix mode */
1482 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1483 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1484 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1485 GLboolean Normalize; /**< Normalize all normals? */
1486 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1487 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1488 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1489
1490 GLfloat CullEyePos[4];
1491 GLfloat CullObjPos[4];
1492 };
1493
1494
1495 /**
1496 * Viewport attribute group (GL_VIEWPORT_BIT).
1497 */
1498 struct gl_viewport_attrib
1499 {
1500 GLint X, Y; /**< position */
1501 GLsizei Width, Height; /**< size */
1502 GLfloat Near, Far; /**< Depth buffer range */
1503 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1504 };
1505
1506
1507 /**
1508 * GL_ARB_vertex/pixel_buffer_object buffer object
1509 */
1510 struct gl_buffer_object
1511 {
1512 _glthread_Mutex Mutex;
1513 GLint RefCount;
1514 GLuint Name;
1515 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1516 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1517 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1518 /** Fields describing a mapped buffer */
1519 /*@{*/
1520 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1521 GLvoid *Pointer; /**< User-space address of mapping */
1522 GLintptr Offset; /**< Mapped offset */
1523 GLsizeiptr Length; /**< Mapped length */
1524 /*@}*/
1525 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1526 GLboolean Written; /**< Ever written to? (for debugging) */
1527 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1528 };
1529
1530
1531 /**
1532 * Client pixel packing/unpacking attributes
1533 */
1534 struct gl_pixelstore_attrib
1535 {
1536 GLint Alignment;
1537 GLint RowLength;
1538 GLint SkipPixels;
1539 GLint SkipRows;
1540 GLint ImageHeight;
1541 GLint SkipImages;
1542 GLboolean SwapBytes;
1543 GLboolean LsbFirst;
1544 GLboolean Invert; /**< GL_MESA_pack_invert */
1545 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1546 };
1547
1548
1549 /**
1550 * Client vertex array attributes
1551 */
1552 struct gl_client_array
1553 {
1554 GLint Size; /**< components per element (1,2,3,4) */
1555 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1556 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1557 GLsizei Stride; /**< user-specified stride */
1558 GLsizei StrideB; /**< actual stride in bytes */
1559 const GLubyte *Ptr; /**< Points to array data */
1560 GLboolean Enabled; /**< Enabled flag is a boolean */
1561 GLboolean Normalized; /**< GL_ARB_vertex_program */
1562 GLboolean Integer; /**< Integer-valued? */
1563 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1564 GLuint _ElementSize; /**< size of each element in bytes */
1565
1566 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1567 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1568 };
1569
1570
1571 /**
1572 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1573 * extension, but a nice encapsulation in any case.
1574 */
1575 struct gl_array_object
1576 {
1577 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1578 GLuint Name;
1579
1580 GLint RefCount;
1581 _glthread_Mutex Mutex;
1582 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1583
1584 /** Conventional vertex arrays */
1585 /*@{*/
1586 struct gl_client_array Vertex;
1587 struct gl_client_array Weight;
1588 struct gl_client_array Normal;
1589 struct gl_client_array Color;
1590 struct gl_client_array SecondaryColor;
1591 struct gl_client_array FogCoord;
1592 struct gl_client_array Index;
1593 struct gl_client_array EdgeFlag;
1594 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1595 struct gl_client_array PointSize;
1596 /*@}*/
1597
1598 /**
1599 * Generic arrays for vertex programs/shaders.
1600 * For NV vertex programs, these attributes alias and take priority
1601 * over the conventional attribs above. For ARB vertex programs and
1602 * GLSL vertex shaders, these attributes are separate.
1603 */
1604 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1605
1606 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1607 GLbitfield _Enabled;
1608
1609 /**
1610 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1611 * we can determine the max legal (in bounds) glDrawElements array index.
1612 */
1613 GLuint _MaxElement;
1614
1615 struct gl_buffer_object *ElementArrayBufferObj;
1616 };
1617
1618
1619 /**
1620 * Vertex array state
1621 */
1622 struct gl_array_attrib
1623 {
1624 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1625 struct gl_array_object *ArrayObj;
1626
1627 /** The default vertex array object */
1628 struct gl_array_object *DefaultArrayObj;
1629
1630 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1631 struct _mesa_HashTable *Objects;
1632
1633 GLint ActiveTexture; /**< Client Active Texture */
1634 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1635 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1636
1637 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1638 GLboolean PrimitiveRestart;
1639 GLuint RestartIndex;
1640
1641 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1642 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1643
1644 /* GL_ARB_vertex_buffer_object */
1645 struct gl_buffer_object *ArrayBufferObj;
1646 };
1647
1648
1649 /**
1650 * Feedback buffer state
1651 */
1652 struct gl_feedback
1653 {
1654 GLenum Type;
1655 GLbitfield _Mask; /**< FB_* bits */
1656 GLfloat *Buffer;
1657 GLuint BufferSize;
1658 GLuint Count;
1659 };
1660
1661
1662 /**
1663 * Selection buffer state
1664 */
1665 struct gl_selection
1666 {
1667 GLuint *Buffer; /**< selection buffer */
1668 GLuint BufferSize; /**< size of the selection buffer */
1669 GLuint BufferCount; /**< number of values in the selection buffer */
1670 GLuint Hits; /**< number of records in the selection buffer */
1671 GLuint NameStackDepth; /**< name stack depth */
1672 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1673 GLboolean HitFlag; /**< hit flag */
1674 GLfloat HitMinZ; /**< minimum hit depth */
1675 GLfloat HitMaxZ; /**< maximum hit depth */
1676 };
1677
1678
1679 /**
1680 * 1-D Evaluator control points
1681 */
1682 struct gl_1d_map
1683 {
1684 GLuint Order; /**< Number of control points */
1685 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1686 GLfloat *Points; /**< Points to contiguous control points */
1687 };
1688
1689
1690 /**
1691 * 2-D Evaluator control points
1692 */
1693 struct gl_2d_map
1694 {
1695 GLuint Uorder; /**< Number of control points in U dimension */
1696 GLuint Vorder; /**< Number of control points in V dimension */
1697 GLfloat u1, u2, du;
1698 GLfloat v1, v2, dv;
1699 GLfloat *Points; /**< Points to contiguous control points */
1700 };
1701
1702
1703 /**
1704 * All evaluator control point state
1705 */
1706 struct gl_evaluators
1707 {
1708 /**
1709 * \name 1-D maps
1710 */
1711 /*@{*/
1712 struct gl_1d_map Map1Vertex3;
1713 struct gl_1d_map Map1Vertex4;
1714 struct gl_1d_map Map1Index;
1715 struct gl_1d_map Map1Color4;
1716 struct gl_1d_map Map1Normal;
1717 struct gl_1d_map Map1Texture1;
1718 struct gl_1d_map Map1Texture2;
1719 struct gl_1d_map Map1Texture3;
1720 struct gl_1d_map Map1Texture4;
1721 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1722 /*@}*/
1723
1724 /**
1725 * \name 2-D maps
1726 */
1727 /*@{*/
1728 struct gl_2d_map Map2Vertex3;
1729 struct gl_2d_map Map2Vertex4;
1730 struct gl_2d_map Map2Index;
1731 struct gl_2d_map Map2Color4;
1732 struct gl_2d_map Map2Normal;
1733 struct gl_2d_map Map2Texture1;
1734 struct gl_2d_map Map2Texture2;
1735 struct gl_2d_map Map2Texture3;
1736 struct gl_2d_map Map2Texture4;
1737 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1738 /*@}*/
1739 };
1740
1741
1742 /**
1743 * Names of the various vertex/fragment program register files, etc.
1744 *
1745 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1746 * All values should fit in a 4-bit field.
