mesa: move gl_texture_image::FetchTexel fields to swrast
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes. Note that
219 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
220 * assumptions about the layout of this enum.
221 */
222 typedef enum
223 {
224 VERT_RESULT_HPOS = 0,
225 VERT_RESULT_COL0 = 1,
226 VERT_RESULT_COL1 = 2,
227 VERT_RESULT_FOGC = 3,
228 VERT_RESULT_TEX0 = 4,
229 VERT_RESULT_TEX1 = 5,
230 VERT_RESULT_TEX2 = 6,
231 VERT_RESULT_TEX3 = 7,
232 VERT_RESULT_TEX4 = 8,
233 VERT_RESULT_TEX5 = 9,
234 VERT_RESULT_TEX6 = 10,
235 VERT_RESULT_TEX7 = 11,
236 VERT_RESULT_PSIZ = 12,
237 VERT_RESULT_BFC0 = 13,
238 VERT_RESULT_BFC1 = 14,
239 VERT_RESULT_EDGE = 15,
240 VERT_RESULT_VAR0 = 16, /**< shader varying */
241 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
242 } gl_vert_result;
243
244
245 /*********************************************/
246
247 /**
248 * Indexes for geometry program attributes.
249 */
250 typedef enum
251 {
252 GEOM_ATTRIB_POSITION = 0,
253 GEOM_ATTRIB_COLOR0 = 1,
254 GEOM_ATTRIB_COLOR1 = 2,
255 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
256 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
257 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
258 GEOM_ATTRIB_POINT_SIZE = 6,
259 GEOM_ATTRIB_CLIP_VERTEX = 7,
260 GEOM_ATTRIB_PRIMITIVE_ID = 8,
261 GEOM_ATTRIB_TEX_COORD = 9,
262
263 GEOM_ATTRIB_VAR0 = 16,
264 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
265 } gl_geom_attrib;
266
267 /**
268 * Bitflags for geometry attributes.
269 * These are used in bitfields in many places.
270 */
271 /*@{*/
272 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
273 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
274 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
275 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
276 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
277 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
278 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
279 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
280 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
281 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
282 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
283
284 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
285 /*@}*/
286
287
288 /**
289 * Indexes for geometry program result attributes
290 */
291 typedef enum
292 {
293 GEOM_RESULT_POS = 0,
294 GEOM_RESULT_COL0 = 1,
295 GEOM_RESULT_COL1 = 2,
296 GEOM_RESULT_SCOL0 = 3,
297 GEOM_RESULT_SCOL1 = 4,
298 GEOM_RESULT_FOGC = 5,
299 GEOM_RESULT_TEX0 = 6,
300 GEOM_RESULT_TEX1 = 7,
301 GEOM_RESULT_TEX2 = 8,
302 GEOM_RESULT_TEX3 = 9,
303 GEOM_RESULT_TEX4 = 10,
304 GEOM_RESULT_TEX5 = 11,
305 GEOM_RESULT_TEX6 = 12,
306 GEOM_RESULT_TEX7 = 13,
307 GEOM_RESULT_PSIZ = 14,
308 GEOM_RESULT_CLPV = 15,
309 GEOM_RESULT_PRID = 16,
310 GEOM_RESULT_LAYR = 17,
311 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
312 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
313 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
314 } gl_geom_result;
315
316
317 /**
318 * Indexes for fragment program input attributes. Note that
319 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
320 * assumptions about the layout of this enum.
321 */
322 typedef enum
323 {
324 FRAG_ATTRIB_WPOS = 0,
325 FRAG_ATTRIB_COL0 = 1,
326 FRAG_ATTRIB_COL1 = 2,
327 FRAG_ATTRIB_FOGC = 3,
328 FRAG_ATTRIB_TEX0 = 4,
329 FRAG_ATTRIB_TEX1 = 5,
330 FRAG_ATTRIB_TEX2 = 6,
331 FRAG_ATTRIB_TEX3 = 7,
332 FRAG_ATTRIB_TEX4 = 8,
333 FRAG_ATTRIB_TEX5 = 9,
334 FRAG_ATTRIB_TEX6 = 10,
335 FRAG_ATTRIB_TEX7 = 11,
336 FRAG_ATTRIB_FACE = 12, /**< front/back face */
337 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
338 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
339 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
340 } gl_frag_attrib;
341
342
343 /**
344 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
345 *
346 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
347 *
348 * gl_vert_result values which have no corresponding gl_frag_attrib
349 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
350 * VERT_RESULT_EDGE) are converted to a value of -1.
351 */
352 static INLINE int
353 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
354 {
355 if (vert_result >= VERT_RESULT_VAR0)
356 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
357 else if (vert_result <= VERT_RESULT_TEX7)
358 return vert_result;
359 else
360 return -1;
361 }
362
363
364 /**
365 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
366 *
367 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
368 *
369 * gl_frag_attrib values which have no corresponding gl_vert_result
370 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
371 */
372 static INLINE int
373 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
374 {
375 if (frag_attrib <= FRAG_ATTRIB_TEX7)
376 return frag_attrib;
377 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
378 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
379 else
380 return -1;
381 }
382
383
384 /**
385 * Bitflags for fragment program input attributes.
386 */
387 /*@{*/
388 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
389 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
390 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
391 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
392 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
393 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
394 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
395 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
396 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
397 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
398 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
399 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
400 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
401 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
402 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
403
404 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
405 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
406
407 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
408 FRAG_BIT_TEX1| \
409 FRAG_BIT_TEX2| \
410 FRAG_BIT_TEX3| \
411 FRAG_BIT_TEX4| \
412 FRAG_BIT_TEX5| \
413 FRAG_BIT_TEX6| \
414 FRAG_BIT_TEX7)
415 /*@}*/
416
417
418 /**
419 * Fragment program results
420 */
421 typedef enum
422 {
423 FRAG_RESULT_DEPTH = 0,
424 FRAG_RESULT_STENCIL = 1,
425 /* If a single color should be written to all render targets, this
426 * register is written. No FRAG_RESULT_DATAn will be written.
427 */
428 FRAG_RESULT_COLOR = 2,
429
430 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
431 * or ARB_fragment_program fragment.color[n]) color results. If
432 * any are written, FRAG_RESULT_COLOR will not be written.
433 */
434 FRAG_RESULT_DATA0 = 3,
435 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
436 } gl_frag_result;
437
438
439 /**
440 * Indexes for all renderbuffers
441 */
442 typedef enum
443 {
444 /* the four standard color buffers */
445 BUFFER_FRONT_LEFT,
446 BUFFER_BACK_LEFT,
447 BUFFER_FRONT_RIGHT,
448 BUFFER_BACK_RIGHT,
449 BUFFER_DEPTH,
450 BUFFER_STENCIL,
451 BUFFER_ACCUM,
452 /* optional aux buffer */
453 BUFFER_AUX0,
454 /* generic renderbuffers */
455 BUFFER_COLOR0,
456 BUFFER_COLOR1,
457 BUFFER_COLOR2,
458 BUFFER_COLOR3,
459 BUFFER_COLOR4,
460 BUFFER_COLOR5,
461 BUFFER_COLOR6,
462 BUFFER_COLOR7,
463 BUFFER_COUNT
464 } gl_buffer_index;
465
466 /**
467 * Bit flags for all renderbuffers
468 */
469 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
470 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
471 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
472 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
473 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
474 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
475 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
476 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
477 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
478 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
479 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
480 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
481 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
482 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
483 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
484 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
485 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
486 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
487 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
488
489 /**
490 * Mask of all the color buffer bits (but not accum).
491 */
492 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
493 BUFFER_BIT_BACK_LEFT | \
494 BUFFER_BIT_FRONT_RIGHT | \
495 BUFFER_BIT_BACK_RIGHT | \
496 BUFFER_BIT_AUX0 | \
497 BUFFER_BIT_COLOR0 | \
498 BUFFER_BIT_COLOR1 | \
499 BUFFER_BIT_COLOR2 | \
500 BUFFER_BIT_COLOR3 | \
501 BUFFER_BIT_COLOR4 | \
502 BUFFER_BIT_COLOR5 | \
503 BUFFER_BIT_COLOR6 | \
504 BUFFER_BIT_COLOR7)
505
506
507 /**
508 * Framebuffer configuration (aka visual / pixelformat)
509 * Note: some of these fields should be boolean, but it appears that
510 * code in drivers/dri/common/util.c requires int-sized fields.
511 */
512 struct gl_config
513 {
514 GLboolean rgbMode;
515 GLboolean floatMode;
516 GLboolean colorIndexMode; /* XXX is this used anywhere? */
517 GLuint doubleBufferMode;
518 GLuint stereoMode;
519
520 GLboolean haveAccumBuffer;
521 GLboolean haveDepthBuffer;
522 GLboolean haveStencilBuffer;
523
524 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
525 GLuint redMask, greenMask, blueMask, alphaMask;
526 GLint rgbBits; /* total bits for rgb */
527 GLint indexBits; /* total bits for colorindex */
528
529 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
530 GLint depthBits;
531 GLint stencilBits;
532
533 GLint numAuxBuffers;
534
535 GLint level;
536
537 /* EXT_visual_rating / GLX 1.2 */
538 GLint visualRating;
539
540 /* EXT_visual_info / GLX 1.2 */
541 GLint transparentPixel;
542 /* colors are floats scaled to ints */
543 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
544 GLint transparentIndex;
545
546 /* ARB_multisample / SGIS_multisample */
547 GLint sampleBuffers;
548 GLint samples;
549
550 /* SGIX_pbuffer / GLX 1.3 */
551 GLint maxPbufferWidth;
552 GLint maxPbufferHeight;
553 GLint maxPbufferPixels;
554 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
555 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
556
557 /* OML_swap_method */
558 GLint swapMethod;
559
560 /* EXT_texture_from_pixmap */
561 GLint bindToTextureRgb;
562 GLint bindToTextureRgba;
563 GLint bindToMipmapTexture;
564 GLint bindToTextureTargets;
565 GLint yInverted;
566
567 /* EXT_framebuffer_sRGB */
568 GLint sRGBCapable;
569 };
570
571
572 /**
573 * \name Bit flags used for updating material values.
574 */
575 /*@{*/
576 #define MAT_ATTRIB_FRONT_AMBIENT 0
577 #define MAT_ATTRIB_BACK_AMBIENT 1
578 #define MAT_ATTRIB_FRONT_DIFFUSE 2
579 #define MAT_ATTRIB_BACK_DIFFUSE 3
580 #define MAT_ATTRIB_FRONT_SPECULAR 4
581 #define MAT_ATTRIB_BACK_SPECULAR 5
582 #define MAT_ATTRIB_FRONT_EMISSION 6
583 #define MAT_ATTRIB_BACK_EMISSION 7
584 #define MAT_ATTRIB_FRONT_SHININESS 8
585 #define MAT_ATTRIB_BACK_SHININESS 9
586 #define MAT_ATTRIB_FRONT_INDEXES 10
587 #define MAT_ATTRIB_BACK_INDEXES 11
588 #define MAT_ATTRIB_MAX 12
589
590 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
591 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
592 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
593 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
594 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
595 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
596
597 #define MAT_INDEX_AMBIENT 0
598 #define MAT_INDEX_DIFFUSE 1
599 #define MAT_INDEX_SPECULAR 2
600
601 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
602 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
603 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
604 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
605 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
606 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
607 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
608 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
609 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
610 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
611 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
612 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
613
614
615 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
616 MAT_BIT_FRONT_AMBIENT | \
617 MAT_BIT_FRONT_DIFFUSE | \
618 MAT_BIT_FRONT_SPECULAR | \
619 MAT_BIT_FRONT_SHININESS | \
620 MAT_BIT_FRONT_INDEXES)
621
622 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
623 MAT_BIT_BACK_AMBIENT | \
624 MAT_BIT_BACK_DIFFUSE | \
625 MAT_BIT_BACK_SPECULAR | \
626 MAT_BIT_BACK_SHININESS | \
627 MAT_BIT_BACK_INDEXES)
628
629 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
630 /*@}*/
631
632
633 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
634 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
635
636 /**
637 * Material shininess lookup table.
