mesa: add gl_texture_image::Face, Level fields
[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
219 */
220 typedef enum
221 {
222 VERT_RESULT_HPOS = 0,
223 VERT_RESULT_COL0 = 1,
224 VERT_RESULT_COL1 = 2,
225 VERT_RESULT_FOGC = 3,
226 VERT_RESULT_TEX0 = 4,
227 VERT_RESULT_TEX1 = 5,
228 VERT_RESULT_TEX2 = 6,
229 VERT_RESULT_TEX3 = 7,
230 VERT_RESULT_TEX4 = 8,
231 VERT_RESULT_TEX5 = 9,
232 VERT_RESULT_TEX6 = 10,
233 VERT_RESULT_TEX7 = 11,
234 VERT_RESULT_PSIZ = 12,
235 VERT_RESULT_BFC0 = 13,
236 VERT_RESULT_BFC1 = 14,
237 VERT_RESULT_EDGE = 15,
238 VERT_RESULT_VAR0 = 16, /**< shader varying */
239 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
240 } gl_vert_result;
241
242
243 /*********************************************/
244
245 /**
246 * Indexes for geometry program attributes.
247 */
248 typedef enum
249 {
250 GEOM_ATTRIB_POSITION = 0,
251 GEOM_ATTRIB_COLOR0 = 1,
252 GEOM_ATTRIB_COLOR1 = 2,
253 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
254 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
255 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
256 GEOM_ATTRIB_POINT_SIZE = 6,
257 GEOM_ATTRIB_CLIP_VERTEX = 7,
258 GEOM_ATTRIB_PRIMITIVE_ID = 8,
259 GEOM_ATTRIB_TEX_COORD = 9,
260
261 GEOM_ATTRIB_VAR0 = 16,
262 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
263 } gl_geom_attrib;
264
265 /**
266 * Bitflags for geometry attributes.
267 * These are used in bitfields in many places.
268 */
269 /*@{*/
270 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
271 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
272 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
273 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
274 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
275 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
276 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
277 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
278 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
279 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
280 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281
282 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
283 /*@}*/
284
285
286 /**
287 * Indexes for geometry program result attributes
288 */
289 typedef enum
290 {
291 GEOM_RESULT_POS = 0,
292 GEOM_RESULT_COL0 = 1,
293 GEOM_RESULT_COL1 = 2,
294 GEOM_RESULT_SCOL0 = 3,
295 GEOM_RESULT_SCOL1 = 4,
296 GEOM_RESULT_FOGC = 5,
297 GEOM_RESULT_TEX0 = 6,
298 GEOM_RESULT_TEX1 = 7,
299 GEOM_RESULT_TEX2 = 8,
300 GEOM_RESULT_TEX3 = 9,
301 GEOM_RESULT_TEX4 = 10,
302 GEOM_RESULT_TEX5 = 11,
303 GEOM_RESULT_TEX6 = 12,
304 GEOM_RESULT_TEX7 = 13,
305 GEOM_RESULT_PSIZ = 14,
306 GEOM_RESULT_CLPV = 15,
307 GEOM_RESULT_PRID = 16,
308 GEOM_RESULT_LAYR = 17,
309 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
310 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
311 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
312 } gl_geom_result;
313
314
315 /**
316 * Indexes for fragment program input attributes.
317 */
318 typedef enum
319 {
320 FRAG_ATTRIB_WPOS = 0,
321 FRAG_ATTRIB_COL0 = 1,
322 FRAG_ATTRIB_COL1 = 2,
323 FRAG_ATTRIB_FOGC = 3,
324 FRAG_ATTRIB_TEX0 = 4,
325 FRAG_ATTRIB_TEX1 = 5,
326 FRAG_ATTRIB_TEX2 = 6,
327 FRAG_ATTRIB_TEX3 = 7,
328 FRAG_ATTRIB_TEX4 = 8,
329 FRAG_ATTRIB_TEX5 = 9,
330 FRAG_ATTRIB_TEX6 = 10,
331 FRAG_ATTRIB_TEX7 = 11,
332 FRAG_ATTRIB_FACE = 12, /**< front/back face */
333 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
334 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
335 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
336 } gl_frag_attrib;
337
338 /**
339 * Bitflags for fragment program input attributes.
340 */
341 /*@{*/
342 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
343 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
344 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
345 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
346 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
347 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
348 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
349 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
350 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
351 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
352 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
353 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
354 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
355 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
356 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
357
358 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
359 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
360
361 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
362 FRAG_BIT_TEX1| \
363 FRAG_BIT_TEX2| \
364 FRAG_BIT_TEX3| \
365 FRAG_BIT_TEX4| \
366 FRAG_BIT_TEX5| \
367 FRAG_BIT_TEX6| \
368 FRAG_BIT_TEX7)
369 /*@}*/
370
371
372 /**
373 * Fragment program results
374 */
375 typedef enum
376 {
377 FRAG_RESULT_DEPTH = 0,
378 FRAG_RESULT_STENCIL = 1,
379 /* If a single color should be written to all render targets, this
380 * register is written. No FRAG_RESULT_DATAn will be written.
381 */
382 FRAG_RESULT_COLOR = 2,
383
384 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
385 * or ARB_fragment_program fragment.color[n]) color results. If
386 * any are written, FRAG_RESULT_COLOR will not be written.
387 */
388 FRAG_RESULT_DATA0 = 3,
389 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
390 } gl_frag_result;
391
392
393 /**
394 * Indexes for all renderbuffers
395 */
396 typedef enum
397 {
398 /* the four standard color buffers */
399 BUFFER_FRONT_LEFT,
400 BUFFER_BACK_LEFT,
401 BUFFER_FRONT_RIGHT,
402 BUFFER_BACK_RIGHT,
403 BUFFER_DEPTH,
404 BUFFER_STENCIL,
405 BUFFER_ACCUM,
406 /* optional aux buffer */
407 BUFFER_AUX0,
408 /* generic renderbuffers */
409 BUFFER_COLOR0,
410 BUFFER_COLOR1,
411 BUFFER_COLOR2,
412 BUFFER_COLOR3,
413 BUFFER_COLOR4,
414 BUFFER_COLOR5,
415 BUFFER_COLOR6,
416 BUFFER_COLOR7,
417 BUFFER_COUNT
418 } gl_buffer_index;
419
420 /**
421 * Bit flags for all renderbuffers
422 */
423 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
424 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
425 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
426 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
427 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
428 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
429 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
430 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
431 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
432 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
433 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
434 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
435 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
436 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
437 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
438 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
439 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
440 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
441 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
442
443 /**
444 * Mask of all the color buffer bits (but not accum).
445 */
446 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
447 BUFFER_BIT_BACK_LEFT | \
448 BUFFER_BIT_FRONT_RIGHT | \
449 BUFFER_BIT_BACK_RIGHT | \
450 BUFFER_BIT_AUX0 | \
451 BUFFER_BIT_COLOR0 | \
452 BUFFER_BIT_COLOR1 | \
453 BUFFER_BIT_COLOR2 | \
454 BUFFER_BIT_COLOR3 | \
455 BUFFER_BIT_COLOR4 | \
456 BUFFER_BIT_COLOR5 | \
457 BUFFER_BIT_COLOR6 | \
458 BUFFER_BIT_COLOR7)
459
460
461 /**
462 * Framebuffer configuration (aka visual / pixelformat)
463 * Note: some of these fields should be boolean, but it appears that
464 * code in drivers/dri/common/util.c requires int-sized fields.