1747 *
1748 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1749 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1750 * be "uniform" variables since they can only be set outside glBegin/End.
1751 * They're also all stored in the same Parameters array.
1752 */
1753 typedef enum
1754 {
1755 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1756 PROGRAM_INPUT, /**< machine->Inputs[] */
1757 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1758 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1759 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1760 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1761 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1762 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1763 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1764 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1765 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1766 PROGRAM_ADDRESS, /**< machine->AddressReg */
1767 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1768 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1769 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1770 PROGRAM_FILE_MAX
1771 } gl_register_file;
1772
1773
1774 /**
1775 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1776 * one of these values.
1777 */
1778 typedef enum
1779 {
1780 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1781 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1782 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1783 SYSTEM_VALUE_MAX /**< Number of values */
1784 } gl_system_value;
1785
1786
1787 /**
1788 * The possible interpolation qualifiers that can be applied to a fragment
1789 * shader input in GLSL.
1790 *
1791 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1792 * gl_fragment_program data structure to 0 causes the default behavior.
1793 */
1794 enum glsl_interp_qualifier
1795 {
1796 INTERP_QUALIFIER_NONE = 0,
1797 INTERP_QUALIFIER_SMOOTH,
1798 INTERP_QUALIFIER_FLAT,
1799 INTERP_QUALIFIER_NOPERSPECTIVE
1800 };
1801
1802
1803 /** Vertex and fragment instructions */
1804 struct prog_instruction;
1805 struct gl_program_parameter_list;
1806 struct gl_uniform_list;
1807
1808 /** Post-link transform feedback info. */
1809 struct gl_transform_feedback_info {
1810 unsigned NumOutputs;
1811
1812 struct {
1813 unsigned OutputRegister;
1814 unsigned OutputBuffer;
1815 unsigned NumComponents;
1816 } Outputs[MAX_PROGRAM_OUTPUTS];
1817 };
1818
1819 /**
1820 * Base class for any kind of program object
1821 */
1822 struct gl_program
1823 {
1824 GLuint Id;
1825 GLubyte *String; /**< Null-terminated program text */
1826 GLint RefCount;
1827 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1828 GLenum Format; /**< String encoding format */
1829 GLboolean Resident;
1830
1831 struct prog_instruction *Instructions;
1832
1833 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1834 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1835 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1836 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1837 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1838 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1839 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1840 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1841
1842
1843 /** Named parameters, constants, etc. from program text */
1844 struct gl_program_parameter_list *Parameters;
1845 /** Numbered local parameters */
1846 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1847
1848 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1849 GLubyte SamplerUnits[MAX_SAMPLERS];
1850 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1851 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1852
1853 /** Bitmask of which register files are read/written with indirect
1854 * addressing. Mask of (1 << PROGRAM_x) bits.
1855 */
1856 GLbitfield IndirectRegisterFiles;
1857
1858 /** Logical counts */
1859 /*@{*/
1860 GLuint NumInstructions;
1861 GLuint NumTemporaries;
1862 GLuint NumParameters;
1863 GLuint NumAttributes;
1864 GLuint NumAddressRegs;
1865 GLuint NumAluInstructions;
1866 GLuint NumTexInstructions;
1867 GLuint NumTexIndirections;
1868 /*@}*/
1869 /** Native, actual h/w counts */
1870 /*@{*/
1871 GLuint NumNativeInstructions;
1872 GLuint NumNativeTemporaries;
1873 GLuint NumNativeParameters;
1874 GLuint NumNativeAttributes;
1875 GLuint NumNativeAddressRegs;
1876 GLuint NumNativeAluInstructions;
1877 GLuint NumNativeTexInstructions;
1878 GLuint NumNativeTexIndirections;
1879 /*@}*/
1880 };
1881
1882
1883 /** Vertex program object */
1884 struct gl_vertex_program
1885 {
1886 struct gl_program Base; /**< base class */
1887 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1888 GLboolean IsPositionInvariant;
1889 GLboolean UsesClipDistance;
1890 };
1891
1892
1893 /** Geometry program object */
1894 struct gl_geometry_program
1895 {
1896 struct gl_program Base; /**< base class */
1897
1898 GLint VerticesOut;
1899 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1900 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1901 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1902 };
1903
1904
1905 /** Fragment program object */
1906 struct gl_fragment_program
1907 {
1908 struct gl_program Base; /**< base class */
1909 GLboolean UsesKill; /**< shader uses KIL instruction */
1910 GLboolean OriginUpperLeft;
1911 GLboolean PixelCenterInteger;
1912 enum gl_frag_depth_layout FragDepthLayout;
1913
1914 /**
1915 * GLSL interpolation qualifier associated with each fragment shader input.
1916 * For inputs that do not have an interpolation qualifier specified in
1917 * GLSL, the value is INTERP_QUALIFIER_NONE.
1918 */
1919 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1920 };
1921
1922
1923 /**
1924 * State common to vertex and fragment programs.
1925 */
1926 struct gl_program_state
1927 {
1928 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1929 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1930 };
1931
1932
1933 /**
1934 * Context state for vertex programs.
1935 */
1936 struct gl_vertex_program_state
1937 {
1938 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1939 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1940 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1941 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1942 /** Computed two sided lighting for fixed function/programs. */
1943 GLboolean _TwoSideEnabled;
1944 struct gl_vertex_program *Current; /**< User-bound vertex program */
1945
1946 /** Currently enabled and valid vertex program (including internal
1947 * programs, user-defined vertex programs and GLSL vertex shaders).
1948 * This is the program we must use when rendering.
1949 */
1950 struct gl_vertex_program *_Current;
1951
1952 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1953
1954 /* For GL_NV_vertex_program only: */
1955 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1956 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1957
1958 /** Should fixed-function T&L be implemented with a vertex prog? */
1959 GLboolean _MaintainTnlProgram;
1960
1961 /** Program to emulate fixed-function T&L (see above) */
1962 struct gl_vertex_program *_TnlProgram;
1963
1964 /** Cache of fixed-function programs */
1965 struct gl_program_cache *Cache;
1966
1967 GLboolean _Overriden;
1968 };
1969
1970
1971 /**
1972 * Context state for geometry programs.
1973 */
1974 struct gl_geometry_program_state
1975 {
1976 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1977 GLboolean _Enabled; /**< Enabled and valid program? */
1978 struct gl_geometry_program *Current; /**< user-bound geometry program */
1979
1980 /** Currently enabled and valid program (including internal programs
1981 * and compiled shader programs).
1982 */
1983 struct gl_geometry_program *_Current;
1984
1985 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1986
1987 /** Cache of fixed-function programs */
1988 struct gl_program_cache *Cache;
1989 };
1990
1991 /**
1992 * Context state for fragment programs.
1993 */
1994 struct gl_fragment_program_state
1995 {
1996 GLboolean Enabled; /**< User-set fragment program enable flag */
1997 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1998 struct gl_fragment_program *Current; /**< User-bound fragment program */
1999
2000 /** Currently enabled and valid fragment program (including internal
2001 * programs, user-defined fragment programs and GLSL fragment shaders).
2002 * This is the program we must use when rendering.