638 */
639 struct gl_shine_tab
640 {
641 struct gl_shine_tab *next, *prev;
642 GLfloat tab[SHINE_TABLE_SIZE+1];
643 GLfloat shininess;
644 GLuint refcount;
645 };
646
647
648 /**
649 * Light source state.
650 */
651 struct gl_light
652 {
653 struct gl_light *next; /**< double linked list with sentinel */
654 struct gl_light *prev;
655
656 GLfloat Ambient[4]; /**< ambient color */
657 GLfloat Diffuse[4]; /**< diffuse color */
658 GLfloat Specular[4]; /**< specular color */
659 GLfloat EyePosition[4]; /**< position in eye coordinates */
660 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
661 GLfloat SpotExponent;
662 GLfloat SpotCutoff; /**< in degrees */
663 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
664 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
665 GLfloat ConstantAttenuation;
666 GLfloat LinearAttenuation;
667 GLfloat QuadraticAttenuation;
668 GLboolean Enabled; /**< On/off flag */
669
670 /**
671 * \name Derived fields
672 */
673 /*@{*/
674 GLbitfield _Flags; /**< State */
675
676 GLfloat _Position[4]; /**< position in eye/obj coordinates */
677 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
678 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
679 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
680 GLfloat _VP_inf_spot_attenuation;
681
682 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 GLfloat _dli; /**< CI diffuse light intensity */
687 GLfloat _sli; /**< CI specular light intensity */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
697 GLfloat Ambient[4]; /**< ambient color */
698 GLboolean LocalViewer; /**< Local (or infinite) view point? */
699 GLboolean TwoSide; /**< Two (or one) sided lighting? */
700 GLenum ColorControl; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
702 };
703
704
705 /**
706 * Material state.
707 */
708 struct gl_material
709 {
710 GLfloat Attrib[MAT_ATTRIB_MAX][4];
711 };
712
713
714 /**
715 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
716 */
717 struct gl_accum_attrib
718 {
719 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
720 };
721
722
723 /**
724 * Used for storing clear color, texture border color, etc.
725 * The float values are typically unclamped.
726 */
727 union gl_color_union
728 {
729 GLfloat f[4];
730 GLint i[4];
731 GLuint ui[4];
732 };
733
734
735 /**
736 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
737 */
738 struct gl_colorbuffer_attrib
739 {
740 GLuint ClearIndex; /**< Index for glClear */
741 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
742 GLuint IndexMask; /**< Color index write mask */
743 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
744
745 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
746
747 /**
748 * \name alpha testing
749 */
750 /*@{*/
751 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
752 GLenum AlphaFunc; /**< Alpha test function */
753 GLfloat AlphaRefUnclamped;
754 GLclampf AlphaRef; /**< Alpha reference value */
755 /*@}*/
756
757 /**
758 * \name Blending
759 */
760 /*@{*/
761 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
762
763 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
764 * control, only on the fixed-pointness of the render target.
765 * The query does however depend on fragment color clamping.
766 */
767 GLfloat BlendColorUnclamped[4]; /**< Blending color */
768 GLfloat BlendColor[4]; /**< Blending color */
769
770 struct
771 {
772 GLenum SrcRGB; /**< RGB blend source term */
773 GLenum DstRGB; /**< RGB blend dest term */
774 GLenum SrcA; /**< Alpha blend source term */
775 GLenum DstA; /**< Alpha blend dest term */
776 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
777 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
778 } Blend[MAX_DRAW_BUFFERS];
779 /** Are the blend func terms currently different for each buffer/target? */
780 GLboolean _BlendFuncPerBuffer;
781 /** Are the blend equations currently different for each buffer/target? */
782 GLboolean _BlendEquationPerBuffer;
783 /*@}*/
784
785 /**
786 * \name Logic op
787 */
788 /*@{*/
789 GLenum LogicOp; /**< Logic operator */
790 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
791 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
792 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
793 /*@}*/
794
795 GLboolean DitherFlag; /**< Dither enable flag */
796
797 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
798 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
799 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
800 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
801
802 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
803 };
804
805
806 /**
807 * Current attribute group (GL_CURRENT_BIT).
808 */
809 struct gl_current_attrib
810 {
811 /**
812 * \name Current vertex attributes.
813 * \note Values are valid only after FLUSH_VERTICES has been called.
814 * \note Index and Edgeflag current values are stored as floats in the
815 * SIX and SEVEN attribute slots.
816 */
817 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
818
819 /**
820 * \name Current raster position attributes (always valid).
821 * \note This set of attributes is very similar to the SWvertex struct.
822 */
823 /*@{*/
824 GLfloat RasterPos[4];
825 GLfloat RasterDistance;
826 GLfloat RasterColor[4];
827 GLfloat RasterSecondaryColor[4];
828 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
829 GLboolean RasterPosValid;
830 /*@}*/
831 };
832
833
834 /**
835 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
836 */
837 struct gl_depthbuffer_attrib
838 {
839 GLenum Func; /**< Function for depth buffer compare */
840 GLclampd Clear; /**< Value to clear depth buffer to */
841 GLboolean Test; /**< Depth buffering enabled flag */
842 GLboolean Mask; /**< Depth buffer writable? */
843 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
844 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
845 };
846
847
848 /**
849 * Evaluator attribute group (GL_EVAL_BIT).
850 */
851 struct gl_eval_attrib
852 {
853 /**
854 * \name Enable bits
855 */
856 /*@{*/
857 GLboolean Map1Color4;
858 GLboolean Map1Index;
859 GLboolean Map1Normal;
860 GLboolean Map1TextureCoord1;
861 GLboolean Map1TextureCoord2;
862 GLboolean Map1TextureCoord3;
863 GLboolean Map1TextureCoord4;
864 GLboolean Map1Vertex3;
865 GLboolean Map1Vertex4;
866 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
867 GLboolean Map2Color4;
868 GLboolean Map2Index;
869 GLboolean Map2Normal;
870 GLboolean Map2TextureCoord1;
871 GLboolean Map2TextureCoord2;
872 GLboolean Map2TextureCoord3;
873 GLboolean Map2TextureCoord4;
874 GLboolean Map2Vertex3;
875 GLboolean Map2Vertex4;
876 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
877 GLboolean AutoNormal;
878 /*@}*/
879
880 /**
881 * \name Map Grid endpoints and divisions and calculated du values
882 */
883 /*@{*/
884 GLint MapGrid1un;
885 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
886 GLint MapGrid2un, MapGrid2vn;
887 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
888 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
889 /*@}*/
890 };
891
892
893 /**
894 * Fog attribute group (GL_FOG_BIT).
895 */
896 struct gl_fog_attrib
897 {
898 GLboolean Enabled; /**< Fog enabled flag */
899 GLfloat ColorUnclamped[4]; /**< Fog color */
900 GLfloat Color[4]; /**< Fog color */
901 GLfloat Density; /**< Density >= 0.0 */
902 GLfloat Start; /**< Start distance in eye coords */
903 GLfloat End; /**< End distance in eye coords */
904 GLfloat Index; /**< Fog index */
905 GLenum Mode; /**< Fog mode */
906 GLboolean ColorSumEnabled;
907 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
908 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
909 };
910
911
912 /**
913 * \brief Layout qualifiers for gl_FragDepth.
914 *
915 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
916 * a layout qualifier.
917 *
918 * \see enum ir_depth_layout
919 */
920 enum gl_frag_depth_layout {
921 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
922 FRAG_DEPTH_LAYOUT_ANY,
923 FRAG_DEPTH_LAYOUT_GREATER,
924 FRAG_DEPTH_LAYOUT_LESS,
925 FRAG_DEPTH_LAYOUT_UNCHANGED
926 };
927
928
929 /**
930 * Hint attribute group (GL_HINT_BIT).
931 *
932 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
933 */
934 struct gl_hint_attrib
935 {
936 GLenum PerspectiveCorrection;
937 GLenum PointSmooth;
938 GLenum LineSmooth;
939 GLenum PolygonSmooth;
940 GLenum Fog;
941 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
942 GLenum TextureCompression; /**< GL_ARB_texture_compression */
943 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
944 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
945 };
946
947 /**
948 * Light state flags.
949 */
950 /*@{*/
951 #define LIGHT_SPOT 0x1
952 #define LIGHT_LOCAL_VIEWER 0x2
953 #define LIGHT_POSITIONAL 0x4
954 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
955 /*@}*/
956
957
958 /**
959 * Lighting attribute group (GL_LIGHT_BIT).
960 */
961 struct gl_light_attrib
962 {
963 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
964 struct gl_lightmodel Model; /**< Lighting model */
965
966 /**
967 * Must flush FLUSH_VERTICES before referencing:
968 */
969 /*@{*/
970 struct gl_material Material; /**< Includes front & back values */
971 /*@}*/
972
973 GLboolean Enabled; /**< Lighting enabled flag */
974 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
975 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
976 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
977 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
978 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
979 GLboolean ColorMaterialEnabled;
980 GLenum ClampVertexColor;
981 GLboolean _ClampVertexColor;
982
983 struct gl_light EnabledList; /**< List sentinel */
984
985 /**
986 * Derived state for optimizations:
987 */
988 /*@{*/
989 GLboolean _NeedEyeCoords;
990 GLboolean _NeedVertices; /**< Use fast shader? */
991 GLbitfield _Flags; /**< LIGHT_* flags, see above */
992 GLfloat _BaseColor[2][3];
993 /*@}*/
994 };
995
996
997 /**
998 * Line attribute group (GL_LINE_BIT).
999 */
1000 struct gl_line_attrib
1001 {
1002 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1003 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1004 GLushort StipplePattern; /**< Stipple pattern */
1005 GLint StippleFactor; /**< Stipple repeat factor */
1006 GLfloat Width; /**< Line width */
1007 };
1008
1009
1010 /**
1011 * Display list attribute group (GL_LIST_BIT).
1012 */
1013 struct gl_list_attrib
1014 {
1015 GLuint ListBase;
1016 };
1017
1018
1019 /**
1020 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1021 */
1022 struct gl_multisample_attrib
1023 {
1024 GLboolean Enabled;
1025 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1026 GLboolean SampleAlphaToCoverage;
1027 GLboolean SampleAlphaToOne;
1028 GLboolean SampleCoverage;
1029 GLfloat SampleCoverageValue;
1030 GLboolean SampleCoverageInvert;
1031 };
1032
1033
1034 /**
1035 * A pixelmap (see glPixelMap)
1036 */
1037 struct gl_pixelmap
1038 {
1039 GLint Size;
1040 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1041 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1042 };
1043
1044
1045 /**
1046 * Collection of all pixelmaps
1047 */
1048 struct gl_pixelmaps
1049 {
1050 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1051 struct gl_pixelmap GtoG;
1052 struct gl_pixelmap BtoB;
1053 struct gl_pixelmap AtoA;
1054 struct gl_pixelmap ItoR;
1055 struct gl_pixelmap ItoG;
1056 struct gl_pixelmap ItoB;
1057 struct gl_pixelmap ItoA;
1058 struct gl_pixelmap ItoI;
1059 struct gl_pixelmap StoS;
1060 };
1061
1062
1063 /**
1064 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1065 */
1066 struct gl_pixel_attrib
1067 {
1068 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1069
1070 /*--- Begin Pixel Transfer State ---*/
1071 /* Fields are in the order in which they're applied... */
1072
1073 /** Scale & Bias (index shift, offset) */
1074 /*@{*/
1075 GLfloat RedBias, RedScale;
1076 GLfloat GreenBias, GreenScale;
1077 GLfloat BlueBias, BlueScale;
1078 GLfloat AlphaBias, AlphaScale;
1079 GLfloat DepthBias, DepthScale;
1080 GLint IndexShift, IndexOffset;
1081 /*@}*/
1082
1083 /* Pixel Maps */
1084 /* Note: actual pixel maps are not part of this attrib group */
1085 GLboolean MapColorFlag;
1086 GLboolean MapStencilFlag;
1087
1088 /*--- End Pixel Transfer State ---*/
1089
1090 /** glPixelZoom */
1091 GLfloat ZoomX, ZoomY;
1092 };
1093
1094
1095 /**
1096 * Point attribute group (GL_POINT_BIT).