465 */
466 struct gl_config
467 {
468 GLboolean rgbMode;
469 GLboolean floatMode;
470 GLboolean colorIndexMode; /* XXX is this used anywhere? */
471 GLuint doubleBufferMode;
472 GLuint stereoMode;
473
474 GLboolean haveAccumBuffer;
475 GLboolean haveDepthBuffer;
476 GLboolean haveStencilBuffer;
477
478 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
479 GLuint redMask, greenMask, blueMask, alphaMask;
480 GLint rgbBits; /* total bits for rgb */
481 GLint indexBits; /* total bits for colorindex */
482
483 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
484 GLint depthBits;
485 GLint stencilBits;
486
487 GLint numAuxBuffers;
488
489 GLint level;
490
491 /* EXT_visual_rating / GLX 1.2 */
492 GLint visualRating;
493
494 /* EXT_visual_info / GLX 1.2 */
495 GLint transparentPixel;
496 /* colors are floats scaled to ints */
497 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
498 GLint transparentIndex;
499
500 /* ARB_multisample / SGIS_multisample */
501 GLint sampleBuffers;
502 GLint samples;
503
504 /* SGIX_pbuffer / GLX 1.3 */
505 GLint maxPbufferWidth;
506 GLint maxPbufferHeight;
507 GLint maxPbufferPixels;
508 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
509 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
510
511 /* OML_swap_method */
512 GLint swapMethod;
513
514 /* EXT_texture_from_pixmap */
515 GLint bindToTextureRgb;
516 GLint bindToTextureRgba;
517 GLint bindToMipmapTexture;
518 GLint bindToTextureTargets;
519 GLint yInverted;
520
521 /* EXT_framebuffer_sRGB */
522 GLint sRGBCapable;
523 };
524
525
526 /**
527 * Data structure for color tables
528 */
529 struct gl_color_table
530 {
531 GLenum InternalFormat; /**< The user-specified format */
532 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
533 GLuint Size; /**< number of entries in table */
534 GLfloat *TableF; /**< Color table, floating point values */
535 GLubyte *TableUB; /**< Color table, ubyte values */
536 GLubyte RedSize;
537 GLubyte GreenSize;
538 GLubyte BlueSize;
539 GLubyte AlphaSize;
540 GLubyte LuminanceSize;
541 GLubyte IntensitySize;
542 };
543
544
545 /**
546 * \name Bit flags used for updating material values.
547 */
548 /*@{*/
549 #define MAT_ATTRIB_FRONT_AMBIENT 0
550 #define MAT_ATTRIB_BACK_AMBIENT 1
551 #define MAT_ATTRIB_FRONT_DIFFUSE 2
552 #define MAT_ATTRIB_BACK_DIFFUSE 3
553 #define MAT_ATTRIB_FRONT_SPECULAR 4
554 #define MAT_ATTRIB_BACK_SPECULAR 5
555 #define MAT_ATTRIB_FRONT_EMISSION 6
556 #define MAT_ATTRIB_BACK_EMISSION 7
557 #define MAT_ATTRIB_FRONT_SHININESS 8
558 #define MAT_ATTRIB_BACK_SHININESS 9
559 #define MAT_ATTRIB_FRONT_INDEXES 10
560 #define MAT_ATTRIB_BACK_INDEXES 11
561 #define MAT_ATTRIB_MAX 12
562
563 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
564 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
565 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
566 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
567 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
568 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
569
570 #define MAT_INDEX_AMBIENT 0
571 #define MAT_INDEX_DIFFUSE 1
572 #define MAT_INDEX_SPECULAR 2
573
574 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
575 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
576 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
577 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
578 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
579 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
580 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
581 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
582 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
583 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
584 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
585 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
586
587
588 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
589 MAT_BIT_FRONT_AMBIENT | \
590 MAT_BIT_FRONT_DIFFUSE | \
591 MAT_BIT_FRONT_SPECULAR | \
592 MAT_BIT_FRONT_SHININESS | \
593 MAT_BIT_FRONT_INDEXES)
594
595 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
596 MAT_BIT_BACK_AMBIENT | \
597 MAT_BIT_BACK_DIFFUSE | \
598 MAT_BIT_BACK_SPECULAR | \
599 MAT_BIT_BACK_SHININESS | \
600 MAT_BIT_BACK_INDEXES)
601
602 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
603 /*@}*/
604
605
606 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
607 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
608
609 /**
610 * Material shininess lookup table.
611 */
612 struct gl_shine_tab
613 {
614 struct gl_shine_tab *next, *prev;
615 GLfloat tab[SHINE_TABLE_SIZE+1];
616 GLfloat shininess;
617 GLuint refcount;
618 };
619
620
621 /**
622 * Light source state.
623 */
624 struct gl_light
625 {
626 struct gl_light *next; /**< double linked list with sentinel */
627 struct gl_light *prev;
628
629 GLfloat Ambient[4]; /**< ambient color */
630 GLfloat Diffuse[4]; /**< diffuse color */
631 GLfloat Specular[4]; /**< specular color */
632 GLfloat EyePosition[4]; /**< position in eye coordinates */
633 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
634 GLfloat SpotExponent;
635 GLfloat SpotCutoff; /**< in degrees */
636 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
637 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
638 GLfloat ConstantAttenuation;
639 GLfloat LinearAttenuation;
640 GLfloat QuadraticAttenuation;
641 GLboolean Enabled; /**< On/off flag */
642
643 /**
644 * \name Derived fields
645 */
646 /*@{*/
647 GLbitfield _Flags; /**< State */
648
649 GLfloat _Position[4]; /**< position in eye/obj coordinates */
650 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
651 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
652 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
653 GLfloat _VP_inf_spot_attenuation;
654
655 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
656 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
657 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
658 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
659 GLfloat _dli; /**< CI diffuse light intensity */
660 GLfloat _sli; /**< CI specular light intensity */
661 /*@}*/
662 };
663
664
665 /**
666 * Light model state.
667 */
668 struct gl_lightmodel
669 {
670 GLfloat Ambient[4]; /**< ambient color */
671 GLboolean LocalViewer; /**< Local (or infinite) view point? */
672 GLboolean TwoSide; /**< Two (or one) sided lighting? */
673 GLenum ColorControl; /**< either GL_SINGLE_COLOR
674 * or GL_SEPARATE_SPECULAR_COLOR */
675 };
676
677
678 /**
679 * Material state.
680 */
681 struct gl_material
682 {
683 GLfloat Attrib[MAT_ATTRIB_MAX][4];
684 };
685
686
687 /**
688 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
689 */
690 struct gl_accum_attrib
691 {
692 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
693 };
694
695
696 /**
697 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
698 */
699 struct gl_colorbuffer_attrib
700 {
701 GLuint ClearIndex; /**< Index to use for glClear */
702 GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
703 GLclampf ClearColor[4]; /**< Color to use for glClear */
704
705 GLuint IndexMask; /**< Color index write mask */
706 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
707
708 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
709
710 /**
711 * \name alpha testing
712 */
713 /*@{*/
714 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
715 GLenum AlphaFunc; /**< Alpha test function */
716 GLfloat AlphaRefUnclamped;
717 GLclampf AlphaRef; /**< Alpha reference value */
718 /*@}*/
719
720 /**
721 * \name Blending
722 */
723 /*@{*/
724 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
725
726 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
727 * only on the fixed-pointness of the render target.
728 * The query does however depend on fragment color clamping.
729 */
730 GLfloat BlendColorUnclamped[4]; /**< Blending color */
731 GLfloat BlendColor[4]; /**< Blending color */
732
733 struct
734 {
735 GLenum SrcRGB; /**< RGB blend source term */
736 GLenum DstRGB; /**< RGB blend dest term */
737 GLenum SrcA; /**< Alpha blend source term */
738 GLenum DstA; /**< Alpha blend dest term */
739 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
740 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
741 } Blend[MAX_DRAW_BUFFERS];
742 /** Are the blend func terms currently different for each buffer/target? */
743 GLboolean _BlendFuncPerBuffer;
744 /** Are the blend equations currently different for each buffer/target? */
745 GLboolean _BlendEquationPerBuffer;
746 /*@}*/
747
748 /**
749 * \name Logic op
750 */
751 /*@{*/
752 GLenum LogicOp; /**< Logic operator */
753 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
754 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
755 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
756 /*@}*/
757
758 GLboolean DitherFlag; /**< Dither enable flag */
759
760 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
761 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
762 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
763 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
764
765 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
766 };
767
768
769 /**
770 * Current attribute group (GL_CURRENT_BIT).