2003 */
2004 struct gl_fragment_program *_Current;
2005
2006 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2007
2008 /** Should fixed-function texturing be implemented with a fragment prog? */
2009 GLboolean _MaintainTexEnvProgram;
2010
2011 /** Program to emulate fixed-function texture env/combine (see above) */
2012 struct gl_fragment_program *_TexEnvProgram;
2013
2014 /** Cache of fixed-function programs */
2015 struct gl_program_cache *Cache;
2016 };
2017
2018
2019 /**
2020 * ATI_fragment_shader runtime state
2021 */
2022 #define ATI_FS_INPUT_PRIMARY 0
2023 #define ATI_FS_INPUT_SECONDARY 1
2024
2025 struct atifs_instruction;
2026 struct atifs_setupinst;
2027
2028 /**
2029 * ATI fragment shader
2030 */
2031 struct ati_fragment_shader
2032 {
2033 GLuint Id;
2034 GLint RefCount;
2035 struct atifs_instruction *Instructions[2];
2036 struct atifs_setupinst *SetupInst[2];
2037 GLfloat Constants[8][4];
2038 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2039 GLubyte numArithInstr[2];
2040 GLubyte regsAssigned[2];
2041 GLubyte NumPasses; /**< 1 or 2 */
2042 GLubyte cur_pass;
2043 GLubyte last_optype;
2044 GLboolean interpinp1;
2045 GLboolean isValid;
2046 GLuint swizzlerq;
2047 };
2048
2049 /**
2050 * Context state for GL_ATI_fragment_shader
2051 */
2052 struct gl_ati_fragment_shader_state
2053 {
2054 GLboolean Enabled;
2055 GLboolean _Enabled; /**< enabled and valid shader? */
2056 GLboolean Compiling;
2057 GLfloat GlobalConstants[8][4];
2058 struct ati_fragment_shader *Current;
2059 };
2060
2061
2062 /**
2063 * Occlusion/timer query object.
2064 */
2065 struct gl_query_object
2066 {
2067 GLenum Target; /**< The query target, when active */
2068 GLuint Id; /**< hash table ID/name */
2069 GLuint64EXT Result; /**< the counter */
2070 GLboolean Active; /**< inside Begin/EndQuery */
2071 GLboolean Ready; /**< result is ready? */
2072 };
2073
2074
2075 /**
2076 * Context state for query objects.
2077 */
2078 struct gl_query_state
2079 {
2080 struct _mesa_HashTable *QueryObjects;
2081 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2082 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2083
2084 /** GL_NV_conditional_render */
2085 struct gl_query_object *CondRenderQuery;
2086
2087 /** GL_EXT_transform_feedback */
2088 struct gl_query_object *PrimitivesGenerated;
2089 struct gl_query_object *PrimitivesWritten;
2090
2091 /** GL_ARB_timer_query */
2092 struct gl_query_object *TimeElapsed;
2093
2094 GLenum CondRenderMode;
2095 };
2096
2097
2098 /** Sync object state */
2099 struct gl_sync_object {
2100 struct simple_node link;
2101 GLenum Type; /**< GL_SYNC_FENCE */
2102 GLuint Name; /**< Fence name */
2103 GLint RefCount; /**< Reference count */
2104 GLboolean DeletePending; /**< Object was deleted while there were still
2105 * live references (e.g., sync not yet finished)
2106 */
2107 GLenum SyncCondition;
2108 GLbitfield Flags; /**< Flags passed to glFenceSync */
2109 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2110 };
2111
2112
2113 /** Set by #pragma directives */
2114 struct gl_sl_pragmas
2115 {
2116 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2117 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2118 GLboolean Optimize; /**< defaults on */
2119 GLboolean Debug; /**< defaults off */
2120 };
2121
2122
2123 /**
2124 * A GLSL vertex or fragment shader object.
2125 */
2126 struct gl_shader
2127 {
2128 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2129 GLuint Name; /**< AKA the handle */
2130 GLint RefCount; /**< Reference count */
2131 GLboolean DeletePending;
2132 GLboolean CompileStatus;
2133 const GLchar *Source; /**< Source code string */
2134 GLuint SourceChecksum; /**< for debug/logging purposes */
2135 struct gl_program *Program; /**< Post-compile assembly code */
2136 GLchar *InfoLog;
2137 struct gl_sl_pragmas Pragmas;
2138
2139 unsigned Version; /**< GLSL version used for linking */
2140
2141 unsigned num_samplers; /**< Number of samplers used by this shader.
2142 * This field is only set post-linking.
2143 */
2144 /**
2145 * Number of uniform components used by this shader.
2146 *
2147 * This field is only set post-linking.
2148 */
2149 unsigned num_uniform_components;
2150
2151 struct exec_list *ir;
2152 struct glsl_symbol_table *symbols;
2153
2154 /** Shaders containing built-in functions that are used for linking. */
2155 struct gl_shader *builtins_to_link[16];
2156 unsigned num_builtins_to_link;
2157 };
2158
2159
2160 /**
2161 * A GLSL program object.
2162 * Basically a linked collection of vertex and fragment shaders.
2163 */
2164 struct gl_shader_program
2165 {
2166 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2167 GLuint Name; /**< aka handle or ID */
2168 GLint RefCount; /**< Reference count */
2169 GLboolean DeletePending;
2170
2171 /**
2172 * Flags that the linker should not reject the program if it lacks
2173 * a vertex or fragment shader. GLES2 doesn't allow separate
2174 * shader objects, and would reject them. However, we internally
2175 * build separate shader objects for fixed function programs, which
2176 * we use for drivers/common/meta.c and for handling
2177 * _mesa_update_state with no program bound (for example in
2178 * glClear()).
2179 */
2180 GLboolean InternalSeparateShader;
2181
2182 GLuint NumShaders; /**< number of attached shaders */
2183 struct gl_shader **Shaders; /**< List of attached the shaders */
2184
2185 /**
2186 * User-defined attribute bindings
2187 *
2188 * These are set via \c glBindAttribLocation and are used to direct the
2189 * GLSL linker. These are \b not the values used in the compiled shader,
2190 * and they are \b not the values returned by \c glGetAttribLocation.
2191 */
2192 struct string_to_uint_map *AttributeBindings;
2193
2194 /**
2195 * User-defined fragment data bindings
2196 *
2197 * These are set via \c glBindFragDataLocation and are used to direct the
2198 * GLSL linker. These are \b not the values used in the compiled shader,
2199 * and they are \b not the values returned by \c glGetFragDataLocation.
2200 */
2201 struct string_to_uint_map *FragDataBindings;
2202
2203 /** Transform feedback varyings */
2204 struct {
2205 GLenum BufferMode;
2206 GLuint NumVarying;
2207 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2208 } TransformFeedback;
2209
2210 /** Post-link transform feedback info. */
2211 struct gl_transform_feedback_info LinkedTransformFeedback;
2212
2213 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2214 enum gl_frag_depth_layout FragDepthLayout;
2215
2216 /** Geometry shader state - copied into gl_geometry_program at link time */
2217 struct {
2218 GLint VerticesOut;
2219 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2220 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2221 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2222 } Geom;
2223
2224 /** Vertex shader state - copied into gl_vertex_program at link time */
2225 struct {
2226 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2227 } Vert;
2228
2229 /* post-link info: */
2230 unsigned NumUserUniformStorage;
2231 struct gl_uniform_storage *UniformStorage;
2232
2233 /**
2234 * Map of active uniform names to locations
2235 *
2236 * Maps any active uniform that is not an array element to a location.
2237 * Each active uniform, including individual structure members will appear
2238 * in this map. This roughly corresponds to the set of names that would be
2239 * enumerated by \c glGetActiveUniform.
2240 */
2241 struct string_to_uint_map *UniformHash;
2242
2243 /**
2244 * Map from sampler unit to texture unit (set by glUniform1i())
2245 *
2246 * A sampler unit is associated with each sampler uniform by the linker.
2247 * The sampler unit associated with each uniform is stored in the
2248 * \c gl_uniform_storage::sampler field.