1097 */
1098 struct gl_point_attrib
1099 {
1100 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1101 GLfloat Size; /**< User-specified point size */
1102 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1103 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1104 GLfloat Threshold; /**< GL_EXT_point_parameters */
1105 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1106 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1107 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1108 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1109 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1110 };
1111
1112
1113 /**
1114 * Polygon attribute group (GL_POLYGON_BIT).
1115 */
1116 struct gl_polygon_attrib
1117 {
1118 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1119 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1120 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1121 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1122 GLboolean CullFlag; /**< Culling on/off flag */
1123 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1124 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1125 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1126 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1127 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1128 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1129 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1130 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1131 };
1132
1133
1134 /**
1135 * Scissor attributes (GL_SCISSOR_BIT).
1136 */
1137 struct gl_scissor_attrib
1138 {
1139 GLboolean Enabled; /**< Scissor test enabled? */
1140 GLint X, Y; /**< Lower left corner of box */
1141 GLsizei Width, Height; /**< Size of box */
1142 };
1143
1144
1145 /**
1146 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1147 *
1148 * Three sets of stencil data are tracked so that OpenGL 2.0,
1149 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1150 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1151 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1152 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1153 * GL_EXT_stencil_two_side GL_BACK state.
1154 *
1155 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1156 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1157 *
1158 * The derived value \c _TestTwoSide is set when the front-face and back-face
1159 * stencil state are different.
1160 */
1161 struct gl_stencil_attrib
1162 {
1163 GLboolean Enabled; /**< Enabled flag */
1164 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1165 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1166 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1167 GLboolean _TestTwoSide;
1168 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1169 GLenum Function[3]; /**< Stencil function */
1170 GLenum FailFunc[3]; /**< Fail function */
1171 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1172 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1173 GLint Ref[3]; /**< Reference value */
1174 GLuint ValueMask[3]; /**< Value mask */
1175 GLuint WriteMask[3]; /**< Write mask */
1176 GLuint Clear; /**< Clear value */
1177 };
1178
1179
1180 /**
1181 * An index for each type of texture object. These correspond to the GL
1182 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1183 * Note: the order is from highest priority to lowest priority.
1184 */
1185 typedef enum
1186 {
1187 TEXTURE_BUFFER_INDEX,
1188 TEXTURE_2D_ARRAY_INDEX,
1189 TEXTURE_1D_ARRAY_INDEX,
1190 TEXTURE_CUBE_INDEX,
1191 TEXTURE_3D_INDEX,
1192 TEXTURE_RECT_INDEX,
1193 TEXTURE_2D_INDEX,
1194 TEXTURE_1D_INDEX,
1195 NUM_TEXTURE_TARGETS
1196 } gl_texture_index;
1197
1198
1199 /**
1200 * Bit flags for each type of texture object
1201 * Used for Texture.Unit[]._ReallyEnabled flags.
1202 */
1203 /*@{*/
1204 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1205 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1206 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1207 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1208 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1209 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1210 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1211 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1212 /*@}*/
1213
1214
1215 /**
1216 * TexGenEnabled flags.
1217 */
1218 /*@{*/
1219 #define S_BIT 1
1220 #define T_BIT 2
1221 #define R_BIT 4
1222 #define Q_BIT 8
1223 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1224 /*@}*/
1225
1226
1227 /**
1228 * Bit flag versions of the corresponding GL_ constants.
1229 */
1230 /*@{*/
1231 #define TEXGEN_SPHERE_MAP 0x1
1232 #define TEXGEN_OBJ_LINEAR 0x2
1233 #define TEXGEN_EYE_LINEAR 0x4
1234 #define TEXGEN_REFLECTION_MAP_NV 0x8
1235 #define TEXGEN_NORMAL_MAP_NV 0x10
1236
1237 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1238 TEXGEN_REFLECTION_MAP_NV | \
1239 TEXGEN_NORMAL_MAP_NV)
1240 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1241 TEXGEN_REFLECTION_MAP_NV | \
1242 TEXGEN_NORMAL_MAP_NV | \
1243 TEXGEN_EYE_LINEAR)
1244 /*@}*/
1245
1246
1247
1248 /** Tex-gen enabled for texture unit? */
1249 #define ENABLE_TEXGEN(unit) (1 << (unit))
1250
1251 /** Non-identity texture matrix for texture unit? */
1252 #define ENABLE_TEXMAT(unit) (1 << (unit))
1253
1254
1255 /**
1256 * Texture image state. Describes the dimensions of a texture image,
1257 * the texel format and pointers to Texel Fetch functions.
1258 */
1259 struct gl_texture_image
1260 {
1261 GLint InternalFormat; /**< Internal format as given by the user */
1262 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1263 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1264 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1265 * GL_DEPTH_STENCIL_EXT only. Used for
1266 * choosing TexEnv arithmetic.
1267 */
1268 gl_format TexFormat; /**< The actual texture memory format */
1269
1270 GLuint Border; /**< 0 or 1 */
1271 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1272 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1273 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1274 GLuint Width2; /**< = Width - 2*Border */
1275 GLuint Height2; /**< = Height - 2*Border */
1276 GLuint Depth2; /**< = Depth - 2*Border */
1277 GLuint WidthLog2; /**< = log2(Width2) */
1278 GLuint HeightLog2; /**< = log2(Height2) */
1279 GLuint DepthLog2; /**< = log2(Depth2) */
1280 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1281 GLfloat WidthScale; /**< used for mipmap LOD computation */
1282 GLfloat HeightScale; /**< used for mipmap LOD computation */
1283 GLfloat DepthScale; /**< used for mipmap LOD computation */
1284 GLboolean IsClientData; /**< Data owned by client? */
1285 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1286
1287 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1288 GLuint Level; /**< Which mipmap level am I? */
1289 /** Cube map face: index into gl_texture_object::Image[] array */
1290 GLuint Face;
1291
1292 GLuint RowStride; /**< Padded width in units of texels */
1293 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1294 each 2D slice in 'Data', in texels */
1295 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1296
1297 /**
1298 * \name For device driver:
1299 */
1300 /*@{*/
1301 void *DriverData; /**< Arbitrary device driver data */
1302 /*@}*/
1303 };
1304
1305
1306 /**
1307 * Indexes for cube map faces.
1308 */
1309 typedef enum
1310 {
1311 FACE_POS_X = 0,
1312 FACE_NEG_X = 1,
1313 FACE_POS_Y = 2,
1314 FACE_NEG_Y = 3,
1315 FACE_POS_Z = 4,
1316 FACE_NEG_Z = 5,
1317 MAX_FACES = 6
1318 } gl_face_index;
1319
1320
1321 /**
1322 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1323 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1324 */
1325 struct gl_sampler_object
1326 {
1327 GLuint Name;
1328 GLint RefCount;
1329
1330 GLenum WrapS; /**< S-axis texture image wrap mode */
1331 GLenum WrapT; /**< T-axis texture image wrap mode */
1332 GLenum WrapR; /**< R-axis texture image wrap mode */
1333 GLenum MinFilter; /**< minification filter */
1334 GLenum MagFilter; /**< magnification filter */
1335 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1336 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1337 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1338 GLfloat LodBias; /**< OpenGL 1.4 */
1339 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1340 GLenum CompareMode; /**< GL_ARB_shadow */
1341 GLenum CompareFunc; /**< GL_ARB_shadow */
1342 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1343 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1344 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1345
1346 /* deprecated sampler state */
1347 GLenum DepthMode; /**< GL_ARB_depth_texture */
1348
1349 /** Is the texture object complete with respect to this sampler? */
1350 GLboolean _CompleteTexture;
1351 };
1352
1353
1354 /**
1355 * Texture object state. Contains the array of mipmap images, border color,
1356 * wrap modes, filter modes, and shadow/texcompare state.
1357 */
1358 struct gl_texture_object
1359 {
1360 _glthread_Mutex Mutex; /**< for thread safety */
1361 GLint RefCount; /**< reference count */
1362 GLuint Name; /**< the user-visible texture object ID */
1363 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1364
1365 struct gl_sampler_object Sampler;
1366
1367 GLfloat Priority; /**< in [0,1] */
1368 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1369 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1370 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1371 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1372 GLint CropRect[4]; /**< GL_OES_draw_texture */
1373 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1374 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1375 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1376 GLboolean _Complete; /**< Is texture object complete? */
1377 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1378 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1379
1380 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1381 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1382
1383 /** GL_ARB_texture_buffer_object */
1384 struct gl_buffer_object *BufferObject;
1385 GLenum BufferObjectFormat;
1386
1387 /**
1388 * \name For device driver.
1389 * Note: instead of attaching driver data to this pointer, it's preferable
1390 * to instead use this struct as a base class for your own texture object
1391 * class. Driver->NewTextureObject() can be used to implement the
1392 * allocation.
1393 */
1394 void *DriverData; /**< Arbitrary device driver data */
1395 };
1396
1397
1398 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1399 #define MAX_COMBINER_TERMS 4
1400
1401
1402 /**
1403 * Texture combine environment state.
1404 */
1405 struct gl_tex_env_combine_state
1406 {
1407 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1408 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1409 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1410 GLenum SourceRGB[MAX_COMBINER_TERMS];
1411 GLenum SourceA[MAX_COMBINER_TERMS];
1412 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1413 GLenum OperandRGB[MAX_COMBINER_TERMS];
1414 GLenum OperandA[MAX_COMBINER_TERMS];
1415 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1416 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1417 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1418 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1419 };
1420
1421
1422 /**
1423 * Texture coord generation state.
1424 */
1425 struct gl_texgen
1426 {
1427 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1428 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1429 GLfloat ObjectPlane[4];
1430 GLfloat EyePlane[4];
1431 };
1432
1433
1434 /**
1435 * Texture unit state. Contains enable flags, texture environment/function/
1436 * combiners, texgen state, and pointers to current texture objects.
1437 */
1438 struct gl_texture_unit
1439 {
1440 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1441 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1442
1443 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1444 GLclampf EnvColor[4];
1445 GLfloat EnvColorUnclamped[4];
1446
1447 struct gl_texgen GenS;
1448 struct gl_texgen GenT;
1449 struct gl_texgen GenR;
1450 struct gl_texgen GenQ;
1451 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1452 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1453
1454 GLfloat LodBias; /**< for biasing mipmap levels */
1455 GLenum BumpTarget;
1456 GLfloat RotMatrix[4]; /* 2x2 matrix */
1457
1458 /** Current sampler object (GL_ARB_sampler_objects) */
1459 struct gl_sampler_object *Sampler;
1460
1461 /**
1462 * \name GL_EXT_texture_env_combine
1463 */
1464 struct gl_tex_env_combine_state Combine;
1465
1466 /**
1467 * Derived state based on \c EnvMode and the \c BaseFormat of the
1468 * currently enabled texture.