771 */
772 struct gl_current_attrib
773 {
774 /**
775 * \name Current vertex attributes.
776 * \note Values are valid only after FLUSH_VERTICES has been called.
777 * \note Index and Edgeflag current values are stored as floats in the
778 * SIX and SEVEN attribute slots.
779 */
780 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
781
782 /**
783 * \name Current raster position attributes (always valid).
784 * \note This set of attributes is very similar to the SWvertex struct.
785 */
786 /*@{*/
787 GLfloat RasterPos[4];
788 GLfloat RasterDistance;
789 GLfloat RasterColor[4];
790 GLfloat RasterSecondaryColor[4];
791 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
792 GLboolean RasterPosValid;
793 /*@}*/
794 };
795
796
797 /**
798 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
799 */
800 struct gl_depthbuffer_attrib
801 {
802 GLenum Func; /**< Function for depth buffer compare */
803 GLclampd Clear; /**< Value to clear depth buffer to */
804 GLboolean Test; /**< Depth buffering enabled flag */
805 GLboolean Mask; /**< Depth buffer writable? */
806 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
807 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
808 };
809
810
811 /**
812 * Evaluator attribute group (GL_EVAL_BIT).
813 */
814 struct gl_eval_attrib
815 {
816 /**
817 * \name Enable bits
818 */
819 /*@{*/
820 GLboolean Map1Color4;
821 GLboolean Map1Index;
822 GLboolean Map1Normal;
823 GLboolean Map1TextureCoord1;
824 GLboolean Map1TextureCoord2;
825 GLboolean Map1TextureCoord3;
826 GLboolean Map1TextureCoord4;
827 GLboolean Map1Vertex3;
828 GLboolean Map1Vertex4;
829 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
830 GLboolean Map2Color4;
831 GLboolean Map2Index;
832 GLboolean Map2Normal;
833 GLboolean Map2TextureCoord1;
834 GLboolean Map2TextureCoord2;
835 GLboolean Map2TextureCoord3;
836 GLboolean Map2TextureCoord4;
837 GLboolean Map2Vertex3;
838 GLboolean Map2Vertex4;
839 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
840 GLboolean AutoNormal;
841 /*@}*/
842
843 /**
844 * \name Map Grid endpoints and divisions and calculated du values
845 */
846 /*@{*/
847 GLint MapGrid1un;
848 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
849 GLint MapGrid2un, MapGrid2vn;
850 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
851 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
852 /*@}*/
853 };
854
855
856 /**
857 * Fog attribute group (GL_FOG_BIT).
858 */
859 struct gl_fog_attrib
860 {
861 GLboolean Enabled; /**< Fog enabled flag */
862 GLfloat ColorUnclamped[4]; /**< Fog color */
863 GLfloat Color[4]; /**< Fog color */
864 GLfloat Density; /**< Density >= 0.0 */
865 GLfloat Start; /**< Start distance in eye coords */
866 GLfloat End; /**< End distance in eye coords */
867 GLfloat Index; /**< Fog index */
868 GLenum Mode; /**< Fog mode */
869 GLboolean ColorSumEnabled;
870 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
871 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
872 };
873
874
875 /**
876 * \brief Layout qualifiers for gl_FragDepth.
877 *
878 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
879 * a layout qualifier.
880 *
881 * \see enum ir_depth_layout
882 */
883 enum gl_frag_depth_layout {
884 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
885 FRAG_DEPTH_LAYOUT_ANY,
886 FRAG_DEPTH_LAYOUT_GREATER,
887 FRAG_DEPTH_LAYOUT_LESS,
888 FRAG_DEPTH_LAYOUT_UNCHANGED
889 };
890
891
892 /**
893 * Hint attribute group (GL_HINT_BIT).
894 *
895 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
896 */
897 struct gl_hint_attrib
898 {
899 GLenum PerspectiveCorrection;
900 GLenum PointSmooth;
901 GLenum LineSmooth;
902 GLenum PolygonSmooth;
903 GLenum Fog;
904 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
905 GLenum TextureCompression; /**< GL_ARB_texture_compression */
906 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
907 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
908 };
909
910 /**
911 * Light state flags.
912 */
913 /*@{*/
914 #define LIGHT_SPOT 0x1
915 #define LIGHT_LOCAL_VIEWER 0x2
916 #define LIGHT_POSITIONAL 0x4
917 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
918 /*@}*/
919
920
921 /**
922 * Lighting attribute group (GL_LIGHT_BIT).
923 */
924 struct gl_light_attrib
925 {
926 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
927 struct gl_lightmodel Model; /**< Lighting model */
928
929 /**
930 * Must flush FLUSH_VERTICES before referencing:
931 */
932 /*@{*/
933 struct gl_material Material; /**< Includes front & back values */
934 /*@}*/
935
936 GLboolean Enabled; /**< Lighting enabled flag */
937 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
938 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
939 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
940 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
941 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
942 GLboolean ColorMaterialEnabled;
943 GLenum ClampVertexColor;
944 GLboolean _ClampVertexColor;
945
946 struct gl_light EnabledList; /**< List sentinel */
947
948 /**
949 * Derived state for optimizations:
950 */
951 /*@{*/
952 GLboolean _NeedEyeCoords;
953 GLboolean _NeedVertices; /**< Use fast shader? */
954 GLbitfield _Flags; /**< LIGHT_* flags, see above */
955 GLfloat _BaseColor[2][3];
956 /*@}*/
957 };
958
959
960 /**
961 * Line attribute group (GL_LINE_BIT).
962 */
963 struct gl_line_attrib
964 {
965 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
966 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
967 GLushort StipplePattern; /**< Stipple pattern */
968 GLint StippleFactor; /**< Stipple repeat factor */
969 GLfloat Width; /**< Line width */
970 };
971
972
973 /**
974 * Display list attribute group (GL_LIST_BIT).
975 */
976 struct gl_list_attrib
977 {
978 GLuint ListBase;
979 };
980
981
982 /**
983 * Multisample attribute group (GL_MULTISAMPLE_BIT).
984 */
985 struct gl_multisample_attrib
986 {
987 GLboolean Enabled;
988 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
989 GLboolean SampleAlphaToCoverage;
990 GLboolean SampleAlphaToOne;
991 GLboolean SampleCoverage;
992 GLfloat SampleCoverageValue;
993 GLboolean SampleCoverageInvert;
994 };
995
996
997 /**
998 * A pixelmap (see glPixelMap)
999 */
1000 struct gl_pixelmap
1001 {
1002 GLint Size;
1003 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1004 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1005 };
1006
1007
1008 /**
1009 * Collection of all pixelmaps
1010 */
1011 struct gl_pixelmaps
1012 {
1013 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1014 struct gl_pixelmap GtoG;
1015 struct gl_pixelmap BtoB;
1016 struct gl_pixelmap AtoA;
1017 struct gl_pixelmap ItoR;
1018 struct gl_pixelmap ItoG;
1019 struct gl_pixelmap ItoB;
1020 struct gl_pixelmap ItoA;
1021 struct gl_pixelmap ItoI;
1022 struct gl_pixelmap StoS;
1023 };
1024
1025
1026 /**
1027 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1028 */
1029 struct gl_pixel_attrib
1030 {
1031 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1032
1033 /*--- Begin Pixel Transfer State ---*/
1034 /* Fields are in the order in which they're applied... */
1035
1036 /** Scale & Bias (index shift, offset) */
1037 /*@{*/
1038 GLfloat RedBias, RedScale;
1039 GLfloat GreenBias, GreenScale;
1040 GLfloat BlueBias, BlueScale;
1041 GLfloat AlphaBias, AlphaScale;
1042 GLfloat DepthBias, DepthScale;
1043 GLint IndexShift, IndexOffset;
1044 /*@}*/
1045
1046 /* Pixel Maps */
1047 /* Note: actual pixel maps are not part of this attrib group */
1048 GLboolean MapColorFlag;
1049 GLboolean MapStencilFlag;
1050
1051 /*--- End Pixel Transfer State ---*/
1052
1053 /** glPixelZoom */
1054 GLfloat ZoomX, ZoomY;
1055 };
1056
1057
1058 /**
1059 * Point attribute group (GL_POINT_BIT).