2249 */
2250 GLubyte SamplerUnits[MAX_SAMPLERS];
2251 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2252 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2253
2254 struct gl_program_parameter_list *Varying;
2255 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2256 GLboolean Validated;
2257 GLboolean _Used; /**< Ever used for drawing? */
2258 GLchar *InfoLog;
2259
2260 unsigned Version; /**< GLSL version used for linking */
2261
2262 /**
2263 * Per-stage shaders resulting from the first stage of linking.
2264 *
2265 * Set of linked shaders for this program. The array is accessed using the
2266 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2267 * \c NULL.
2268 */
2269 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2270 };
2271
2272
2273 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2274 #define GLSL_LOG 0x2 /**< Write shaders to files */
2275 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2276 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2277 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2278 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2279 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2280 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2281
2282
2283 /**
2284 * Context state for GLSL vertex/fragment shaders.
2285 */
2286 struct gl_shader_state
2287 {
2288 /**
2289 * Programs used for rendering
2290 *
2291 * There is a separate program set for each shader stage. If
2292 * GL_EXT_separate_shader_objects is not supported, each of these must point
2293 * to \c NULL or to the same program.
2294 */
2295 struct gl_shader_program *CurrentVertexProgram;
2296 struct gl_shader_program *CurrentGeometryProgram;
2297 struct gl_shader_program *CurrentFragmentProgram;
2298
2299 /**
2300 * Program used by glUniform calls.
2301 *
2302 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2303 */
2304 struct gl_shader_program *ActiveProgram;
2305
2306 GLbitfield Flags; /**< Mask of GLSL_x flags */
2307 };
2308
2309 /**
2310 * Compiler options for a single GLSL shaders type
2311 */
2312 struct gl_shader_compiler_options
2313 {
2314 /** Driver-selectable options: */
2315 GLboolean EmitCondCodes; /**< Use condition codes? */
2316 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2317 GLboolean EmitNoLoops;
2318 GLboolean EmitNoFunctions;
2319 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2320 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2321 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2322 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2323 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2324
2325 /**
2326 * \name Forms of indirect addressing the driver cannot do.
2327 */
2328 /*@{*/
2329 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2330 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2331 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2332 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2333 /*@}*/
2334
2335 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2336 GLuint MaxUnrollIterations;
2337
2338 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2339 };
2340
2341 /**
2342 * Transform feedback object state
2343 */
2344 struct gl_transform_feedback_object
2345 {
2346 GLuint Name; /**< AKA the object ID */
2347 GLint RefCount;
2348 GLboolean Active; /**< Is transform feedback enabled? */
2349 GLboolean Paused; /**< Is transform feedback paused? */
2350
2351 /** The feedback buffers */
2352 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2353 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2354
2355 /** Start of feedback data in dest buffer */
2356 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2357 /** Max data to put into dest buffer (in bytes) */
2358 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2359 };
2360
2361
2362 /**
2363 * Context state for transform feedback.
2364 */
2365 struct gl_transform_feedback
2366 {
2367 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2368
2369 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2370
2371 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2372 struct gl_buffer_object *CurrentBuffer;
2373
2374 /** The table of all transform feedback objects */
2375 struct _mesa_HashTable *Objects;
2376
2377 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2378 struct gl_transform_feedback_object *CurrentObject;
2379
2380 /** The default xform-fb object (Name==0) */
2381 struct gl_transform_feedback_object *DefaultObject;
2382 };
2383
2384
2385
2386 /**
2387 * State which can be shared by multiple contexts:
2388 */
2389 struct gl_shared_state
2390 {
2391 _glthread_Mutex Mutex; /**< for thread safety */
2392 GLint RefCount; /**< Reference count */
2393 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2394 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2395
2396 /** Default texture objects (shared by all texture units) */
2397 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2398
2399 /** Fallback texture used when a bound texture is incomplete */
2400 struct gl_texture_object *FallbackTex;
2401
2402 /**
2403 * \name Thread safety and statechange notification for texture
2404 * objects.
2405 *
2406 * \todo Improve the granularity of locking.
2407 */
2408 /*@{*/
2409 _glthread_Mutex TexMutex; /**< texobj thread safety */
2410 GLuint TextureStateStamp; /**< state notification for shared tex */
2411 /*@}*/
2412
2413 /** Default buffer object for vertex arrays that aren't in VBOs */
2414 struct gl_buffer_object *NullBufferObj;
2415
2416 /**
2417 * \name Vertex/geometry/fragment programs
2418 */
2419 /*@{*/
2420 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2421 struct gl_vertex_program *DefaultVertexProgram;
2422 struct gl_fragment_program *DefaultFragmentProgram;
2423 struct gl_geometry_program *DefaultGeometryProgram;
2424 /*@}*/
2425
2426 /* GL_ATI_fragment_shader */
2427 struct _mesa_HashTable *ATIShaders;
2428 struct ati_fragment_shader *DefaultFragmentShader;
2429
2430 struct _mesa_HashTable *BufferObjects;
2431
2432 /** Table of both gl_shader and gl_shader_program objects */
2433 struct _mesa_HashTable *ShaderObjects;
2434
2435 /* GL_EXT_framebuffer_object */
2436 struct _mesa_HashTable *RenderBuffers;
2437 struct _mesa_HashTable *FrameBuffers;
2438
2439 /* GL_ARB_sync */
2440 struct simple_node SyncObjects;
2441
2442 /** GL_ARB_sampler_objects */
2443 struct _mesa_HashTable *SamplerObjects;
2444
2445 void *DriverData; /**< Device driver shared state */
2446 };
2447
2448
2449
2450
2451 /**
2452 * A renderbuffer stores colors or depth values or stencil values.
2453 * A framebuffer object will have a collection of these.
2454 * Data are read/written to the buffer with a handful of Get/Put functions.
2455 *
2456 * Instances of this object are allocated with the Driver's NewRenderbuffer
2457 * hook. Drivers will likely wrap this class inside a driver-specific
2458 * class to simulate inheritance.
2459 */
2460 struct gl_renderbuffer
2461 {
2462 _glthread_Mutex Mutex; /**< for thread safety */
2463 GLuint ClassID; /**< Useful for drivers */
2464 GLuint Name;
2465 GLint RefCount;
2466 GLuint Width, Height;
2467 GLint RowStride; /**< Padded width in units of pixels */
2468 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2469
2470 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2471
2472 GLubyte NumSamples;
2473
2474 GLenum InternalFormat; /**< The user-specified format */
2475 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2476 GL_STENCIL_INDEX. */
2477 gl_format Format; /**< The actual renderbuffer memory format */
2478
2479 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2480 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2481
2482 /* Used to wrap one renderbuffer around another: */
2483 struct gl_renderbuffer *Wrapped;
2484
2485 /* Delete this renderbuffer */
2486 void (*Delete)(struct gl_renderbuffer *rb);
2487
2488 /* Allocate new storage for this renderbuffer */
2489 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2490 GLenum internalFormat,
2491 GLuint width, GLuint height);
2492
2493 /* Lock/Unlock are called before/after calling the Get/Put functions.
2494 * Not sure this is the right place for these yet.
2495 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2496 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2497 */
2498
2499 /* Return a pointer to the element/pixel at (x,y).
2500 * Should return NULL if the buffer memory can't be directly addressed.
2501 */
2502 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2503 GLint x, GLint y);
2504
2505 /* Get/Read a row of values.
2506 * The values will be of format _BaseFormat and type DataType.
2507 */
2508 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2509 GLint x, GLint y, void *values);
2510
2511 /* Get/Read values at arbitrary locations.
2512 * The values will be of format _BaseFormat and type DataType.
2513 */
2514 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2515 const GLint x[], const GLint y[], void *values);
2516
2517 /* Put/Write a row of values.
2518 * The values will be of format _BaseFormat and type DataType.