1469 */
1470 struct gl_tex_env_combine_state _EnvMode;
1471
1472 /**
1473 * Currently enabled combiner state. This will point to either
1474 * \c Combine or \c _EnvMode.
1475 */
1476 struct gl_tex_env_combine_state *_CurrentCombine;
1477
1478 /** Current texture object pointers */
1479 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1480
1481 /** Points to highest priority, complete and enabled texture object */
1482 struct gl_texture_object *_Current;
1483 };
1484
1485
1486 /**
1487 * Texture attribute group (GL_TEXTURE_BIT).
1488 */
1489 struct gl_texture_attrib
1490 {
1491 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1492 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1493
1494 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1495
1496 /** GL_ARB_texture_buffer_object */
1497 struct gl_buffer_object *BufferObject;
1498
1499 /** GL_ARB_seamless_cubemap */
1500 GLboolean CubeMapSeamless;
1501
1502 /** Texture units/samplers used by vertex or fragment texturing */
1503 GLbitfield _EnabledUnits;
1504
1505 /** Texture coord units/sets used for fragment texturing */
1506 GLbitfield _EnabledCoordUnits;
1507
1508 /** Texture coord units that have texgen enabled */
1509 GLbitfield _TexGenEnabled;
1510
1511 /** Texture coord units that have non-identity matrices */
1512 GLbitfield _TexMatEnabled;
1513
1514 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1515 GLbitfield _GenFlags;
1516 };
1517
1518
1519 /**
1520 * Transformation attribute group (GL_TRANSFORM_BIT).
1521 */
1522 struct gl_transform_attrib
1523 {
1524 GLenum MatrixMode; /**< Matrix mode */
1525 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1526 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1527 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1528 GLboolean Normalize; /**< Normalize all normals? */
1529 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1530 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1531 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1532
1533 GLfloat CullEyePos[4];
1534 GLfloat CullObjPos[4];
1535 };
1536
1537
1538 /**
1539 * Viewport attribute group (GL_VIEWPORT_BIT).
1540 */
1541 struct gl_viewport_attrib
1542 {
1543 GLint X, Y; /**< position */
1544 GLsizei Width, Height; /**< size */
1545 GLfloat Near, Far; /**< Depth buffer range */
1546 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1547 };
1548
1549
1550 /**
1551 * GL_ARB_vertex/pixel_buffer_object buffer object
1552 */
1553 struct gl_buffer_object
1554 {
1555 _glthread_Mutex Mutex;
1556 GLint RefCount;
1557 GLuint Name;
1558 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1559 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1560 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1561 /** Fields describing a mapped buffer */
1562 /*@{*/
1563 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1564 GLvoid *Pointer; /**< User-space address of mapping */
1565 GLintptr Offset; /**< Mapped offset */
1566 GLsizeiptr Length; /**< Mapped length */
1567 /*@}*/
1568 GLboolean Written; /**< Ever written to? (for debugging) */
1569 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1570 };
1571
1572
1573 /**
1574 * Client pixel packing/unpacking attributes
1575 */
1576 struct gl_pixelstore_attrib
1577 {
1578 GLint Alignment;
1579 GLint RowLength;
1580 GLint SkipPixels;
1581 GLint SkipRows;
1582 GLint ImageHeight;
1583 GLint SkipImages;
1584 GLboolean SwapBytes;
1585 GLboolean LsbFirst;
1586 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1587 GLboolean Invert; /**< GL_MESA_pack_invert */
1588 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1589 };
1590
1591
1592 /**
1593 * Client vertex array attributes
1594 */
1595 struct gl_client_array
1596 {
1597 GLint Size; /**< components per element (1,2,3,4) */
1598 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1599 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1600 GLsizei Stride; /**< user-specified stride */
1601 GLsizei StrideB; /**< actual stride in bytes */
1602 const GLubyte *Ptr; /**< Points to array data */
1603 GLboolean Enabled; /**< Enabled flag is a boolean */
1604 GLboolean Normalized; /**< GL_ARB_vertex_program */
1605 GLboolean Integer; /**< Integer-valued? */
1606 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1607 GLuint _ElementSize; /**< size of each element in bytes */
1608
1609 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1610 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1611 };
1612
1613
1614 /**
1615 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1616 * extension, but a nice encapsulation in any case.
1617 */
1618 struct gl_array_object
1619 {
1620 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1621 GLuint Name;
1622
1623 GLint RefCount;
1624 _glthread_Mutex Mutex;
1625 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1626
1627 /** Conventional vertex arrays */
1628 /*@{*/
1629 struct gl_client_array Vertex;
1630 struct gl_client_array Weight;
1631 struct gl_client_array Normal;
1632 struct gl_client_array Color;
1633 struct gl_client_array SecondaryColor;
1634 struct gl_client_array FogCoord;
1635 struct gl_client_array Index;
1636 struct gl_client_array EdgeFlag;
1637 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1638 struct gl_client_array PointSize;
1639 /*@}*/
1640
1641 /**
1642 * Generic arrays for vertex programs/shaders.
1643 * For NV vertex programs, these attributes alias and take priority
1644 * over the conventional attribs above. For ARB vertex programs and
1645 * GLSL vertex shaders, these attributes are separate.
1646 */
1647 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1648
1649 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1650 GLbitfield _Enabled;
1651
1652 /**
1653 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1654 * we can determine the max legal (in bounds) glDrawElements array index.
1655 */
1656 GLuint _MaxElement;
1657 };
1658
1659
1660 /**
1661 * Vertex array state
1662 */
1663 struct gl_array_attrib
1664 {
1665 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1666 struct gl_array_object *ArrayObj;
1667
1668 /** The default vertex array object */
1669 struct gl_array_object *DefaultArrayObj;
1670
1671 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1672 struct _mesa_HashTable *Objects;
1673
1674 GLint ActiveTexture; /**< Client Active Texture */
1675 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1676 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1677
1678 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1679 GLboolean PrimitiveRestart;
1680 GLuint RestartIndex;
1681
1682 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1683 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1684
1685 /* GL_ARB_vertex_buffer_object */
1686 struct gl_buffer_object *ArrayBufferObj;
1687 struct gl_buffer_object *ElementArrayBufferObj;
1688 };
1689
1690
1691 /**
1692 * Feedback buffer state
1693 */
1694 struct gl_feedback
1695 {
1696 GLenum Type;
1697 GLbitfield _Mask; /**< FB_* bits */
1698 GLfloat *Buffer;
1699 GLuint BufferSize;
1700 GLuint Count;
1701 };
1702
1703
1704 /**
1705 * Selection buffer state
1706 */
1707 struct gl_selection
1708 {
1709 GLuint *Buffer; /**< selection buffer */
1710 GLuint BufferSize; /**< size of the selection buffer */
1711 GLuint BufferCount; /**< number of values in the selection buffer */
1712 GLuint Hits; /**< number of records in the selection buffer */
1713 GLuint NameStackDepth; /**< name stack depth */
1714 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1715 GLboolean HitFlag; /**< hit flag */
1716 GLfloat HitMinZ; /**< minimum hit depth */
1717 GLfloat HitMaxZ; /**< maximum hit depth */
1718 };
1719
1720
1721 /**
1722 * 1-D Evaluator control points
1723 */
1724 struct gl_1d_map
1725 {
1726 GLuint Order; /**< Number of control points */
1727 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1728 GLfloat *Points; /**< Points to contiguous control points */
1729 };
1730
1731
1732 /**
1733 * 2-D Evaluator control points
1734 */
1735 struct gl_2d_map
1736 {
1737 GLuint Uorder; /**< Number of control points in U dimension */
1738 GLuint Vorder; /**< Number of control points in V dimension */
1739 GLfloat u1, u2, du;
1740 GLfloat v1, v2, dv;
1741 GLfloat *Points; /**< Points to contiguous control points */
1742 };
1743
1744
1745 /**
1746 * All evaluator control point state
1747 */
1748 struct gl_evaluators
1749 {
1750 /**
1751 * \name 1-D maps
1752 */
1753 /*@{*/
1754 struct gl_1d_map Map1Vertex3;
1755 struct gl_1d_map Map1Vertex4;
1756 struct gl_1d_map Map1Index;
1757 struct gl_1d_map Map1Color4;
1758 struct gl_1d_map Map1Normal;
1759 struct gl_1d_map Map1Texture1;
1760 struct gl_1d_map Map1Texture2;
1761 struct gl_1d_map Map1Texture3;
1762 struct gl_1d_map Map1Texture4;
1763 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1764 /*@}*/
1765
1766 /**
1767 * \name 2-D maps
1768 */
1769 /*@{*/
1770 struct gl_2d_map Map2Vertex3;
1771 struct gl_2d_map Map2Vertex4;
1772 struct gl_2d_map Map2Index;
1773 struct gl_2d_map Map2Color4;
1774 struct gl_2d_map Map2Normal;
1775 struct gl_2d_map Map2Texture1;
1776 struct gl_2d_map Map2Texture2;
1777 struct gl_2d_map Map2Texture3;
1778 struct gl_2d_map Map2Texture4;
1779 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1780 /*@}*/
1781 };
1782
1783
1784 /**
1785 * Names of the various vertex/fragment program register files, etc.
1786 *
1787 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1788 * All values should fit in a 4-bit field.
1789 *
1790 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1791 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1792 * be "uniform" variables since they can only be set outside glBegin/End.
1793 * They're also all stored in the same Parameters array.
1794 */
1795 typedef enum
1796 {
1797 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1798 PROGRAM_INPUT, /**< machine->Inputs[] */
1799 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1800 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1801 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1802 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1803 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1804 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1805 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1806 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1807 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1808 PROGRAM_ADDRESS, /**< machine->AddressReg */
1809 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1810 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1811 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1812 PROGRAM_FILE_MAX
1813 } gl_register_file;
1814
1815
1816 /**
1817 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1818 * one of these values.
1819 */
1820 typedef enum
1821 {
1822 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1823 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1824 SYSTEM_VALUE_MAX /**< Number of values */
1825 } gl_system_value;
1826
1827
1828 /** Vertex and fragment instructions */
1829 struct prog_instruction;
1830 struct gl_program_parameter_list;
1831 struct gl_uniform_list;
1832
1833
1834 /**
1835 * Base class for any kind of program object
1836 */
1837 struct gl_program
1838 {
1839 GLuint Id;
1840 GLubyte *String; /**< Null-terminated program text */
1841 GLint RefCount;
1842 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1843 GLenum Format; /**< String encoding format */
1844 GLboolean Resident;
1845
1846 struct prog_instruction *Instructions;
1847
1848 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1849 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1850 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1851 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1852 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1853 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1854 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1855 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1856
1857
1858 /** Named parameters, constants, etc. from program text */
1859 struct gl_program_parameter_list *Parameters;
1860 /** Numbered local parameters */
1861 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1862
1863 /** Vertex/fragment shader varying vars */
1864 struct gl_program_parameter_list *Varying;
1865 /** Vertex program user-defined attributes */
1866 struct gl_program_parameter_list *Attributes;
1867
1868 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1869 GLubyte SamplerUnits[MAX_SAMPLERS];
1870 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1871 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1872
1873 /** Bitmask of which register files are read/written with indirect
1874 * addressing. Mask of (1 << PROGRAM_x) bits.