1060 */
1061 struct gl_point_attrib
1062 {
1063 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1064 GLfloat Size; /**< User-specified point size */
1065 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1066 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1067 GLfloat Threshold; /**< GL_EXT_point_parameters */
1068 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1069 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1070 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1071 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1072 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1073 };
1074
1075
1076 /**
1077 * Polygon attribute group (GL_POLYGON_BIT).
1078 */
1079 struct gl_polygon_attrib
1080 {
1081 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1082 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1083 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1084 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1085 GLboolean CullFlag; /**< Culling on/off flag */
1086 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1087 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1088 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1089 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1090 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1091 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1092 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1093 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1094 };
1095
1096
1097 /**
1098 * Scissor attributes (GL_SCISSOR_BIT).
1099 */
1100 struct gl_scissor_attrib
1101 {
1102 GLboolean Enabled; /**< Scissor test enabled? */
1103 GLint X, Y; /**< Lower left corner of box */
1104 GLsizei Width, Height; /**< Size of box */
1105 };
1106
1107
1108 /**
1109 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1110 *
1111 * Three sets of stencil data are tracked so that OpenGL 2.0,
1112 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1113 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1114 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1115 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1116 * GL_EXT_stencil_two_side GL_BACK state.
1117 *
1118 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1119 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1120 *
1121 * The derived value \c _TestTwoSide is set when the front-face and back-face
1122 * stencil state are different.
1123 */
1124 struct gl_stencil_attrib
1125 {
1126 GLboolean Enabled; /**< Enabled flag */
1127 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1128 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1129 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1130 GLboolean _TestTwoSide;
1131 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1132 GLenum Function[3]; /**< Stencil function */
1133 GLenum FailFunc[3]; /**< Fail function */
1134 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1135 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1136 GLint Ref[3]; /**< Reference value */
1137 GLuint ValueMask[3]; /**< Value mask */
1138 GLuint WriteMask[3]; /**< Write mask */
1139 GLuint Clear; /**< Clear value */
1140 };
1141
1142
1143 /**
1144 * An index for each type of texture object. These correspond to the GL
1145 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1146 * Note: the order is from highest priority to lowest priority.
1147 */
1148 typedef enum
1149 {
1150 TEXTURE_BUFFER_INDEX,
1151 TEXTURE_2D_ARRAY_INDEX,
1152 TEXTURE_1D_ARRAY_INDEX,
1153 TEXTURE_CUBE_INDEX,
1154 TEXTURE_3D_INDEX,
1155 TEXTURE_RECT_INDEX,
1156 TEXTURE_2D_INDEX,
1157 TEXTURE_1D_INDEX,
1158 NUM_TEXTURE_TARGETS
1159 } gl_texture_index;
1160
1161
1162 /**
1163 * Bit flags for each type of texture object
1164 * Used for Texture.Unit[]._ReallyEnabled flags.
1165 */
1166 /*@{*/
1167 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1168 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1169 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1170 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1171 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1172 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1173 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1174 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1175 /*@}*/
1176
1177
1178 /**
1179 * TexGenEnabled flags.
1180 */
1181 /*@{*/
1182 #define S_BIT 1
1183 #define T_BIT 2
1184 #define R_BIT 4
1185 #define Q_BIT 8
1186 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1187 /*@}*/
1188
1189
1190 /**
1191 * Bit flag versions of the corresponding GL_ constants.
1192 */
1193 /*@{*/
1194 #define TEXGEN_SPHERE_MAP 0x1
1195 #define TEXGEN_OBJ_LINEAR 0x2
1196 #define TEXGEN_EYE_LINEAR 0x4
1197 #define TEXGEN_REFLECTION_MAP_NV 0x8
1198 #define TEXGEN_NORMAL_MAP_NV 0x10
1199
1200 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1201 TEXGEN_REFLECTION_MAP_NV | \
1202 TEXGEN_NORMAL_MAP_NV)
1203 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1204 TEXGEN_REFLECTION_MAP_NV | \
1205 TEXGEN_NORMAL_MAP_NV | \
1206 TEXGEN_EYE_LINEAR)
1207 /*@}*/
1208
1209
1210
1211 /** Tex-gen enabled for texture unit? */
1212 #define ENABLE_TEXGEN(unit) (1 << (unit))
1213
1214 /** Non-identity texture matrix for texture unit? */
1215 #define ENABLE_TEXMAT(unit) (1 << (unit))
1216
1217
1218 /**
1219 * Texel fetch function prototype. We use texel fetch functions to
1220 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1221 * texture images. These functions help to isolate us from the gritty
1222 * details of all the various texture image encodings.
1223 *
1224 * \param texImage texture image.
1225 * \param col texel column.
1226 * \param row texel row.
1227 * \param img texel image level/layer.
1228 * \param texelOut output texel (up to 4 GLchans)
1229 */
1230 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1231 GLint col, GLint row, GLint img,
1232 GLchan *texelOut );
1233
1234 /**
1235 * As above, but returns floats.
1236 * Used for depth component images and for upcoming signed/float
1237 * texture images.
1238 */
1239 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1240 GLint col, GLint row, GLint img,
1241 GLfloat *texelOut );
1242
1243
1244 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1245 GLint col, GLint row, GLint img,
1246 const void *texel);
1247
1248
1249 /**
1250 * Texture image state. Describes the dimensions of a texture image,
1251 * the texel format and pointers to Texel Fetch functions.
1252 */
1253 struct gl_texture_image
1254 {
1255 GLint InternalFormat; /**< Internal format as given by the user */
1256 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1257 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1258 * GL_INTENSITY, GL_COLOR_INDEX,
1259 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1260 * only. Used for choosing TexEnv arithmetic.
1261 */
1262 gl_format TexFormat; /**< The actual texture memory format */
1263
1264 GLuint Border; /**< 0 or 1 */
1265 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1266 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1267 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1268 GLuint Width2; /**< = Width - 2*Border */
1269 GLuint Height2; /**< = Height - 2*Border */
1270 GLuint Depth2; /**< = Depth - 2*Border */
1271 GLuint WidthLog2; /**< = log2(Width2) */
1272 GLuint HeightLog2; /**< = log2(Height2) */
1273 GLuint DepthLog2; /**< = log2(Depth2) */
1274 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1275 GLfloat WidthScale; /**< used for mipmap LOD computation */
1276 GLfloat HeightScale; /**< used for mipmap LOD computation */
1277 GLfloat DepthScale; /**< used for mipmap LOD computation */
1278 GLboolean IsClientData; /**< Data owned by client? */
1279 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1280
1281 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1282 GLuint Level; /**< Which mipmap level am I? */
1283 /** Cube map face: index into gl_texture_object::Image[] array */
1284 GLuint Face;
1285
1286 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1287 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1288
1289 GLuint RowStride; /**< Padded width in units of texels */
1290 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1291 each 2D slice in 'Data', in texels */
1292 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1293
1294 /**
1295 * \name For device driver:
1296 */
1297 /*@{*/
1298 void *DriverData; /**< Arbitrary device driver data */
1299 /*@}*/
1300 };
1301
1302
1303 /**
1304 * Indexes for cube map faces.