2519 */
2520 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2521 GLint x, GLint y, const void *values, const GLubyte *mask);
2522
2523 /* Put/Write a row of RGB values. This is a special-case routine that's
2524 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2525 * a common case for glDrawPixels and some triangle routines.
2526 * The values will be of format GL_RGB and type DataType.
2527 */
2528 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2529 GLint x, GLint y, const void *values, const GLubyte *mask);
2530
2531
2532 /* Put/Write a row of identical values.
2533 * The values will be of format _BaseFormat and type DataType.
2534 */
2535 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2536 GLint x, GLint y, const void *value, const GLubyte *mask);
2537
2538 /* Put/Write values at arbitrary locations.
2539 * The values will be of format _BaseFormat and type DataType.
2540 */
2541 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2542 const GLint x[], const GLint y[], const void *values,
2543 const GLubyte *mask);
2544 /* Put/Write identical values at arbitrary locations.
2545 * The values will be of format _BaseFormat and type DataType.
2546 */
2547 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2548 GLuint count, const GLint x[], const GLint y[],
2549 const void *value, const GLubyte *mask);
2550 };
2551
2552
2553 /**
2554 * A renderbuffer attachment points to either a texture object (and specifies
2555 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2556 */
2557 struct gl_renderbuffer_attachment
2558 {
2559 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2560 GLboolean Complete;
2561
2562 /**
2563 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2564 * application supplied renderbuffer object.
2565 */
2566 struct gl_renderbuffer *Renderbuffer;
2567
2568 /**
2569 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2570 * supplied texture object.
2571 */
2572 struct gl_texture_object *Texture;
2573 GLuint TextureLevel; /**< Attached mipmap level. */
2574 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2575 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2576 * and 2D array textures */
2577 };
2578
2579
2580 /**
2581 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2582 * In C++ terms, think of this as a base class from which device drivers
2583 * will make derived classes.
2584 */
2585 struct gl_framebuffer
2586 {
2587 _glthread_Mutex Mutex; /**< for thread safety */
2588 /**
2589 * If zero, this is a window system framebuffer. If non-zero, this
2590 * is a FBO framebuffer; note that for some devices (i.e. those with
2591 * a natural pixel coordinate system for FBOs that differs from the
2592 * OpenGL/Mesa coordinate system), this means that the viewport,
2593 * polygon face orientation, and polygon stipple will have to be inverted.
2594 */
2595 GLuint Name;
2596
2597 GLint RefCount;
2598 GLboolean DeletePending;
2599
2600 /**
2601 * The framebuffer's visual. Immutable if this is a window system buffer.
2602 * Computed from attachments if user-made FBO.
2603 */
2604 struct gl_config Visual;
2605
2606 GLboolean Initialized;
2607
2608 GLuint Width, Height; /**< size of frame buffer in pixels */
2609
2610 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2611 /*@{*/
2612 GLint _Xmin, _Xmax; /**< inclusive */
2613 GLint _Ymin, _Ymax; /**< exclusive */
2614 /*@}*/
2615
2616 /** \name Derived Z buffer stuff */
2617 /*@{*/
2618 GLuint _DepthMax; /**< Max depth buffer value */
2619 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2620 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2621 /*@}*/
2622
2623 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2624 GLenum _Status;
2625
2626 /** Integer color values */
2627 GLboolean _IntegerColor;
2628
2629 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2630 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2631
2632 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2633 * attribute group and GL_PIXEL attribute group, respectively.
2634 */
2635 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2636 GLenum ColorReadBuffer;
2637
2638 /** Computed from ColorDraw/ReadBuffer above */
2639 GLuint _NumColorDrawBuffers;
2640 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2641 GLint _ColorReadBufferIndex; /* -1 = None */
2642 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2643 struct gl_renderbuffer *_ColorReadBuffer;
2644
2645 /** The Actual depth/stencil buffers to use. May be wrappers around the
2646 * depth/stencil buffers attached above. */
2647 struct gl_renderbuffer *_DepthBuffer;
2648 struct gl_renderbuffer *_StencilBuffer;
2649
2650 /** Delete this framebuffer */
2651 void (*Delete)(struct gl_framebuffer *fb);
2652 };
2653
2654
2655 /**
2656 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2657 */
2658 struct gl_precision
2659 {
2660 GLushort RangeMin; /**< min value exponent */
2661 GLushort RangeMax; /**< max value exponent */
2662 GLushort Precision; /**< number of mantissa bits */
2663 };
2664
2665
2666 /**
2667 * Limits for vertex, geometry and fragment programs/shaders.
2668 */
2669 struct gl_program_constants
2670 {
2671 /* logical limits */
2672 GLuint MaxInstructions;
2673 GLuint MaxAluInstructions;
2674 GLuint MaxTexInstructions;
2675 GLuint MaxTexIndirections;
2676 GLuint MaxAttribs;
2677 GLuint MaxTemps;
2678 GLuint MaxAddressRegs;
2679 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2680 GLuint MaxParameters;
2681 GLuint MaxLocalParams;
2682 GLuint MaxEnvParams;
2683 /* native/hardware limits */
2684 GLuint MaxNativeInstructions;
2685 GLuint MaxNativeAluInstructions;
2686 GLuint MaxNativeTexInstructions;
2687 GLuint MaxNativeTexIndirections;
2688 GLuint MaxNativeAttribs;
2689 GLuint MaxNativeTemps;
2690 GLuint MaxNativeAddressRegs;
2691 GLuint MaxNativeParameters;
2692 /* For shaders */
2693 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2694 /* ES 2.0 and GL_ARB_ES2_compatibility */
2695 struct gl_precision LowFloat, MediumFloat, HighFloat;
2696 struct gl_precision LowInt, MediumInt, HighInt;
2697 };
2698
2699
2700 /**
2701 * Constants which may be overridden by device driver during context creation
2702 * but are never changed after that.
2703 */
2704 struct gl_constants
2705 {
2706 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2707 GLint MaxTextureLevels; /**< Max mipmap levels. */
2708 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2709 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2710 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2711 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2712 GLuint MaxTextureCoordUnits;
2713 GLuint MaxTextureImageUnits;
2714 GLuint MaxVertexTextureImageUnits;
2715 GLuint MaxCombinedTextureImageUnits;
2716 GLuint MaxGeometryTextureImageUnits;
2717 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2718 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2719 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2720 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2721
2722 GLuint MaxArrayLockSize;
2723
2724 GLint SubPixelBits;
2725
2726 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2727 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2728 GLfloat PointSizeGranularity;
2729 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2730 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2731 GLfloat LineWidthGranularity;
2732
2733 GLuint MaxColorTableSize;
2734
2735 GLuint MaxClipPlanes;
2736 GLuint MaxLights;
2737 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2738 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2739
2740 GLuint MaxViewportWidth, MaxViewportHeight;
2741
2742 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2743 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2744 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2745 GLuint MaxProgramMatrices;
2746 GLuint MaxProgramMatrixStackDepth;
2747
2748 /** vertex array / buffer object bounds checking */
2749 GLboolean CheckArrayBounds;
2750
2751 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2752
2753 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2754 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2755 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2756
2757 /** Number of varying vectors between vertex and fragment shaders */
2758 GLuint MaxVarying;
2759 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2760 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2761
2762 /** GL_ARB_geometry_shader4 */
2763 GLuint MaxGeometryOutputVertices;
2764 GLuint MaxGeometryTotalOutputComponents;
2765
2766 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2767
2768 /**
2769 * Does the driver support real 32-bit integers? (Otherwise, integers are
2770 * simulated via floats.)