1875 */
1876 GLbitfield IndirectRegisterFiles;
1877
1878 /** Logical counts */
1879 /*@{*/
1880 GLuint NumInstructions;
1881 GLuint NumTemporaries;
1882 GLuint NumParameters;
1883 GLuint NumAttributes;
1884 GLuint NumAddressRegs;
1885 GLuint NumAluInstructions;
1886 GLuint NumTexInstructions;
1887 GLuint NumTexIndirections;
1888 /*@}*/
1889 /** Native, actual h/w counts */
1890 /*@{*/
1891 GLuint NumNativeInstructions;
1892 GLuint NumNativeTemporaries;
1893 GLuint NumNativeParameters;
1894 GLuint NumNativeAttributes;
1895 GLuint NumNativeAddressRegs;
1896 GLuint NumNativeAluInstructions;
1897 GLuint NumNativeTexInstructions;
1898 GLuint NumNativeTexIndirections;
1899 /*@}*/
1900 };
1901
1902
1903 /** Vertex program object */
1904 struct gl_vertex_program
1905 {
1906 struct gl_program Base; /**< base class */
1907 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1908 GLboolean IsPositionInvariant;
1909 };
1910
1911
1912 /** Geometry program object */
1913 struct gl_geometry_program
1914 {
1915 struct gl_program Base; /**< base class */
1916
1917 GLint VerticesOut;
1918 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1919 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1920 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1921 };
1922
1923
1924 /** Fragment program object */
1925 struct gl_fragment_program
1926 {
1927 struct gl_program Base; /**< base class */
1928 GLboolean UsesKill; /**< shader uses KIL instruction */
1929 GLboolean OriginUpperLeft;
1930 GLboolean PixelCenterInteger;
1931 enum gl_frag_depth_layout FragDepthLayout;
1932 };
1933
1934
1935 /**
1936 * State common to vertex and fragment programs.
1937 */
1938 struct gl_program_state
1939 {
1940 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1941 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1942 };
1943
1944
1945 /**
1946 * Context state for vertex programs.
1947 */
1948 struct gl_vertex_program_state
1949 {
1950 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1951 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1952 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1953 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1954 struct gl_vertex_program *Current; /**< User-bound vertex program */
1955
1956 /** Currently enabled and valid vertex program (including internal
1957 * programs, user-defined vertex programs and GLSL vertex shaders).
1958 * This is the program we must use when rendering.
1959 */
1960 struct gl_vertex_program *_Current;
1961
1962 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1963
1964 /* For GL_NV_vertex_program only: */
1965 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1966 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1967
1968 /** Should fixed-function T&L be implemented with a vertex prog? */
1969 GLboolean _MaintainTnlProgram;
1970
1971 /** Program to emulate fixed-function T&L (see above) */
1972 struct gl_vertex_program *_TnlProgram;
1973
1974 /** Cache of fixed-function programs */
1975 struct gl_program_cache *Cache;
1976
1977 GLboolean _Overriden;
1978 };
1979
1980
1981 /**
1982 * Context state for geometry programs.
1983 */
1984 struct gl_geometry_program_state
1985 {
1986 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1987 GLboolean _Enabled; /**< Enabled and valid program? */
1988 struct gl_geometry_program *Current; /**< user-bound geometry program */
1989
1990 /** Currently enabled and valid program (including internal programs
1991 * and compiled shader programs).
1992 */
1993 struct gl_geometry_program *_Current;
1994
1995 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1996
1997 /** Cache of fixed-function programs */
1998 struct gl_program_cache *Cache;
1999 };
2000
2001 /**
2002 * Context state for fragment programs.
2003 */
2004 struct gl_fragment_program_state
2005 {
2006 GLboolean Enabled; /**< User-set fragment program enable flag */
2007 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2008 struct gl_fragment_program *Current; /**< User-bound fragment program */
2009
2010 /** Currently enabled and valid fragment program (including internal
2011 * programs, user-defined fragment programs and GLSL fragment shaders).
2012 * This is the program we must use when rendering.
2013 */
2014 struct gl_fragment_program *_Current;
2015
2016 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2017
2018 /** Should fixed-function texturing be implemented with a fragment prog? */
2019 GLboolean _MaintainTexEnvProgram;
2020
2021 /** Program to emulate fixed-function texture env/combine (see above) */
2022 struct gl_fragment_program *_TexEnvProgram;
2023
2024 /** Cache of fixed-function programs */
2025 struct gl_program_cache *Cache;
2026 };
2027
2028
2029 /**
2030 * ATI_fragment_shader runtime state
2031 */
2032 #define ATI_FS_INPUT_PRIMARY 0
2033 #define ATI_FS_INPUT_SECONDARY 1
2034
2035 struct atifs_instruction;
2036 struct atifs_setupinst;
2037
2038 /**
2039 * ATI fragment shader
2040 */
2041 struct ati_fragment_shader
2042 {
2043 GLuint Id;
2044 GLint RefCount;
2045 struct atifs_instruction *Instructions[2];
2046 struct atifs_setupinst *SetupInst[2];
2047 GLfloat Constants[8][4];
2048 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2049 GLubyte numArithInstr[2];
2050 GLubyte regsAssigned[2];
2051 GLubyte NumPasses; /**< 1 or 2 */
2052 GLubyte cur_pass;
2053 GLubyte last_optype;
2054 GLboolean interpinp1;
2055 GLboolean isValid;
2056 GLuint swizzlerq;
2057 };
2058
2059 /**
2060 * Context state for GL_ATI_fragment_shader
2061 */
2062 struct gl_ati_fragment_shader_state
2063 {
2064 GLboolean Enabled;
2065 GLboolean _Enabled; /**< enabled and valid shader? */
2066 GLboolean Compiling;
2067 GLfloat GlobalConstants[8][4];
2068 struct ati_fragment_shader *Current;
2069 };
2070
2071
2072 /**
2073 * Occlusion/timer query object.
2074 */
2075 struct gl_query_object
2076 {
2077 GLenum Target; /**< The query target, when active */
2078 GLuint Id; /**< hash table ID/name */
2079 GLuint64EXT Result; /**< the counter */
2080 GLboolean Active; /**< inside Begin/EndQuery */
2081 GLboolean Ready; /**< result is ready? */
2082 };
2083
2084
2085 /**
2086 * Context state for query objects.
2087 */
2088 struct gl_query_state
2089 {
2090 struct _mesa_HashTable *QueryObjects;
2091 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2092 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2093
2094 /** GL_NV_conditional_render */
2095 struct gl_query_object *CondRenderQuery;
2096
2097 /** GL_EXT_transform_feedback */
2098 struct gl_query_object *PrimitivesGenerated;
2099 struct gl_query_object *PrimitivesWritten;
2100
2101 /** GL_ARB_timer_query */
2102 struct gl_query_object *TimeElapsed;
2103
2104 GLenum CondRenderMode;
2105 };
2106
2107
2108 /** Sync object state */
2109 struct gl_sync_object {
2110 struct simple_node link;
2111 GLenum Type; /**< GL_SYNC_FENCE */
2112 GLuint Name; /**< Fence name */
2113 GLint RefCount; /**< Reference count */
2114 GLboolean DeletePending; /**< Object was deleted while there were still
2115 * live references (e.g., sync not yet finished)
2116 */
2117 GLenum SyncCondition;
2118 GLbitfield Flags; /**< Flags passed to glFenceSync */
2119 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2120 };
2121
2122
2123 /** Set by #pragma directives */
2124 struct gl_sl_pragmas
2125 {
2126 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2127 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2128 GLboolean Optimize; /**< defaults on */
2129 GLboolean Debug; /**< defaults off */
2130 };
2131
2132
2133 /**
2134 * A GLSL vertex or fragment shader object.
2135 */
2136 struct gl_shader
2137 {
2138 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2139 GLuint Name; /**< AKA the handle */
2140 GLint RefCount; /**< Reference count */
2141 GLboolean DeletePending;
2142 GLboolean CompileStatus;
2143 const GLchar *Source; /**< Source code string */
2144 GLuint SourceChecksum; /**< for debug/logging purposes */
2145 struct gl_program *Program; /**< Post-compile assembly code */
2146 GLchar *InfoLog;
2147 struct gl_sl_pragmas Pragmas;
2148
2149 unsigned Version; /**< GLSL version used for linking */
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 GLuint NumShaders; /**< number of attached shaders */
2172 struct gl_shader **Shaders; /**< List of attached the shaders */
2173
2174 /** User-defined attribute bindings (glBindAttribLocation) */
2175 struct gl_program_parameter_list *Attributes;
2176
2177 /** Transform feedback varyings */
2178 struct {
2179 GLenum BufferMode;
2180 GLuint NumVarying;
2181 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2182 } TransformFeedback;
2183
2184 /** Geometry shader state - copied into gl_geometry_program at link time */
2185 struct {
2186 GLint VerticesOut;
2187 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2188 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2189 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2190 } Geom;
2191
2192 /* post-link info: */
2193 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2194 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2195 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2196 struct gl_uniform_list *Uniforms;
2197 struct gl_program_parameter_list *Varying;
2198 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2199 GLboolean Validated;
2200 GLboolean _Used; /**< Ever used for drawing? */
2201 GLchar *InfoLog;
2202
2203 unsigned Version; /**< GLSL version used for linking */
2204
2205 /**
2206 * Per-stage shaders resulting from the first stage of linking.
2207 *
2208 * Set of linked shaders for this program. The array is accessed using the
2209 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2210 * \c NULL.
2211 */
2212 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2213 };
2214
2215
2216 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2217 #define GLSL_LOG 0x2 /**< Write shaders to files */
2218 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2219 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2220 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2221 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2222 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2223 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2224
2225
2226 /**
2227 * Context state for GLSL vertex/fragment shaders.
2228 */
2229 struct gl_shader_state
2230 {
2231 /**
2232 * Programs used for rendering
2233 *
2234 * There is a separate program set for each shader stage. If
2235 * GL_EXT_separate_shader_objects is not supported, each of these must point
2236 * to \c NULL or to the same program.
2237 */
2238 struct gl_shader_program *CurrentVertexProgram;
2239 struct gl_shader_program *CurrentGeometryProgram;
2240 struct gl_shader_program *CurrentFragmentProgram;
2241
2242 /**
2243 * Program used by glUniform calls.
2244 *
2245 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2246 */
2247 struct gl_shader_program *ActiveProgram;
2248
2249 GLbitfield Flags; /**< Mask of GLSL_x flags */
2250 };
2251
2252 /**
2253 * Compiler options for a single GLSL shaders type
2254 */
2255 struct gl_shader_compiler_options
2256 {
2257 /** Driver-selectable options: */
2258 GLboolean EmitCondCodes; /**< Use condition codes? */
2259 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2260 GLboolean EmitNoLoops;
2261 GLboolean EmitNoFunctions;
2262 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2263 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2264 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2265 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2266
2267 /**
2268 * \name Forms of indirect addressing the driver cannot do.
2269 */
2270 /*@{*/
2271 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2272 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2273 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2274 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2275 /*@}*/
2276
2277 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2278 GLuint MaxUnrollIterations;
2279
2280 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2281 };
2282
2283 /**
2284 * Transform feedback object state
2285 */
2286 struct gl_transform_feedback_object
2287 {
2288 GLuint Name; /**< AKA the object ID */
2289 GLint RefCount;
2290 GLboolean Active; /**< Is transform feedback enabled? */
2291 GLboolean Paused; /**< Is transform feedback paused? */
2292
2293 /** The feedback buffers */
2294 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2295 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2296
2297 /** Start of feedback data in dest buffer */
2298 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2299 /** Max data to put into dest buffer (in bytes) */
2300 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2301 };
2302
2303
2304 /**
2305 * Context state for transform feedback.
2306 */
2307 struct gl_transform_feedback
2308 {
2309 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2310
2311 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2312
2313 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2314 struct gl_buffer_object *CurrentBuffer;
2315
2316 /** The table of all transform feedback objects */
2317 struct _mesa_HashTable *Objects;
2318
2319 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2320 struct gl_transform_feedback_object *CurrentObject;
2321
2322 /** The default xform-fb object (Name==0) */
2323 struct gl_transform_feedback_object *DefaultObject;
2324 };
2325
2326
2327
2328 /**
2329 * State which can be shared by multiple contexts:
2330 */
2331 struct gl_shared_state
2332 {
2333 _glthread_Mutex Mutex; /**< for thread safety */
2334 GLint RefCount; /**< Reference count */
2335 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2336 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2337
2338 /** Default texture objects (shared by all texture units) */
2339 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2340
2341 /** Fallback texture used when a bound texture is incomplete */
2342 struct gl_texture_object *FallbackTex;
2343
2344 /**
2345 * \name Thread safety and statechange notification for texture
2346 * objects.