1305 */
1306 typedef enum
1307 {
1308 FACE_POS_X = 0,
1309 FACE_NEG_X = 1,
1310 FACE_POS_Y = 2,
1311 FACE_NEG_Y = 3,
1312 FACE_POS_Z = 4,
1313 FACE_NEG_Z = 5,
1314 MAX_FACES = 6
1315 } gl_face_index;
1316
1317
1318 /**
1319 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1320 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1321 */
1322 struct gl_sampler_object
1323 {
1324 GLuint Name;
1325 GLint RefCount;
1326
1327 GLenum WrapS; /**< S-axis texture image wrap mode */
1328 GLenum WrapT; /**< T-axis texture image wrap mode */
1329 GLenum WrapR; /**< R-axis texture image wrap mode */
1330 GLenum MinFilter; /**< minification filter */
1331 GLenum MagFilter; /**< magnification filter */
1332 union {
1333 GLfloat f[4];
1334 GLuint ui[4];
1335 GLint i[4];
1336 } BorderColor; /**< Interpreted according to texture format */
1337 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1338 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1339 GLfloat LodBias; /**< OpenGL 1.4 */
1340 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1341 GLenum CompareMode; /**< GL_ARB_shadow */
1342 GLenum CompareFunc; /**< GL_ARB_shadow */
1343 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1344 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1345 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1346
1347 /* deprecated sampler state */
1348 GLenum DepthMode; /**< GL_ARB_depth_texture */
1349
1350 /** Is the texture object complete with respect to this sampler? */
1351 GLboolean _CompleteTexture;
1352 };
1353
1354
1355 /**
1356 * Texture object state. Contains the array of mipmap images, border color,
1357 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1358 * color palette.
1359 */
1360 struct gl_texture_object
1361 {
1362 _glthread_Mutex Mutex; /**< for thread safety */
1363 GLint RefCount; /**< reference count */
1364 GLuint Name; /**< the user-visible texture object ID */
1365 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1366
1367 struct gl_sampler_object Sampler;
1368
1369 GLfloat Priority; /**< in [0,1] */
1370 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1371 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1372 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1373 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1374 GLint CropRect[4]; /**< GL_OES_draw_texture */
1375 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1376 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1377 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1378 GLboolean _Complete; /**< Is texture object complete? */
1379 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1380 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1381
1382 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1383 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1384
1385 /** GL_ARB_texture_buffer_object */
1386 struct gl_buffer_object *BufferObject;
1387 GLenum BufferObjectFormat;
1388
1389 /** GL_EXT_paletted_texture */
1390 struct gl_color_table Palette;
1391
1392 /**
1393 * \name For device driver.
1394 * Note: instead of attaching driver data to this pointer, it's preferable
1395 * to instead use this struct as a base class for your own texture object
1396 * class. Driver->NewTextureObject() can be used to implement the
1397 * allocation.
1398 */
1399 void *DriverData; /**< Arbitrary device driver data */
1400 };
1401
1402
1403 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1404 #define MAX_COMBINER_TERMS 4
1405
1406
1407 /**
1408 * Texture combine environment state.
1409 */
1410 struct gl_tex_env_combine_state
1411 {
1412 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1413 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1414 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1415 GLenum SourceRGB[MAX_COMBINER_TERMS];
1416 GLenum SourceA[MAX_COMBINER_TERMS];
1417 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1418 GLenum OperandRGB[MAX_COMBINER_TERMS];
1419 GLenum OperandA[MAX_COMBINER_TERMS];
1420 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1421 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1422 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1423 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1424 };
1425
1426
1427 /**
1428 * Texture coord generation state.
1429 */
1430 struct gl_texgen
1431 {
1432 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1433 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1434 GLfloat ObjectPlane[4];
1435 GLfloat EyePlane[4];
1436 };
1437
1438
1439 /**
1440 * Texture unit state. Contains enable flags, texture environment/function/
1441 * combiners, texgen state, and pointers to current texture objects.
1442 */
1443 struct gl_texture_unit
1444 {
1445 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1446 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1447
1448 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1449 GLclampf EnvColor[4];
1450 GLfloat EnvColorUnclamped[4];
1451
1452 struct gl_texgen GenS;
1453 struct gl_texgen GenT;
1454 struct gl_texgen GenR;
1455 struct gl_texgen GenQ;
1456 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1457 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1458
1459 GLfloat LodBias; /**< for biasing mipmap levels */
1460 GLenum BumpTarget;
1461 GLfloat RotMatrix[4]; /* 2x2 matrix */
1462
1463 /** Current sampler object (GL_ARB_sampler_objects) */
1464 struct gl_sampler_object *Sampler;
1465
1466 /**
1467 * \name GL_EXT_texture_env_combine
1468 */
1469 struct gl_tex_env_combine_state Combine;
1470
1471 /**
1472 * Derived state based on \c EnvMode and the \c BaseFormat of the
1473 * currently enabled texture.
1474 */
1475 struct gl_tex_env_combine_state _EnvMode;
1476
1477 /**
1478 * Currently enabled combiner state. This will point to either
1479 * \c Combine or \c _EnvMode.
1480 */
1481 struct gl_tex_env_combine_state *_CurrentCombine;
1482
1483 /** Current texture object pointers */
1484 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1485
1486 /** Points to highest priority, complete and enabled texture object */
1487 struct gl_texture_object *_Current;
1488 };
1489
1490
1491 /**
1492 * Texture attribute group (GL_TEXTURE_BIT).
1493 */
1494 struct gl_texture_attrib
1495 {
1496 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1497 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1498
1499 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1500
1501 /** GL_ARB_texture_buffer_object */
1502 struct gl_buffer_object *BufferObject;
1503
1504 /** GL_ARB_seamless_cubemap */
1505 GLboolean CubeMapSeamless;
1506
1507 /** GL_EXT_shared_texture_palette */
1508 GLboolean SharedPalette;
1509 struct gl_color_table Palette;
1510
1511 /** Texture units/samplers used by vertex or fragment texturing */
1512 GLbitfield _EnabledUnits;
1513
1514 /** Texture coord units/sets used for fragment texturing */
1515 GLbitfield _EnabledCoordUnits;
1516
1517 /** Texture coord units that have texgen enabled */
1518 GLbitfield _TexGenEnabled;
1519
1520 /** Texture coord units that have non-identity matrices */
1521 GLbitfield _TexMatEnabled;
1522
1523 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1524 GLbitfield _GenFlags;
1525 };
1526
1527
1528 /**
1529 * Transformation attribute group (GL_TRANSFORM_BIT).
1530 */
1531 struct gl_transform_attrib
1532 {
1533 GLenum MatrixMode; /**< Matrix mode */
1534 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1535 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1536 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1537 GLboolean Normalize; /**< Normalize all normals? */
1538 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1539 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1540 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1541
1542 GLfloat CullEyePos[4];
1543 GLfloat CullObjPos[4];
1544 };
1545
1546
1547 /**
1548 * Viewport attribute group (GL_VIEWPORT_BIT).