2771 */
2772 GLboolean NativeIntegers;
2773
2774 /**
2775 * If the driver supports real 32-bit integers, what integer value should be
2776 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2777 */
2778 GLuint UniformBooleanTrue;
2779
2780 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2781 GLbitfield SupportedBumpUnits;
2782
2783 /**
2784 * Maximum amount of time, measured in nanseconds, that the server can wait.
2785 */
2786 GLuint64 MaxServerWaitTimeout;
2787
2788 /** GL_EXT_provoking_vertex */
2789 GLboolean QuadsFollowProvokingVertexConvention;
2790
2791 /** OpenGL version 3.0 */
2792 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2793
2794 /** OpenGL version 3.2 */
2795 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2796
2797 /** GL_EXT_transform_feedback */
2798 GLuint MaxTransformFeedbackSeparateAttribs;
2799 GLuint MaxTransformFeedbackSeparateComponents;
2800 GLuint MaxTransformFeedbackInterleavedComponents;
2801
2802 /** GL_EXT_gpu_shader4 */
2803 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2804
2805 /* GL_EXT_framebuffer_sRGB */
2806 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2807
2808 /* GL_ARB_robustness */
2809 GLenum ResetStrategy;
2810
2811 /**
2812 * Whether the implementation strips out and ignores texture borders.
2813 *
2814 * Many GPU hardware implementations don't support rendering with texture
2815 * borders and mipmapped textures. (Note: not static border color, but the
2816 * old 1-pixel border around each edge). Implementations then have to do
2817 * slow fallbacks to be correct, or just ignore the border and be fast but
2818 * wrong. Setting the flag stripts the border off of TexImage calls,
2819 * providing "fast but wrong" at significantly reduced driver complexity.
2820 *
2821 * Texture borders are deprecated in GL 3.0.
2822 **/
2823 GLboolean StripTextureBorder;
2824 };
2825
2826
2827 /**
2828 * Enable flag for each OpenGL extension. Different device drivers will
2829 * enable different extensions at runtime.
2830 */
2831 struct gl_extensions
2832 {
2833 GLboolean dummy; /* don't remove this! */
2834 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2835 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2836 GLboolean ARB_ES2_compatibility;
2837 GLboolean ARB_blend_func_extended;
2838 GLboolean ARB_color_buffer_float;
2839 GLboolean ARB_conservative_depth;
2840 GLboolean ARB_copy_buffer;
2841 GLboolean ARB_depth_buffer_float;
2842 GLboolean ARB_depth_clamp;
2843 GLboolean ARB_depth_texture;
2844 GLboolean ARB_draw_buffers_blend;
2845 GLboolean ARB_draw_elements_base_vertex;
2846 GLboolean ARB_draw_instanced;
2847 GLboolean ARB_fragment_coord_conventions;
2848 GLboolean ARB_fragment_program;
2849 GLboolean ARB_fragment_program_shadow;
2850 GLboolean ARB_fragment_shader;
2851 GLboolean ARB_framebuffer_object;
2852 GLboolean ARB_explicit_attrib_location;
2853 GLboolean ARB_geometry_shader4;
2854 GLboolean ARB_half_float_pixel;
2855 GLboolean ARB_half_float_vertex;
2856 GLboolean ARB_instanced_arrays;
2857 GLboolean ARB_map_buffer_range;
2858 GLboolean ARB_occlusion_query;
2859 GLboolean ARB_occlusion_query2;
2860 GLboolean ARB_point_sprite;
2861 GLboolean ARB_sampler_objects;
2862 GLboolean ARB_seamless_cube_map;
2863 GLboolean ARB_shader_objects;
2864 GLboolean ARB_shader_stencil_export;
2865 GLboolean ARB_shader_texture_lod;
2866 GLboolean ARB_shading_language_100;
2867 GLboolean ARB_shadow;
2868 GLboolean ARB_shadow_ambient;
2869 GLboolean ARB_sync;
2870 GLboolean ARB_texture_border_clamp;
2871 GLboolean ARB_texture_buffer_object;
2872 GLboolean ARB_texture_compression_rgtc;
2873 GLboolean ARB_texture_cube_map;
2874 GLboolean ARB_texture_env_combine;
2875 GLboolean ARB_texture_env_crossbar;
2876 GLboolean ARB_texture_env_dot3;
2877 GLboolean ARB_texture_float;
2878 GLboolean ARB_texture_multisample;
2879 GLboolean ARB_texture_non_power_of_two;
2880 GLboolean ARB_texture_rg;
2881 GLboolean ARB_texture_rgb10_a2ui;
2882 GLboolean ARB_texture_storage;
2883 GLboolean ARB_timer_query;
2884 GLboolean ARB_transform_feedback2;
2885 GLboolean ARB_transpose_matrix;
2886 GLboolean ARB_uniform_buffer_object;
2887 GLboolean ARB_vertex_array_object;
2888 GLboolean ARB_vertex_program;
2889 GLboolean ARB_vertex_shader;
2890 GLboolean ARB_vertex_type_2_10_10_10_rev;
2891 GLboolean ARB_window_pos;
2892 GLboolean EXT_blend_color;
2893 GLboolean EXT_blend_equation_separate;
2894 GLboolean EXT_blend_func_separate;
2895 GLboolean EXT_blend_minmax;
2896 GLboolean EXT_clip_volume_hint;
2897 GLboolean EXT_compiled_vertex_array;
2898 GLboolean EXT_depth_bounds_test;
2899 GLboolean EXT_draw_buffers2;
2900 GLboolean EXT_draw_range_elements;
2901 GLboolean EXT_fog_coord;
2902 GLboolean EXT_framebuffer_blit;
2903 GLboolean EXT_framebuffer_multisample;
2904 GLboolean EXT_framebuffer_object;
2905 GLboolean EXT_framebuffer_sRGB;
2906 GLboolean EXT_gpu_program_parameters;
2907 GLboolean EXT_gpu_shader4;
2908 GLboolean EXT_packed_depth_stencil;
2909 GLboolean EXT_packed_float;
2910 GLboolean EXT_packed_pixels;
2911 GLboolean EXT_pixel_buffer_object;
2912 GLboolean EXT_point_parameters;
2913 GLboolean EXT_provoking_vertex;
2914 GLboolean EXT_rescale_normal;
2915 GLboolean EXT_shadow_funcs;
2916 GLboolean EXT_secondary_color;
2917 GLboolean EXT_separate_shader_objects;
2918 GLboolean EXT_separate_specular_color;
2919 GLboolean EXT_stencil_two_side;
2920 GLboolean EXT_texture3D;
2921 GLboolean EXT_texture_array;
2922 GLboolean EXT_texture_compression_latc;
2923 GLboolean EXT_texture_compression_s3tc;
2924 GLboolean EXT_texture_env_dot3;
2925 GLboolean EXT_texture_filter_anisotropic;
2926 GLboolean EXT_texture_integer;
2927 GLboolean EXT_texture_mirror_clamp;
2928 GLboolean EXT_texture_shared_exponent;
2929 GLboolean EXT_texture_snorm;
2930 GLboolean EXT_texture_sRGB;
2931 GLboolean EXT_texture_sRGB_decode;
2932 GLboolean EXT_texture_swizzle;
2933 GLboolean EXT_transform_feedback;
2934 GLboolean EXT_timer_query;
2935 GLboolean EXT_vertex_array_bgra;
2936 GLboolean OES_standard_derivatives;
2937 /* vendor extensions */
2938 GLboolean AMD_seamless_cubemap_per_texture;
2939 GLboolean APPLE_packed_pixels;
2940 GLboolean APPLE_vertex_array_object;
2941 GLboolean APPLE_object_purgeable;
2942 GLboolean ATI_envmap_bumpmap;
2943 GLboolean ATI_texture_compression_3dc;
2944 GLboolean ATI_texture_mirror_once;
2945 GLboolean ATI_texture_env_combine3;
2946 GLboolean ATI_fragment_shader;
2947 GLboolean ATI_separate_stencil;
2948 GLboolean IBM_rasterpos_clip;
2949 GLboolean IBM_multimode_draw_arrays;
2950 GLboolean MESA_pack_invert;
2951 GLboolean MESA_resize_buffers;
2952 GLboolean MESA_ycbcr_texture;
2953 GLboolean MESA_texture_array;
2954 GLboolean NV_blend_square;
2955 GLboolean NV_conditional_render;
2956 GLboolean NV_fog_distance;
2957 GLboolean NV_fragment_program;
2958 GLboolean NV_fragment_program_option;
2959 GLboolean NV_light_max_exponent;
2960 GLboolean NV_point_sprite;
2961 GLboolean NV_primitive_restart;
2962 GLboolean NV_texture_barrier;
2963 GLboolean NV_texgen_reflection;
2964 GLboolean NV_texture_env_combine4;
2965 GLboolean NV_texture_rectangle;
2966 GLboolean NV_vertex_program;
2967 GLboolean NV_vertex_program1_1;
2968 GLboolean SGIS_texture_lod;
2969 GLboolean TDFX_texture_compression_FXT1;
2970 GLboolean S3_s3tc;
2971 GLboolean OES_EGL_image;
2972 GLboolean OES_draw_texture;
2973 GLboolean OES_EGL_image_external;
2974 GLboolean extension_sentinel;
2975 /** The extension string */
2976 const GLubyte *String;
2977 /** Number of supported extensions */
2978 GLuint Count;
2979 };
2980
2981
2982 /**
2983 * A stack of matrices (projection, modelview, color, texture, etc).