2347 *
2348 * \todo Improve the granularity of locking.
2349 */
2350 /*@{*/
2351 _glthread_Mutex TexMutex; /**< texobj thread safety */
2352 GLuint TextureStateStamp; /**< state notification for shared tex */
2353 /*@}*/
2354
2355 /** Default buffer object for vertex arrays that aren't in VBOs */
2356 struct gl_buffer_object *NullBufferObj;
2357
2358 /**
2359 * \name Vertex/geometry/fragment programs
2360 */
2361 /*@{*/
2362 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2363 struct gl_vertex_program *DefaultVertexProgram;
2364 struct gl_fragment_program *DefaultFragmentProgram;
2365 struct gl_geometry_program *DefaultGeometryProgram;
2366 /*@}*/
2367
2368 /* GL_ATI_fragment_shader */
2369 struct _mesa_HashTable *ATIShaders;
2370 struct ati_fragment_shader *DefaultFragmentShader;
2371
2372 struct _mesa_HashTable *BufferObjects;
2373
2374 /** Table of both gl_shader and gl_shader_program objects */
2375 struct _mesa_HashTable *ShaderObjects;
2376
2377 /* GL_EXT_framebuffer_object */
2378 struct _mesa_HashTable *RenderBuffers;
2379 struct _mesa_HashTable *FrameBuffers;
2380
2381 /* GL_ARB_sync */
2382 struct simple_node SyncObjects;
2383
2384 /** GL_ARB_sampler_objects */
2385 struct _mesa_HashTable *SamplerObjects;
2386
2387 void *DriverData; /**< Device driver shared state */
2388 };
2389
2390
2391
2392
2393 /**
2394 * A renderbuffer stores colors or depth values or stencil values.
2395 * A framebuffer object will have a collection of these.
2396 * Data are read/written to the buffer with a handful of Get/Put functions.
2397 *
2398 * Instances of this object are allocated with the Driver's NewRenderbuffer
2399 * hook. Drivers will likely wrap this class inside a driver-specific
2400 * class to simulate inheritance.
2401 */
2402 struct gl_renderbuffer
2403 {
2404 _glthread_Mutex Mutex; /**< for thread safety */
2405 GLuint ClassID; /**< Useful for drivers */
2406 GLuint Name;
2407 GLint RefCount;
2408 GLuint Width, Height;
2409 GLint RowStride; /**< Padded width in units of pixels */
2410 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2411
2412 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2413
2414 GLubyte NumSamples;
2415
2416 GLenum InternalFormat; /**< The user-specified format */
2417 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2418 GL_STENCIL_INDEX. */
2419 gl_format Format; /**< The actual renderbuffer memory format */
2420
2421 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2422 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2423
2424 /* Used to wrap one renderbuffer around another: */
2425 struct gl_renderbuffer *Wrapped;
2426
2427 /* Delete this renderbuffer */
2428 void (*Delete)(struct gl_renderbuffer *rb);
2429
2430 /* Allocate new storage for this renderbuffer */
2431 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2432 GLenum internalFormat,
2433 GLuint width, GLuint height);
2434
2435 /* Lock/Unlock are called before/after calling the Get/Put functions.
2436 * Not sure this is the right place for these yet.
2437 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2438 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2439 */
2440
2441 /* Return a pointer to the element/pixel at (x,y).
2442 * Should return NULL if the buffer memory can't be directly addressed.
2443 */
2444 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2445 GLint x, GLint y);
2446
2447 /* Get/Read a row of values.
2448 * The values will be of format _BaseFormat and type DataType.
2449 */
2450 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2451 GLint x, GLint y, void *values);
2452
2453 /* Get/Read values at arbitrary locations.
2454 * The values will be of format _BaseFormat and type DataType.
2455 */
2456 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2457 const GLint x[], const GLint y[], void *values);
2458
2459 /* Put/Write a row of values.
2460 * The values will be of format _BaseFormat and type DataType.
2461 */
2462 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2463 GLint x, GLint y, const void *values, const GLubyte *mask);
2464
2465 /* Put/Write a row of RGB values. This is a special-case routine that's
2466 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2467 * a common case for glDrawPixels and some triangle routines.
2468 * The values will be of format GL_RGB and type DataType.
2469 */
2470 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2471 GLint x, GLint y, const void *values, const GLubyte *mask);
2472
2473
2474 /* Put/Write a row of identical values.
2475 * The values will be of format _BaseFormat and type DataType.
2476 */
2477 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2478 GLint x, GLint y, const void *value, const GLubyte *mask);
2479
2480 /* Put/Write values at arbitrary locations.
2481 * The values will be of format _BaseFormat and type DataType.
2482 */
2483 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2484 const GLint x[], const GLint y[], const void *values,
2485 const GLubyte *mask);
2486 /* Put/Write identical values at arbitrary locations.
2487 * The values will be of format _BaseFormat and type DataType.
2488 */
2489 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2490 GLuint count, const GLint x[], const GLint y[],
2491 const void *value, const GLubyte *mask);
2492 };
2493
2494
2495 /**
2496 * A renderbuffer attachment points to either a texture object (and specifies
2497 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2498 */
2499 struct gl_renderbuffer_attachment
2500 {
2501 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2502 GLboolean Complete;
2503
2504 /**
2505 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2506 * application supplied renderbuffer object.
2507 */
2508 struct gl_renderbuffer *Renderbuffer;
2509
2510 /**
2511 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2512 * supplied texture object.
2513 */
2514 struct gl_texture_object *Texture;
2515 GLuint TextureLevel; /**< Attached mipmap level. */
2516 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2517 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2518 * and 2D array textures */
2519 };
2520
2521
2522 /**
2523 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2524 * In C++ terms, think of this as a base class from which device drivers
2525 * will make derived classes.
2526 */
2527 struct gl_framebuffer
2528 {
2529 _glthread_Mutex Mutex; /**< for thread safety */
2530 /**
2531 * If zero, this is a window system framebuffer. If non-zero, this
2532 * is a FBO framebuffer; note that for some devices (i.e. those with
2533 * a natural pixel coordinate system for FBOs that differs from the
2534 * OpenGL/Mesa coordinate system), this means that the viewport,
2535 * polygon face orientation, and polygon stipple will have to be inverted.
2536 */
2537 GLuint Name;
2538
2539 GLint RefCount;
2540 GLboolean DeletePending;
2541
2542 /**
2543 * The framebuffer's visual. Immutable if this is a window system buffer.
2544 * Computed from attachments if user-made FBO.
2545 */
2546 struct gl_config Visual;
2547
2548 GLboolean Initialized;
2549
2550 GLuint Width, Height; /**< size of frame buffer in pixels */
2551
2552 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2553 /*@{*/
2554 GLint _Xmin, _Xmax; /**< inclusive */
2555 GLint _Ymin, _Ymax; /**< exclusive */
2556 /*@}*/
2557
2558 /** \name Derived Z buffer stuff */
2559 /*@{*/
2560 GLuint _DepthMax; /**< Max depth buffer value */
2561 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2562 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2563 /*@}*/
2564
2565 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2566 GLenum _Status;
2567
2568 /** Integer color values */
2569 GLboolean _IntegerColor;
2570
2571 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2572 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2573
2574 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2575 * attribute group and GL_PIXEL attribute group, respectively.
2576 */
2577 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2578 GLenum ColorReadBuffer;
2579
2580 /** Computed from ColorDraw/ReadBuffer above */
2581 GLuint _NumColorDrawBuffers;
2582 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2583 GLint _ColorReadBufferIndex; /* -1 = None */
2584 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2585 struct gl_renderbuffer *_ColorReadBuffer;
2586
2587 /** The Actual depth/stencil buffers to use. May be wrappers around the
2588 * depth/stencil buffers attached above. */
2589 struct gl_renderbuffer *_DepthBuffer;
2590 struct gl_renderbuffer *_StencilBuffer;
2591
2592 /** Delete this framebuffer */
2593 void (*Delete)(struct gl_framebuffer *fb);
2594 };
2595
2596
2597 /**
2598 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2599 */
2600 struct gl_precision
2601 {
2602 GLushort RangeMin; /**< min value exponent */
2603 GLushort RangeMax; /**< max value exponent */
2604 GLushort Precision; /**< number of mantissa bits */
2605 };
2606
2607
2608 /**
2609 * Limits for vertex, geometry and fragment programs/shaders.
2610 */
2611 struct gl_program_constants
2612 {
2613 /* logical limits */
2614 GLuint MaxInstructions;
2615 GLuint MaxAluInstructions;
2616 GLuint MaxTexInstructions;
2617 GLuint MaxTexIndirections;
2618 GLuint MaxAttribs;
2619 GLuint MaxTemps;
2620 GLuint MaxAddressRegs;
2621 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2622 GLuint MaxParameters;
2623 GLuint MaxLocalParams;
2624 GLuint MaxEnvParams;
2625 /* native/hardware limits */
2626 GLuint MaxNativeInstructions;
2627 GLuint MaxNativeAluInstructions;
2628 GLuint MaxNativeTexInstructions;
2629 GLuint MaxNativeTexIndirections;
2630 GLuint MaxNativeAttribs;
2631 GLuint MaxNativeTemps;
2632 GLuint MaxNativeAddressRegs;
2633 GLuint MaxNativeParameters;
2634 /* For shaders */
2635 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2636 /* ES 2.0 and GL_ARB_ES2_compatibility */
2637 struct gl_precision LowFloat, MediumFloat, HighFloat;
2638 struct gl_precision LowInt, MediumInt, HighInt;
2639 };
2640
2641
2642 /**
2643 * Constants which may be overridden by device driver during context creation
2644 * but are never changed after that.
2645 */
2646 struct gl_constants
2647 {
2648 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2649 GLint MaxTextureLevels; /**< Max mipmap levels. */
2650 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2651 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2652 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2653 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2654 GLuint MaxTextureCoordUnits;
2655 GLuint MaxTextureImageUnits;
2656 GLuint MaxVertexTextureImageUnits;
2657 GLuint MaxCombinedTextureImageUnits;
2658 GLuint MaxGeometryTextureImageUnits;
2659 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2660 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2661 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2662 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2663
2664 GLuint MaxArrayLockSize;
2665
2666 GLint SubPixelBits;
2667
2668 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2669 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2670 GLfloat PointSizeGranularity;
2671 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2672 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2673 GLfloat LineWidthGranularity;
2674
2675 GLuint MaxColorTableSize;
2676
2677 GLuint MaxClipPlanes;
2678 GLuint MaxLights;
2679 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2680 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2681
2682 GLuint MaxViewportWidth, MaxViewportHeight;
2683
2684 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2685 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2686 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2687 GLuint MaxProgramMatrices;
2688 GLuint MaxProgramMatrixStackDepth;
2689
2690 /** vertex array / buffer object bounds checking */
2691 GLboolean CheckArrayBounds;
2692
2693 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2694
2695 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2696 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2697 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2698
2699 /** Number of varying vectors between vertex and fragment shaders */
2700 GLuint MaxVarying;
2701 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2702 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2703
2704 /** GL_ARB_geometry_shader4 */
2705 GLuint MaxGeometryOutputVertices;
2706 GLuint MaxGeometryTotalOutputComponents;
2707
2708 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2709
2710 /**
2711 * Does the driver support real 32-bit integers? (Otherwise, integers are
2712 * simulated via floats.)