1549 */
1550 struct gl_viewport_attrib
1551 {
1552 GLint X, Y; /**< position */
1553 GLsizei Width, Height; /**< size */
1554 GLfloat Near, Far; /**< Depth buffer range */
1555 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1556 };
1557
1558
1559 /**
1560 * GL_ARB_vertex/pixel_buffer_object buffer object
1561 */
1562 struct gl_buffer_object
1563 {
1564 _glthread_Mutex Mutex;
1565 GLint RefCount;
1566 GLuint Name;
1567 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1568 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1569 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1570 /** Fields describing a mapped buffer */
1571 /*@{*/
1572 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1573 GLvoid *Pointer; /**< User-space address of mapping */
1574 GLintptr Offset; /**< Mapped offset */
1575 GLsizeiptr Length; /**< Mapped length */
1576 /*@}*/
1577 GLboolean Written; /**< Ever written to? (for debugging) */
1578 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1579 };
1580
1581
1582 /**
1583 * Client pixel packing/unpacking attributes
1584 */
1585 struct gl_pixelstore_attrib
1586 {
1587 GLint Alignment;
1588 GLint RowLength;
1589 GLint SkipPixels;
1590 GLint SkipRows;
1591 GLint ImageHeight;
1592 GLint SkipImages;
1593 GLboolean SwapBytes;
1594 GLboolean LsbFirst;
1595 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1596 GLboolean Invert; /**< GL_MESA_pack_invert */
1597 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1598 };
1599
1600
1601 /**
1602 * Client vertex array attributes
1603 */
1604 struct gl_client_array
1605 {
1606 GLint Size; /**< components per element (1,2,3,4) */
1607 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1608 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1609 GLsizei Stride; /**< user-specified stride */
1610 GLsizei StrideB; /**< actual stride in bytes */
1611 const GLubyte *Ptr; /**< Points to array data */
1612 GLboolean Enabled; /**< Enabled flag is a boolean */
1613 GLboolean Normalized; /**< GL_ARB_vertex_program */
1614 GLboolean Integer; /**< Integer-valued? */
1615 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1616 GLuint _ElementSize; /**< size of each element in bytes */
1617
1618 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1619 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1620 };
1621
1622
1623 /**
1624 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1625 * extension, but a nice encapsulation in any case.
1626 */
1627 struct gl_array_object
1628 {
1629 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1630 GLuint Name;
1631
1632 GLint RefCount;
1633 _glthread_Mutex Mutex;
1634 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1635
1636 /** Conventional vertex arrays */
1637 /*@{*/
1638 struct gl_client_array Vertex;
1639 struct gl_client_array Weight;
1640 struct gl_client_array Normal;
1641 struct gl_client_array Color;
1642 struct gl_client_array SecondaryColor;
1643 struct gl_client_array FogCoord;
1644 struct gl_client_array Index;
1645 struct gl_client_array EdgeFlag;
1646 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1647 struct gl_client_array PointSize;
1648 /*@}*/
1649
1650 /**
1651 * Generic arrays for vertex programs/shaders.
1652 * For NV vertex programs, these attributes alias and take priority
1653 * over the conventional attribs above. For ARB vertex programs and
1654 * GLSL vertex shaders, these attributes are separate.
1655 */
1656 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1657
1658 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1659 GLbitfield _Enabled;
1660
1661 /**
1662 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1663 * we can determine the max legal (in bounds) glDrawElements array index.
1664 */
1665 GLuint _MaxElement;
1666 };
1667
1668
1669 /**
1670 * Vertex array state
1671 */
1672 struct gl_array_attrib
1673 {
1674 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1675 struct gl_array_object *ArrayObj;
1676
1677 /** The default vertex array object */
1678 struct gl_array_object *DefaultArrayObj;
1679
1680 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1681 struct _mesa_HashTable *Objects;
1682
1683 GLint ActiveTexture; /**< Client Active Texture */
1684 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1685 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1686
1687 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1688 GLboolean PrimitiveRestart;
1689 GLuint RestartIndex;
1690
1691 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1692 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1693
1694 /* GL_ARB_vertex_buffer_object */
1695 struct gl_buffer_object *ArrayBufferObj;
1696 struct gl_buffer_object *ElementArrayBufferObj;
1697 };
1698
1699
1700 /**
1701 * Feedback buffer state
1702 */
1703 struct gl_feedback
1704 {
1705 GLenum Type;
1706 GLbitfield _Mask; /**< FB_* bits */
1707 GLfloat *Buffer;
1708 GLuint BufferSize;
1709 GLuint Count;
1710 };
1711
1712
1713 /**
1714 * Selection buffer state
1715 */
1716 struct gl_selection
1717 {
1718 GLuint *Buffer; /**< selection buffer */
1719 GLuint BufferSize; /**< size of the selection buffer */
1720 GLuint BufferCount; /**< number of values in the selection buffer */
1721 GLuint Hits; /**< number of records in the selection buffer */
1722 GLuint NameStackDepth; /**< name stack depth */
1723 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1724 GLboolean HitFlag; /**< hit flag */
1725 GLfloat HitMinZ; /**< minimum hit depth */
1726 GLfloat HitMaxZ; /**< maximum hit depth */
1727 };
1728
1729
1730 /**
1731 * 1-D Evaluator control points
1732 */
1733 struct gl_1d_map
1734 {
1735 GLuint Order; /**< Number of control points */
1736 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1737 GLfloat *Points; /**< Points to contiguous control points */
1738 };
1739
1740
1741 /**
1742 * 2-D Evaluator control points
1743 */
1744 struct gl_2d_map
1745 {
1746 GLuint Uorder; /**< Number of control points in U dimension */
1747 GLuint Vorder; /**< Number of control points in V dimension */
1748 GLfloat u1, u2, du;
1749 GLfloat v1, v2, dv;
1750 GLfloat *Points; /**< Points to contiguous control points */
1751 };
1752
1753
1754 /**
1755 * All evaluator control point state
1756 */
1757 struct gl_evaluators
1758 {
1759 /**
1760 * \name 1-D maps
1761 */
1762 /*@{*/
1763 struct gl_1d_map Map1Vertex3;
1764 struct gl_1d_map Map1Vertex4;
1765 struct gl_1d_map Map1Index;
1766 struct gl_1d_map Map1Color4;
1767 struct gl_1d_map Map1Normal;
1768 struct gl_1d_map Map1Texture1;
1769 struct gl_1d_map Map1Texture2;
1770 struct gl_1d_map Map1Texture3;
1771 struct gl_1d_map Map1Texture4;
1772 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1773 /*@}*/
1774
1775 /**
1776 * \name 2-D maps
1777 */
1778 /*@{*/
1779 struct gl_2d_map Map2Vertex3;
1780 struct gl_2d_map Map2Vertex4;
1781 struct gl_2d_map Map2Index;
1782 struct gl_2d_map Map2Color4;
1783 struct gl_2d_map Map2Normal;
1784 struct gl_2d_map Map2Texture1;
1785 struct gl_2d_map Map2Texture2;
1786 struct gl_2d_map Map2Texture3;
1787 struct gl_2d_map Map2Texture4;
1788 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1789 /*@}*/
1790 };
1791
1792
1793 /**
1794 * Names of the various vertex/fragment program register files, etc.
1795 *
1796 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1797 * All values should fit in a 4-bit field.
1798 *
1799 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1800 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1801 * be "uniform" variables since they can only be set outside glBegin/End.
1802 * They're also all stored in the same Parameters array.
1803 */
1804 typedef enum
1805 {
1806 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1807 PROGRAM_INPUT, /**< machine->Inputs[] */
1808 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1809 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1810 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1811 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1812 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1813 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1814 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1815 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1816 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1817 PROGRAM_ADDRESS, /**< machine->AddressReg */
1818 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1819 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1820 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1821 PROGRAM_FILE_MAX
1822 } gl_register_file;
1823
1824
1825 /**
1826 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1827 * one of these values.