2984 */
2985 struct gl_matrix_stack
2986 {
2987 GLmatrix *Top; /**< points into Stack */
2988 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2989 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2990 GLuint MaxDepth; /**< size of Stack[] array */
2991 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2992 };
2993
2994
2995 /**
2996 * \name Bits for image transfer operations
2997 * \sa __struct gl_contextRec::ImageTransferState.
2998 */
2999 /*@{*/
3000 #define IMAGE_SCALE_BIAS_BIT 0x1
3001 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3002 #define IMAGE_MAP_COLOR_BIT 0x4
3003 #define IMAGE_CLAMP_BIT 0x800
3004
3005
3006 /** Pixel Transfer ops */
3007 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3008 IMAGE_SHIFT_OFFSET_BIT | \
3009 IMAGE_MAP_COLOR_BIT)
3010
3011 /**
3012 * \name Bits to indicate what state has changed.
3013 */
3014 /*@{*/
3015 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3016 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3017 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3018 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3019 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3020 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3021 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3022 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3023 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3024 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3025 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3026 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3027 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3028 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3029 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3030 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3031 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3032 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3033 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3034 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3035 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3036 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3037 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3038 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3039 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3040 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3041 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3042 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3043 #define _NEW_BUFFER_OBJECT (1 << 28)
3044 #define _NEW_FRAG_CLAMP (1 << 29)
3045 #define _NEW_ALL ~0
3046 /*@}*/
3047
3048
3049 /**
3050 * \name Bits to track array state changes
3051 *
3052 * Also used to summarize array enabled.
3053 */
3054 /*@{*/
3055 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3056 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3057 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3058 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3059 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3060 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3061 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3062 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3063 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3064 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3065 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3066 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3067 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3068 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3069 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3070 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3071 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3072 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3073 #define _NEW_ARRAY_ALL 0xffffffff
3074
3075
3076 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3077 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3078 /*@}*/
3079
3080
3081
3082 /**
3083 * \name A bunch of flags that we think might be useful to drivers.
3084 *
3085 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3086 */
3087 /*@{*/
3088 #define DD_FLATSHADE 0x1
3089 #define DD_SEPARATE_SPECULAR 0x2
3090 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3091 #define DD_TRI_LIGHT_TWOSIDE 0x8
3092 #define DD_TRI_UNFILLED 0x10
3093 #define DD_TRI_SMOOTH 0x20
3094 #define DD_TRI_STIPPLE 0x40
3095 #define DD_TRI_OFFSET 0x80
3096 #define DD_LINE_SMOOTH 0x100
3097 #define DD_LINE_STIPPLE 0x200
3098 #define DD_POINT_SMOOTH 0x400
3099 #define DD_POINT_ATTEN 0x800
3100 #define DD_TRI_TWOSTENCIL 0x1000
3101 /*@}*/
3102
3103
3104 /**
3105 * \name Define the state changes under which each of these bits might change
3106 */
3107 /*@{*/
3108 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3109 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3110 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3111 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3112 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3113 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3114 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3115 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3116 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3117 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3118 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3119 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3120 #define _DD_NEW_POINT_SIZE _NEW_POINT
3121 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3122 /*@}*/
3123
3124
3125 /**
3126 * Composite state flags
3127 */
3128 /*@{*/
3129 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3130 _NEW_TEXTURE | \
3131 _NEW_POINT | \
3132 _NEW_PROGRAM | \
3133 _NEW_MODELVIEW)
3134 /*@}*/
3135
3136
3137
3138
3139 /* This has to be included here. */
3140 #include "dd.h"
3141
3142
3143 /**
3144 * Display list flags.
3145 * Strictly this is a tnl-private concept, but it doesn't seem
3146 * worthwhile adding a tnl private structure just to hold this one bit
3147 * of information:
3148 */
3149 #define DLIST_DANGLING_REFS 0x1
3150
3151
3152 /** Opaque declaration of display list payload data type */
3153 union gl_dlist_node;
3154
3155
3156 /**
3157 * Provide a location where information about a display list can be
3158 * collected. Could be extended with driverPrivate structures,
3159 * etc. in the future.
3160 */
3161 struct gl_display_list
3162 {
3163 GLuint Name;
3164 GLbitfield Flags; /**< DLIST_x flags */
3165 /** The dlist commands are in a linked list of nodes */
3166 union gl_dlist_node *Head;
3167 };
3168
3169
3170 /**
3171 * State used during display list compilation and execution.
3172 */
3173 struct gl_dlist_state
3174 {
3175 GLuint CallDepth; /**< Current recursion calling depth */
3176
3177 struct gl_display_list *CurrentList; /**< List currently being compiled */
3178 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3179 GLuint CurrentPos; /**< Index into current block of nodes */
3180
3181 GLvertexformat ListVtxfmt;
3182
3183 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3184 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3185
3186 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3187 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3188
3189 GLubyte ActiveIndex;
3190 GLfloat CurrentIndex;
3191
3192 GLubyte ActiveEdgeFlag;
3193 GLboolean CurrentEdgeFlag;
3194
3195 struct {
3196 /* State known to have been set by the currently-compiling display
3197 * list. Used to eliminate some redundant state changes.
3198 */
3199 GLenum ShadeModel;
3200 } Current;
3201 };
3202
3203
3204 /**
3205 * Enum for the OpenGL APIs we know about and may support.
3206 */
3207 typedef enum
3208 {
3209 API_OPENGL,
3210 API_OPENGLES,
3211 API_OPENGLES2
3212 } gl_api;
3213
3214
3215 /**
3216 * Mesa rendering context.
3217 *
3218 * This is the central context data structure for Mesa. Almost all
3219 * OpenGL state is contained in this structure.
3220 * Think of this as a base class from which device drivers will derive
3221 * sub classes.
3222 *
3223 * The struct gl_context typedef names this structure.