2713 */
2714 GLboolean NativeIntegers;
2715
2716 /**
2717 * If the driver supports real 32-bit integers, what integer value should be
2718 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2719 */
2720 GLuint UniformBooleanTrue;
2721
2722 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2723 GLbitfield SupportedBumpUnits;
2724
2725 /**
2726 * Maximum amount of time, measured in nanseconds, that the server can wait.
2727 */
2728 GLuint64 MaxServerWaitTimeout;
2729
2730 /** GL_EXT_provoking_vertex */
2731 GLboolean QuadsFollowProvokingVertexConvention;
2732
2733 /** OpenGL version 3.0 */
2734 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2735
2736 /** OpenGL version 3.2 */
2737 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2738
2739 /** GL_EXT_transform_feedback */
2740 GLuint MaxTransformFeedbackSeparateAttribs;
2741 GLuint MaxTransformFeedbackSeparateComponents;
2742 GLuint MaxTransformFeedbackInterleavedComponents;
2743
2744 /** GL_EXT_gpu_shader4 */
2745 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2746
2747 /* GL_EXT_framebuffer_sRGB */
2748 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2749
2750 /* GL_ARB_robustness */
2751 GLenum ResetStrategy;
2752 };
2753
2754
2755 /**
2756 * Enable flag for each OpenGL extension. Different device drivers will
2757 * enable different extensions at runtime.
2758 */
2759 struct gl_extensions
2760 {
2761 GLboolean dummy; /* don't remove this! */
2762 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2763 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2764 GLboolean ARB_ES2_compatibility;
2765 GLboolean ARB_blend_func_extended;
2766 GLboolean ARB_color_buffer_float;
2767 GLboolean ARB_copy_buffer;
2768 GLboolean ARB_depth_buffer_float;
2769 GLboolean ARB_depth_clamp;
2770 GLboolean ARB_depth_texture;
2771 GLboolean ARB_draw_buffers;
2772 GLboolean ARB_draw_buffers_blend;
2773 GLboolean ARB_draw_elements_base_vertex;
2774 GLboolean ARB_draw_instanced;
2775 GLboolean ARB_fragment_coord_conventions;
2776 GLboolean ARB_fragment_program;
2777 GLboolean ARB_fragment_program_shadow;
2778 GLboolean ARB_fragment_shader;
2779 GLboolean ARB_framebuffer_object;
2780 GLboolean ARB_explicit_attrib_location;
2781 GLboolean ARB_geometry_shader4;
2782 GLboolean ARB_half_float_pixel;
2783 GLboolean ARB_half_float_vertex;
2784 GLboolean ARB_instanced_arrays;
2785 GLboolean ARB_map_buffer_range;
2786 GLboolean ARB_multisample;
2787 GLboolean ARB_multitexture;
2788 GLboolean ARB_occlusion_query;
2789 GLboolean ARB_occlusion_query2;
2790 GLboolean ARB_point_sprite;
2791 GLboolean ARB_sampler_objects;
2792 GLboolean ARB_seamless_cube_map;
2793 GLboolean ARB_shader_objects;
2794 GLboolean ARB_shader_stencil_export;
2795 GLboolean ARB_shader_texture_lod;
2796 GLboolean ARB_shading_language_100;
2797 GLboolean ARB_shadow;
2798 GLboolean ARB_shadow_ambient;
2799 GLboolean ARB_sync;
2800 GLboolean ARB_texture_border_clamp;
2801 GLboolean ARB_texture_buffer_object;
2802 GLboolean ARB_texture_compression;
2803 GLboolean ARB_texture_compression_rgtc;
2804 GLboolean ARB_texture_cube_map;
2805 GLboolean ARB_texture_env_combine;
2806 GLboolean ARB_texture_env_crossbar;
2807 GLboolean ARB_texture_env_dot3;
2808 GLboolean ARB_texture_float;
2809 GLboolean ARB_texture_mirrored_repeat;
2810 GLboolean ARB_texture_multisample;
2811 GLboolean ARB_texture_non_power_of_two;
2812 GLboolean ARB_texture_rg;
2813 GLboolean ARB_texture_rgb10_a2ui;
2814 GLboolean ARB_timer_query;
2815 GLboolean ARB_transform_feedback2;
2816 GLboolean ARB_transpose_matrix;
2817 GLboolean ARB_uniform_buffer_object;
2818 GLboolean ARB_vertex_array_object;
2819 GLboolean ARB_vertex_buffer_object;
2820 GLboolean ARB_vertex_program;
2821 GLboolean ARB_vertex_shader;
2822 GLboolean ARB_vertex_type_2_10_10_10_rev;
2823 GLboolean ARB_window_pos;
2824 GLboolean EXT_abgr;
2825 GLboolean EXT_bgra;
2826 GLboolean EXT_blend_color;
2827 GLboolean EXT_blend_equation_separate;
2828 GLboolean EXT_blend_func_separate;
2829 GLboolean EXT_blend_logic_op;
2830 GLboolean EXT_blend_minmax;
2831 GLboolean EXT_blend_subtract;
2832 GLboolean EXT_clip_volume_hint;
2833 GLboolean EXT_compiled_vertex_array;
2834 GLboolean EXT_copy_texture;
2835 GLboolean EXT_depth_bounds_test;
2836 GLboolean EXT_draw_buffers2;
2837 GLboolean EXT_draw_range_elements;
2838 GLboolean EXT_fog_coord;
2839 GLboolean EXT_framebuffer_blit;
2840 GLboolean EXT_framebuffer_multisample;
2841 GLboolean EXT_framebuffer_object;
2842 GLboolean EXT_framebuffer_sRGB;
2843 GLboolean EXT_gpu_program_parameters;
2844 GLboolean EXT_gpu_shader4;
2845 GLboolean EXT_multi_draw_arrays;
2846 GLboolean EXT_packed_depth_stencil;
2847 GLboolean EXT_packed_float;
2848 GLboolean EXT_packed_pixels;
2849 GLboolean EXT_pixel_buffer_object;
2850 GLboolean EXT_point_parameters;
2851 GLboolean EXT_polygon_offset;
2852 GLboolean EXT_provoking_vertex;
2853 GLboolean EXT_rescale_normal;
2854 GLboolean EXT_shadow_funcs;
2855 GLboolean EXT_secondary_color;
2856 GLboolean EXT_separate_shader_objects;
2857 GLboolean EXT_separate_specular_color;
2858 GLboolean EXT_stencil_wrap;
2859 GLboolean EXT_stencil_two_side;
2860 GLboolean EXT_subtexture;
2861 GLboolean EXT_texture;
2862 GLboolean EXT_texture_object;
2863 GLboolean EXT_texture3D;
2864 GLboolean EXT_texture_array;
2865 GLboolean EXT_texture_compression_latc;
2866 GLboolean EXT_texture_compression_s3tc;
2867 GLboolean EXT_texture_env_add;
2868 GLboolean EXT_texture_env_combine;
2869 GLboolean EXT_texture_env_dot3;
2870 GLboolean EXT_texture_filter_anisotropic;
2871 GLboolean EXT_texture_integer;
2872 GLboolean EXT_texture_lod_bias;
2873 GLboolean EXT_texture_mirror_clamp;
2874 GLboolean EXT_texture_shared_exponent;
2875 GLboolean EXT_texture_snorm;
2876 GLboolean EXT_texture_sRGB;
2877 GLboolean EXT_texture_sRGB_decode;
2878 GLboolean EXT_texture_swizzle;
2879 GLboolean EXT_transform_feedback;
2880 GLboolean EXT_timer_query;
2881 GLboolean EXT_vertex_array;
2882 GLboolean EXT_vertex_array_bgra;
2883 GLboolean EXT_vertex_array_set;
2884 GLboolean OES_standard_derivatives;
2885 /* vendor extensions */
2886 GLboolean AMD_conservative_depth;
2887 GLboolean AMD_seamless_cubemap_per_texture;
2888 GLboolean APPLE_client_storage;
2889 GLboolean APPLE_packed_pixels;
2890 GLboolean APPLE_vertex_array_object;
2891 GLboolean APPLE_object_purgeable;
2892 GLboolean ATI_envmap_bumpmap;
2893 GLboolean ATI_texture_compression_3dc;
2894 GLboolean ATI_texture_mirror_once;
2895 GLboolean ATI_texture_env_combine3;
2896 GLboolean ATI_fragment_shader;
2897 GLboolean ATI_separate_stencil;
2898 GLboolean IBM_rasterpos_clip;
2899 GLboolean IBM_multimode_draw_arrays;
2900 GLboolean MESA_pack_invert;
2901 GLboolean MESA_resize_buffers;
2902 GLboolean MESA_ycbcr_texture;
2903 GLboolean MESA_texture_array;
2904 GLboolean NV_blend_square;
2905 GLboolean NV_conditional_render;
2906 GLboolean NV_fragment_program;
2907 GLboolean NV_fragment_program_option;
2908 GLboolean NV_light_max_exponent;
2909 GLboolean NV_point_sprite;
2910 GLboolean NV_primitive_restart;
2911 GLboolean NV_texture_barrier;
2912 GLboolean NV_texgen_reflection;
2913 GLboolean NV_texture_env_combine4;
2914 GLboolean NV_texture_rectangle;
2915 GLboolean NV_vertex_program;
2916 GLboolean NV_vertex_program1_1;
2917 GLboolean OES_read_format;
2918 GLboolean SGIS_generate_mipmap;
2919 GLboolean SGIS_texture_edge_clamp;
2920 GLboolean SGIS_texture_lod;
2921 GLboolean TDFX_texture_compression_FXT1;
2922 GLboolean S3_s3tc;
2923 GLboolean OES_EGL_image;
2924 GLboolean OES_draw_texture;
2925 GLboolean EXT_texture_format_BGRA8888;
2926 GLboolean extension_sentinel;
2927 /** The extension string */
2928 const GLubyte *String;
2929 /** Number of supported extensions */
2930 GLuint Count;
2931 };
2932
2933
2934 /**
2935 * A stack of matrices (projection, modelview, color, texture, etc).
2936 */
2937 struct gl_matrix_stack
2938 {
2939 GLmatrix *Top; /**< points into Stack */
2940 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2941 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2942 GLuint MaxDepth; /**< size of Stack[] array */
2943 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2944 };
2945
2946
2947 /**
2948 * \name Bits for image transfer operations
2949 * \sa __struct gl_contextRec::ImageTransferState.
2950 */
2951 /*@{*/
2952 #define IMAGE_SCALE_BIAS_BIT 0x1
2953 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2954 #define IMAGE_MAP_COLOR_BIT 0x4
2955 #define IMAGE_CLAMP_BIT 0x800
2956
2957
2958 /** Pixel Transfer ops */
2959 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2960 IMAGE_SHIFT_OFFSET_BIT | \
2961 IMAGE_MAP_COLOR_BIT)
2962
2963 /**
2964 * \name Bits to indicate what state has changed.
2965 */
2966 /*@{*/
2967 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2968 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2969 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2970 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2971 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2972 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2973 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2974 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2975 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2976 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2977 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2978 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2979 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2980 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2981 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2982 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2983 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2984 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2985 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2986 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2987 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2988 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2989 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2990 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2991 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2992 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2993 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2994 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2995 #define _NEW_BUFFER_OBJECT (1 << 28)
2996 #define _NEW_FRAG_CLAMP (1 << 29)
2997 #define _NEW_ALL ~0
2998 /*@}*/
2999
3000
3001 /**
3002 * \name Bits to track array state changes
3003 *
3004 * Also used to summarize array enabled.