1828 */
1829 typedef enum
1830 {
1831 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1832 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1833 SYSTEM_VALUE_MAX /**< Number of values */
1834 } gl_system_value;
1835
1836
1837 /** Vertex and fragment instructions */
1838 struct prog_instruction;
1839 struct gl_program_parameter_list;
1840 struct gl_uniform_list;
1841
1842
1843 /**
1844 * Base class for any kind of program object
1845 */
1846 struct gl_program
1847 {
1848 GLuint Id;
1849 GLubyte *String; /**< Null-terminated program text */
1850 GLint RefCount;
1851 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1852 GLenum Format; /**< String encoding format */
1853 GLboolean Resident;
1854
1855 struct prog_instruction *Instructions;
1856
1857 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1858 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1859 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1860 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1861 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1862 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1863 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1864 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1865
1866
1867 /** Named parameters, constants, etc. from program text */
1868 struct gl_program_parameter_list *Parameters;
1869 /** Numbered local parameters */
1870 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1871
1872 /** Vertex/fragment shader varying vars */
1873 struct gl_program_parameter_list *Varying;
1874 /** Vertex program user-defined attributes */
1875 struct gl_program_parameter_list *Attributes;
1876
1877 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1878 GLubyte SamplerUnits[MAX_SAMPLERS];
1879 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1880 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1881
1882 /** Bitmask of which register files are read/written with indirect
1883 * addressing. Mask of (1 << PROGRAM_x) bits.
1884 */
1885 GLbitfield IndirectRegisterFiles;
1886
1887 /** Logical counts */
1888 /*@{*/
1889 GLuint NumInstructions;
1890 GLuint NumTemporaries;
1891 GLuint NumParameters;
1892 GLuint NumAttributes;
1893 GLuint NumAddressRegs;
1894 GLuint NumAluInstructions;
1895 GLuint NumTexInstructions;
1896 GLuint NumTexIndirections;
1897 /*@}*/
1898 /** Native, actual h/w counts */
1899 /*@{*/
1900 GLuint NumNativeInstructions;
1901 GLuint NumNativeTemporaries;
1902 GLuint NumNativeParameters;
1903 GLuint NumNativeAttributes;
1904 GLuint NumNativeAddressRegs;
1905 GLuint NumNativeAluInstructions;
1906 GLuint NumNativeTexInstructions;
1907 GLuint NumNativeTexIndirections;
1908 /*@}*/
1909 };
1910
1911
1912 /** Vertex program object */
1913 struct gl_vertex_program
1914 {
1915 struct gl_program Base; /**< base class */
1916 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1917 GLboolean IsPositionInvariant;
1918 };
1919
1920
1921 /** Geometry program object */
1922 struct gl_geometry_program
1923 {
1924 struct gl_program Base; /**< base class */
1925
1926 GLint VerticesOut;
1927 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1928 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1929 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1930 };
1931
1932
1933 /** Fragment program object */
1934 struct gl_fragment_program
1935 {
1936 struct gl_program Base; /**< base class */
1937 GLboolean UsesKill; /**< shader uses KIL instruction */
1938 GLboolean OriginUpperLeft;
1939 GLboolean PixelCenterInteger;
1940 enum gl_frag_depth_layout FragDepthLayout;
1941 };
1942
1943
1944 /**
1945 * State common to vertex and fragment programs.
1946 */
1947 struct gl_program_state
1948 {
1949 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1950 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1951 };
1952
1953
1954 /**
1955 * Context state for vertex programs.
1956 */
1957 struct gl_vertex_program_state
1958 {
1959 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1960 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1961 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1962 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1963 struct gl_vertex_program *Current; /**< User-bound vertex program */
1964
1965 /** Currently enabled and valid vertex program (including internal
1966 * programs, user-defined vertex programs and GLSL vertex shaders).
1967 * This is the program we must use when rendering.
1968 */
1969 struct gl_vertex_program *_Current;
1970
1971 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1972
1973 /* For GL_NV_vertex_program only: */
1974 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1975 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1976
1977 /** Should fixed-function T&L be implemented with a vertex prog? */
1978 GLboolean _MaintainTnlProgram;
1979
1980 /** Program to emulate fixed-function T&L (see above) */
1981 struct gl_vertex_program *_TnlProgram;
1982
1983 /** Cache of fixed-function programs */
1984 struct gl_program_cache *Cache;
1985
1986 GLboolean _Overriden;
1987 };
1988
1989
1990 /**
1991 * Context state for geometry programs.
1992 */
1993 struct gl_geometry_program_state
1994 {
1995 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1996 GLboolean _Enabled; /**< Enabled and valid program? */
1997 struct gl_geometry_program *Current; /**< user-bound geometry program */
1998
1999 /** Currently enabled and valid program (including internal programs
2000 * and compiled shader programs).
2001 */
2002 struct gl_geometry_program *_Current;
2003
2004 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2005
2006 /** Cache of fixed-function programs */
2007 struct gl_program_cache *Cache;
2008 };
2009
2010 /**
2011 * Context state for fragment programs.
2012 */
2013 struct gl_fragment_program_state
2014 {
2015 GLboolean Enabled; /**< User-set fragment program enable flag */
2016 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2017 struct gl_fragment_program *Current; /**< User-bound fragment program */
2018
2019 /** Currently enabled and valid fragment program (including internal
2020 * programs, user-defined fragment programs and GLSL fragment shaders).
2021 * This is the program we must use when rendering.
2022 */
2023 struct gl_fragment_program *_Current;
2024
2025 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2026
2027 /** Should fixed-function texturing be implemented with a fragment prog? */
2028 GLboolean _MaintainTexEnvProgram;
2029
2030 /** Program to emulate fixed-function texture env/combine (see above) */
2031 struct gl_fragment_program *_TexEnvProgram;
2032
2033 /** Cache of fixed-function programs */
2034 struct gl_program_cache *Cache;
2035 };
2036
2037
2038 /**
2039 * ATI_fragment_shader runtime state
2040 */
2041 #define ATI_FS_INPUT_PRIMARY 0
2042 #define ATI_FS_INPUT_SECONDARY 1
2043
2044 struct atifs_instruction;
2045 struct atifs_setupinst;
2046
2047 /**
2048 * ATI fragment shader
2049 */
2050 struct ati_fragment_shader
2051 {
2052 GLuint Id;
2053 GLint RefCount;
2054 struct atifs_instruction *Instructions[2];
2055 struct atifs_setupinst *SetupInst[2];
2056 GLfloat Constants[8][4];
2057 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2058 GLubyte numArithInstr[2];
2059 GLubyte regsAssigned[2];
2060 GLubyte NumPasses; /**< 1 or 2 */
2061 GLubyte cur_pass;
2062 GLubyte last_optype;
2063 GLboolean interpinp1;
2064 GLboolean isValid;
2065 GLuint swizzlerq;
2066 };
2067
2068 /**
2069 * Context state for GL_ATI_fragment_shader
2070 */
2071 struct gl_ati_fragment_shader_state
2072 {
2073 GLboolean Enabled;
2074 GLboolean _Enabled; /**< enabled and valid shader? */
2075 GLboolean Compiling;
2076 GLfloat GlobalConstants[8][4];
2077 struct ati_fragment_shader *Current;
2078 };
2079
2080
2081 /**
2082 * Occlusion/timer query object.
2083 */
2084 struct gl_query_object
2085 {
2086 GLenum Target; /**< The query target, when active */
2087 GLuint Id; /**< hash table ID/name */
2088 GLuint64EXT Result; /**< the counter */
2089 GLboolean Active; /**< inside Begin/EndQuery */
2090 GLboolean Ready; /**< result is ready? */
2091 };
2092
2093
2094 /**
2095 * Context state for query objects.