3224 */
3225 struct gl_context
3226 {
3227 /** State possibly shared with other contexts in the address space */
3228 struct gl_shared_state *Shared;
3229
3230 /** \name API function pointer tables */
3231 /*@{*/
3232 gl_api API;
3233 struct _glapi_table *Save; /**< Display list save functions */
3234 struct _glapi_table *Exec; /**< Execute functions */
3235 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3236 /*@}*/
3237
3238 struct gl_config Visual;
3239 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3240 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3241 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3242 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3243
3244 /**
3245 * Device driver function pointer table
3246 */
3247 struct dd_function_table Driver;
3248
3249 void *DriverCtx; /**< Points to device driver context/state */
3250
3251 /** Core/Driver constants */
3252 struct gl_constants Const;
3253
3254 /** \name The various 4x4 matrix stacks */
3255 /*@{*/
3256 struct gl_matrix_stack ModelviewMatrixStack;
3257 struct gl_matrix_stack ProjectionMatrixStack;
3258 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3259 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3260 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3261 /*@}*/
3262
3263 /** Combined modelview and projection matrix */
3264 GLmatrix _ModelProjectMatrix;
3265
3266 /** \name Display lists */
3267 struct gl_dlist_state ListState;
3268
3269 GLboolean ExecuteFlag; /**< Execute GL commands? */
3270 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3271
3272 /** Extension information */
3273 struct gl_extensions Extensions;
3274
3275 /** Version info */
3276 GLuint VersionMajor, VersionMinor;
3277 char *VersionString;
3278
3279 /** \name State attribute stack (for glPush/PopAttrib) */
3280 /*@{*/
3281 GLuint AttribStackDepth;
3282 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3283 /*@}*/
3284
3285 /** \name Renderer attribute groups
3286 *
3287 * We define a struct for each attribute group to make pushing and popping
3288 * attributes easy. Also it's a good organization.
3289 */
3290 /*@{*/
3291 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3292 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3293 struct gl_current_attrib Current; /**< Current attributes */
3294 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3295 struct gl_eval_attrib Eval; /**< Eval attributes */
3296 struct gl_fog_attrib Fog; /**< Fog attributes */
3297 struct gl_hint_attrib Hint; /**< Hint attributes */
3298 struct gl_light_attrib Light; /**< Light attributes */
3299 struct gl_line_attrib Line; /**< Line attributes */
3300 struct gl_list_attrib List; /**< List attributes */
3301 struct gl_multisample_attrib Multisample;
3302 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3303 struct gl_point_attrib Point; /**< Point attributes */
3304 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3305 GLuint PolygonStipple[32]; /**< Polygon stipple */
3306 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3307 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3308 struct gl_texture_attrib Texture; /**< Texture attributes */
3309 struct gl_transform_attrib Transform; /**< Transformation attributes */
3310 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3311 /*@}*/
3312
3313 /** \name Client attribute stack */
3314 /*@{*/
3315 GLuint ClientAttribStackDepth;
3316 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3317 /*@}*/
3318
3319 /** \name Client attribute groups */
3320 /*@{*/
3321 struct gl_array_attrib Array; /**< Vertex arrays */
3322 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3323 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3324 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3325 /*@}*/
3326
3327 /** \name Other assorted state (not pushed/popped on attribute stack) */
3328 /*@{*/
3329 struct gl_pixelmaps PixelMaps;
3330
3331 struct gl_evaluators EvalMap; /**< All evaluators */
3332 struct gl_feedback Feedback; /**< Feedback */
3333 struct gl_selection Select; /**< Selection */
3334
3335 struct gl_program_state Program; /**< general program state */
3336 struct gl_vertex_program_state VertexProgram;
3337 struct gl_fragment_program_state FragmentProgram;
3338 struct gl_geometry_program_state GeometryProgram;
3339 struct gl_ati_fragment_shader_state ATIFragmentShader;
3340
3341 struct gl_shader_state Shader; /**< GLSL shader object state */
3342 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3343
3344 struct gl_query_state Query; /**< occlusion, timer queries */
3345
3346 struct gl_transform_feedback TransformFeedback;
3347
3348 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3349 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3350 /*@}*/
3351
3352 struct gl_meta_state *Meta; /**< for "meta" operations */
3353
3354 /* GL_EXT_framebuffer_object */
3355 struct gl_renderbuffer *CurrentRenderbuffer;
3356
3357 GLenum ErrorValue; /**< Last error code */
3358
3359 /* GL_ARB_robustness */
3360 GLenum ResetStatus;
3361
3362 /**
3363 * Recognize and silence repeated error debug messages in buggy apps.
3364 */
3365 const char *ErrorDebugFmtString;
3366 GLuint ErrorDebugCount;
3367
3368 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3369 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3370
3371 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3372
3373 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3374
3375 /** \name Derived state */
3376 /*@{*/
3377 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3378 * state validation so they need to always be current.
3379 */
3380 GLbitfield _TriangleCaps;
3381 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3382 GLfloat _EyeZDir[3];
3383 GLfloat _ModelViewInvScale;
3384 GLboolean _NeedEyeCoords;
3385 GLboolean _ForceEyeCoords;
3386
3387 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3388
3389 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3390 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3391 /**@}*/
3392
3393 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3394
3395 /** \name For debugging/development only */
3396 /*@{*/
3397 GLboolean FirstTimeCurrent;
3398 /*@}*/
3399
3400 /** software compression/decompression supported or not */
3401 GLboolean Mesa_DXTn;
3402
3403 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3404
3405 /**
3406 * Use dp4 (rather than mul/mad) instructions for position
3407 * transformation?
3408 */
3409 GLboolean mvp_with_dp4;
3410
3411 /**
3412 * \name Hooks for module contexts.
3413 *
3414 * These will eventually live in the driver or elsewhere.
3415 */
3416 /*@{*/
3417 void *swrast_context;
3418 void *swsetup_context;
3419 void *swtnl_context;
3420 void *swtnl_im;
3421 struct st_context *st;
3422 void *aelt_context;
3423 /*@}*/
3424 };
3425
3426
3427 #ifdef DEBUG
3428 extern int MESA_VERBOSE;
3429 extern int MESA_DEBUG_FLAGS;
3430 # define MESA_FUNCTION __FUNCTION__
3431 #else
3432 # define MESA_VERBOSE 0
3433 # define MESA_DEBUG_FLAGS 0
3434 # define MESA_FUNCTION "a function"
3435 # ifndef NDEBUG
3436 # define NDEBUG
3437 # endif
3438 #endif
3439
3440
3441 /** The MESA_VERBOSE var is a bitmask of these flags */
3442 enum _verbose
3443 {
3444 VERBOSE_VARRAY = 0x0001,
3445 VERBOSE_TEXTURE = 0x0002,
3446 VERBOSE_MATERIAL = 0x0004,
3447 VERBOSE_PIPELINE = 0x0008,
3448 VERBOSE_DRIVER = 0x0010,
3449 VERBOSE_STATE = 0x0020,
3450 VERBOSE_API = 0x0040,
3451 VERBOSE_DISPLAY_LIST = 0x0100,
3452 VERBOSE_LIGHTING = 0x0200,
3453 VERBOSE_PRIMS = 0x0400,
3454 VERBOSE_VERTS = 0x0800,
3455 VERBOSE_DISASSEM = 0x1000,
3456 VERBOSE_DRAW = 0x2000,
3457 VERBOSE_SWAPBUFFERS = 0x4000
3458 };
3459
3460
3461 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3462 enum _debug
3463 {
3464 DEBUG_ALWAYS_FLUSH = 0x1
3465 };
3466
3467
3468
3469 #ifdef __cplusplus
3470 }
3471 #endif
3472
3473 #endif /* MTYPES_H */