3005 */
3006 /*@{*/
3007 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3008 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3009 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3010 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3011 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3012 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3013 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3014 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3015 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3016 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3017 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3018 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3019 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3020 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3021 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3022 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3023 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3024 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3025 #define _NEW_ARRAY_ALL 0xffffffff
3026
3027
3028 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3029 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3030 /*@}*/
3031
3032
3033
3034 /**
3035 * \name A bunch of flags that we think might be useful to drivers.
3036 *
3037 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3038 */
3039 /*@{*/
3040 #define DD_FLATSHADE 0x1
3041 #define DD_SEPARATE_SPECULAR 0x2
3042 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3043 #define DD_TRI_LIGHT_TWOSIDE 0x8
3044 #define DD_TRI_UNFILLED 0x10
3045 #define DD_TRI_SMOOTH 0x20
3046 #define DD_TRI_STIPPLE 0x40
3047 #define DD_TRI_OFFSET 0x80
3048 #define DD_LINE_SMOOTH 0x100
3049 #define DD_LINE_STIPPLE 0x200
3050 #define DD_POINT_SMOOTH 0x400
3051 #define DD_POINT_ATTEN 0x800
3052 #define DD_TRI_TWOSTENCIL 0x1000
3053 /*@}*/
3054
3055
3056 /**
3057 * \name Define the state changes under which each of these bits might change
3058 */
3059 /*@{*/
3060 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3061 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3062 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3063 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3064 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3065 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3066 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3067 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3068 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3069 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3070 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3071 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3072 #define _DD_NEW_POINT_SIZE _NEW_POINT
3073 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3074 /*@}*/
3075
3076
3077 /**
3078 * Composite state flags
3079 */
3080 /*@{*/
3081 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3082 _NEW_TEXTURE | \
3083 _NEW_POINT | \
3084 _NEW_PROGRAM | \
3085 _NEW_MODELVIEW)
3086 /*@}*/
3087
3088
3089
3090
3091 /* This has to be included here. */
3092 #include "dd.h"
3093
3094
3095 /**
3096 * Display list flags.
3097 * Strictly this is a tnl-private concept, but it doesn't seem
3098 * worthwhile adding a tnl private structure just to hold this one bit
3099 * of information:
3100 */
3101 #define DLIST_DANGLING_REFS 0x1
3102
3103
3104 /** Opaque declaration of display list payload data type */
3105 union gl_dlist_node;
3106
3107
3108 /**
3109 * Provide a location where information about a display list can be
3110 * collected. Could be extended with driverPrivate structures,
3111 * etc. in the future.
3112 */
3113 struct gl_display_list
3114 {
3115 GLuint Name;
3116 GLbitfield Flags; /**< DLIST_x flags */
3117 /** The dlist commands are in a linked list of nodes */
3118 union gl_dlist_node *Head;
3119 };
3120
3121
3122 /**
3123 * State used during display list compilation and execution.
3124 */
3125 struct gl_dlist_state
3126 {
3127 GLuint CallDepth; /**< Current recursion calling depth */
3128
3129 struct gl_display_list *CurrentList; /**< List currently being compiled */
3130 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3131 GLuint CurrentPos; /**< Index into current block of nodes */
3132
3133 GLvertexformat ListVtxfmt;
3134
3135 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3136 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3137
3138 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3139 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3140
3141 GLubyte ActiveIndex;
3142 GLfloat CurrentIndex;
3143
3144 GLubyte ActiveEdgeFlag;
3145 GLboolean CurrentEdgeFlag;
3146
3147 struct {
3148 /* State known to have been set by the currently-compiling display
3149 * list. Used to eliminate some redundant state changes.
3150 */
3151 GLenum ShadeModel;
3152 } Current;
3153 };
3154
3155
3156 /**
3157 * Enum for the OpenGL APIs we know about and may support.
3158 */
3159 typedef enum
3160 {
3161 API_OPENGL,
3162 API_OPENGLES,
3163 API_OPENGLES2
3164 } gl_api;
3165
3166
3167 /**
3168 * Mesa rendering context.
3169 *
3170 * This is the central context data structure for Mesa. Almost all
3171 * OpenGL state is contained in this structure.
3172 * Think of this as a base class from which device drivers will derive
3173 * sub classes.
3174 *
3175 * The struct gl_context typedef names this structure.
3176 */
3177 struct gl_context
3178 {
3179 /** State possibly shared with other contexts in the address space */
3180 struct gl_shared_state *Shared;
3181
3182 /** \name API function pointer tables */
3183 /*@{*/
3184 gl_api API;
3185 struct _glapi_table *Save; /**< Display list save functions */
3186 struct _glapi_table *Exec; /**< Execute functions */
3187 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3188 /*@}*/
3189
3190 struct gl_config Visual;
3191 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3192 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3193 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3194 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3195
3196 /**
3197 * Device driver function pointer table
3198 */
3199 struct dd_function_table Driver;
3200
3201 void *DriverCtx; /**< Points to device driver context/state */
3202
3203 /** Core/Driver constants */
3204 struct gl_constants Const;
3205
3206 /** \name The various 4x4 matrix stacks */
3207 /*@{*/
3208 struct gl_matrix_stack ModelviewMatrixStack;
3209 struct gl_matrix_stack ProjectionMatrixStack;
3210 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3211 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3212 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3213 /*@}*/
3214
3215 /** Combined modelview and projection matrix */
3216 GLmatrix _ModelProjectMatrix;
3217
3218 /** \name Display lists */
3219 struct gl_dlist_state ListState;
3220
3221 GLboolean ExecuteFlag; /**< Execute GL commands? */
3222 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3223
3224 /** Extension information */
3225 struct gl_extensions Extensions;
3226
3227 /** Version info */
3228 GLuint VersionMajor, VersionMinor;
3229 char *VersionString;
3230
3231 /** \name State attribute stack (for glPush/PopAttrib) */
3232 /*@{*/
3233 GLuint AttribStackDepth;
3234 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3235 /*@}*/
3236
3237 /** \name Renderer attribute groups
3238 *
3239 * We define a struct for each attribute group to make pushing and popping
3240 * attributes easy. Also it's a good organization.
3241 */
3242 /*@{*/
3243 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3244 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3245 struct gl_current_attrib Current; /**< Current attributes */
3246 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3247 struct gl_eval_attrib Eval; /**< Eval attributes */
3248 struct gl_fog_attrib Fog; /**< Fog attributes */
3249 struct gl_hint_attrib Hint; /**< Hint attributes */
3250 struct gl_light_attrib Light; /**< Light attributes */
3251 struct gl_line_attrib Line; /**< Line attributes */
3252 struct gl_list_attrib List; /**< List attributes */
3253 struct gl_multisample_attrib Multisample;
3254 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3255 struct gl_point_attrib Point; /**< Point attributes */
3256 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3257 GLuint PolygonStipple[32]; /**< Polygon stipple */
3258 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3259 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3260 struct gl_texture_attrib Texture; /**< Texture attributes */
3261 struct gl_transform_attrib Transform; /**< Transformation attributes */
3262 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3263 /*@}*/
3264
3265 /** \name Client attribute stack */
3266 /*@{*/
3267 GLuint ClientAttribStackDepth;
3268 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3269 /*@}*/
3270
3271 /** \name Client attribute groups */
3272 /*@{*/
3273 struct gl_array_attrib Array; /**< Vertex arrays */
3274 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3275 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3276 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3277 /*@}*/
3278
3279 /** \name Other assorted state (not pushed/popped on attribute stack) */
3280 /*@{*/
3281 struct gl_pixelmaps PixelMaps;
3282
3283 struct gl_evaluators EvalMap; /**< All evaluators */
3284 struct gl_feedback Feedback; /**< Feedback */
3285 struct gl_selection Select; /**< Selection */
3286
3287 struct gl_program_state Program; /**< general program state */
3288 struct gl_vertex_program_state VertexProgram;
3289 struct gl_fragment_program_state FragmentProgram;
3290 struct gl_geometry_program_state GeometryProgram;
3291 struct gl_ati_fragment_shader_state ATIFragmentShader;
3292
3293 struct gl_shader_state Shader; /**< GLSL shader object state */
3294 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3295
3296 struct gl_query_state Query; /**< occlusion, timer queries */
3297
3298 struct gl_transform_feedback TransformFeedback;
3299
3300 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3301 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3302 /*@}*/
3303
3304 struct gl_meta_state *Meta; /**< for "meta" operations */
3305
3306 /* GL_EXT_framebuffer_object */
3307 struct gl_renderbuffer *CurrentRenderbuffer;
3308
3309 GLenum ErrorValue; /**< Last error code */
3310
3311 /* GL_ARB_robustness */
3312 GLenum ResetStatus;
3313
3314 /**
3315 * Recognize and silence repeated error debug messages in buggy apps.
3316 */
3317 const char *ErrorDebugFmtString;
3318 GLuint ErrorDebugCount;
3319
3320 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3321 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3322
3323 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3324
3325 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3326
3327 /** \name Derived state */
3328 /*@{*/
3329 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3330 * state validation so they need to always be current.
3331 */
3332 GLbitfield _TriangleCaps;
3333 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3334 GLfloat _EyeZDir[3];
3335 GLfloat _ModelViewInvScale;
3336 GLboolean _NeedEyeCoords;
3337 GLboolean _ForceEyeCoords;
3338
3339 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3340
3341 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3342 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3343 /**@}*/
3344
3345 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3346
3347 /** \name For debugging/development only */
3348 /*@{*/
3349 GLboolean FirstTimeCurrent;
3350 /*@}*/
3351
3352 /** software compression/decompression supported or not */
3353 GLboolean Mesa_DXTn;
3354
3355 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3356
3357 /**
3358 * Use dp4 (rather than mul/mad) instructions for position
3359 * transformation?
3360 */
3361 GLboolean mvp_with_dp4;
3362
3363 /**
3364 * \name Hooks for module contexts.
3365 *
3366 * These will eventually live in the driver or elsewhere.
3367 */
3368 /*@{*/
3369 void *swrast_context;
3370 void *swsetup_context;
3371 void *swtnl_context;
3372 void *swtnl_im;
3373 struct st_context *st;
3374 void *aelt_context;
3375 /*@}*/
3376 };
3377
3378
3379 #ifdef DEBUG
3380 extern int MESA_VERBOSE;
3381 extern int MESA_DEBUG_FLAGS;
3382 # define MESA_FUNCTION __FUNCTION__
3383 #else
3384 # define MESA_VERBOSE 0
3385 # define MESA_DEBUG_FLAGS 0
3386 # define MESA_FUNCTION "a function"
3387 # ifndef NDEBUG
3388 # define NDEBUG
3389 # endif
3390 #endif
3391
3392
3393 /** The MESA_VERBOSE var is a bitmask of these flags */
3394 enum _verbose
3395 {
3396 VERBOSE_VARRAY = 0x0001,
3397 VERBOSE_TEXTURE = 0x0002,
3398 VERBOSE_MATERIAL = 0x0004,
3399 VERBOSE_PIPELINE = 0x0008,
3400 VERBOSE_DRIVER = 0x0010,
3401 VERBOSE_STATE = 0x0020,
3402 VERBOSE_API = 0x0040,
3403 VERBOSE_DISPLAY_LIST = 0x0100,
3404 VERBOSE_LIGHTING = 0x0200,
3405 VERBOSE_PRIMS = 0x0400,
3406 VERBOSE_VERTS = 0x0800,
3407 VERBOSE_DISASSEM = 0x1000,
3408 VERBOSE_DRAW = 0x2000,
3409 VERBOSE_SWAPBUFFERS = 0x4000
3410 };
3411
3412
3413 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3414 enum _debug
3415 {
3416 DEBUG_ALWAYS_FLUSH = 0x1
3417 };
3418
3419
3420
3421 #endif /* MTYPES_H */