2096 */
2097 struct gl_query_state
2098 {
2099 struct _mesa_HashTable *QueryObjects;
2100 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2101 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2102
2103 /** GL_NV_conditional_render */
2104 struct gl_query_object *CondRenderQuery;
2105
2106 /** GL_EXT_transform_feedback */
2107 struct gl_query_object *PrimitivesGenerated;
2108 struct gl_query_object *PrimitivesWritten;
2109
2110 /** GL_ARB_timer_query */
2111 struct gl_query_object *TimeElapsed;
2112
2113 GLenum CondRenderMode;
2114 };
2115
2116
2117 /** Sync object state */
2118 struct gl_sync_object {
2119 struct simple_node link;
2120 GLenum Type; /**< GL_SYNC_FENCE */
2121 GLuint Name; /**< Fence name */
2122 GLint RefCount; /**< Reference count */
2123 GLboolean DeletePending; /**< Object was deleted while there were still
2124 * live references (e.g., sync not yet finished)
2125 */
2126 GLenum SyncCondition;
2127 GLbitfield Flags; /**< Flags passed to glFenceSync */
2128 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2129 };
2130
2131
2132 /** Set by #pragma directives */
2133 struct gl_sl_pragmas
2134 {
2135 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2136 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2137 GLboolean Optimize; /**< defaults on */
2138 GLboolean Debug; /**< defaults off */
2139 };
2140
2141
2142 /**
2143 * A GLSL vertex or fragment shader object.
2144 */
2145 struct gl_shader
2146 {
2147 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2148 GLuint Name; /**< AKA the handle */
2149 GLint RefCount; /**< Reference count */
2150 GLboolean DeletePending;
2151 GLboolean CompileStatus;
2152 const GLchar *Source; /**< Source code string */
2153 GLuint SourceChecksum; /**< for debug/logging purposes */
2154 struct gl_program *Program; /**< Post-compile assembly code */
2155 GLchar *InfoLog;
2156 struct gl_sl_pragmas Pragmas;
2157
2158 unsigned Version; /**< GLSL version used for linking */
2159
2160 struct exec_list *ir;
2161 struct glsl_symbol_table *symbols;
2162
2163 /** Shaders containing built-in functions that are used for linking. */
2164 struct gl_shader *builtins_to_link[16];
2165 unsigned num_builtins_to_link;
2166 };
2167
2168
2169 /**
2170 * A GLSL program object.
2171 * Basically a linked collection of vertex and fragment shaders.
2172 */
2173 struct gl_shader_program
2174 {
2175 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2176 GLuint Name; /**< aka handle or ID */
2177 GLint RefCount; /**< Reference count */
2178 GLboolean DeletePending;
2179
2180 GLuint NumShaders; /**< number of attached shaders */
2181 struct gl_shader **Shaders; /**< List of attached the shaders */
2182
2183 /** User-defined attribute bindings (glBindAttribLocation) */
2184 struct gl_program_parameter_list *Attributes;
2185
2186 /** Transform feedback varyings */
2187 struct {
2188 GLenum BufferMode;
2189 GLuint NumVarying;
2190 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2191 } TransformFeedback;
2192
2193 /** Geometry shader state - copied into gl_geometry_program at link time */
2194 struct {
2195 GLint VerticesOut;
2196 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2197 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2198 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2199 } Geom;
2200
2201 /* post-link info: */
2202 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2203 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2204 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2205 struct gl_uniform_list *Uniforms;
2206 struct gl_program_parameter_list *Varying;
2207 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2208 GLboolean Validated;
2209 GLboolean _Used; /**< Ever used for drawing? */
2210 GLchar *InfoLog;
2211
2212 unsigned Version; /**< GLSL version used for linking */
2213
2214 /**
2215 * Per-stage shaders resulting from the first stage of linking.
2216 *
2217 * Set of linked shaders for this program. The array is accessed using the
2218 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2219 * \c NULL.
2220 */
2221 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2222 };
2223
2224
2225 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2226 #define GLSL_LOG 0x2 /**< Write shaders to files */
2227 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2228 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2229 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2230 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2231 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2232 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2233
2234
2235 /**
2236 * Context state for GLSL vertex/fragment shaders.
2237 */
2238 struct gl_shader_state
2239 {
2240 /**
2241 * Programs used for rendering
2242 *
2243 * There is a separate program set for each shader stage. If
2244 * GL_EXT_separate_shader_objects is not supported, each of these must point
2245 * to \c NULL or to the same program.
2246 */
2247 struct gl_shader_program *CurrentVertexProgram;
2248 struct gl_shader_program *CurrentGeometryProgram;
2249 struct gl_shader_program *CurrentFragmentProgram;
2250
2251 /**
2252 * Program used by glUniform calls.
2253 *
2254 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2255 */
2256 struct gl_shader_program *ActiveProgram;
2257
2258 GLbitfield Flags; /**< Mask of GLSL_x flags */
2259 };
2260
2261 /**
2262 * Compiler options for a single GLSL shaders type
2263 */
2264 struct gl_shader_compiler_options
2265 {
2266 /** Driver-selectable options: */
2267 GLboolean EmitCondCodes; /**< Use condition codes? */
2268 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2269 /**
2270 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2271 * support control flow.
2272 */
2273 GLboolean EmitNoIfs;
2274 GLboolean EmitNoLoops;
2275 GLboolean EmitNoFunctions;
2276 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2277 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2278 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2279 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2280
2281 /**
2282 * \name Forms of indirect addressing the driver cannot do.
2283 */
2284 /*@{*/
2285 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2286 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2287 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2288 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2289 /*@}*/
2290
2291 GLuint MaxUnrollIterations;
2292
2293 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2294 };
2295
2296 /**
2297 * Transform feedback object state
2298 */
2299 struct gl_transform_feedback_object
2300 {
2301 GLuint Name; /**< AKA the object ID */
2302 GLint RefCount;
2303 GLboolean Active; /**< Is transform feedback enabled? */
2304 GLboolean Paused; /**< Is transform feedback paused? */
2305
2306 /** The feedback buffers */
2307 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2308 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2309
2310 /** Start of feedback data in dest buffer */
2311 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2312 /** Max data to put into dest buffer (in bytes) */
2313 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2314 };
2315
2316
2317 /**
2318 * Context state for transform feedback.
2319 */
2320 struct gl_transform_feedback
2321 {
2322 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2323
2324 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2325
2326 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2327 struct gl_buffer_object *CurrentBuffer;
2328
2329 /** The table of all transform feedback objects */
2330 struct _mesa_HashTable *Objects;
2331
2332 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2333 struct gl_transform_feedback_object *CurrentObject;
2334
2335 /** The default xform-fb object (Name==0) */
2336 struct gl_transform_feedback_object *DefaultObject;
2337 };
2338
2339
2340
2341 /**
2342 * State which can be shared by multiple contexts:
2343 */
2344 struct gl_shared_state
2345 {
2346 _glthread_Mutex Mutex; /**< for thread safety */
2347 GLint RefCount; /**< Reference count */
2348 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2349 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2350
2351 /** Default texture objects (shared by all texture units) */
2352 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2353
2354 /** Fallback texture used when a bound texture is incomplete */
2355 struct gl_texture_object *FallbackTex;
2356
2357 /**
2358 * \name Thread safety and statechange notification for texture
2359 * objects.
2360 *
2361 * \todo Improve the granularity of locking.
2362 */
2363 /*@{*/
2364 _glthread_Mutex TexMutex; /**< texobj thread safety */
2365 GLuint TextureStateStamp; /**< state notification for shared tex */
2366 /*@}*/
2367
2368 /** Default buffer object for vertex arrays that aren't in VBOs */
2369 struct gl_buffer_object *NullBufferObj;
2370
2371 /**
2372 * \name Vertex/geometry/fragment programs
2373 */
2374 /*@{*/
2375 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2376 struct gl_vertex_program *DefaultVertexProgram;
2377 struct gl_fragment_program *DefaultFragmentProgram;
2378 struct gl_geometry_program *DefaultGeometryProgram;
2379 /*@}*/
2380
2381 /* GL_ATI_fragment_shader */
2382 struct _mesa_HashTable *ATIShaders;
2383 struct ati_fragment_shader *DefaultFragmentShader;
2384
2385 struct _mesa_HashTable *BufferObjects;
2386
2387 /** Table of both gl_shader and gl_shader_program objects */
2388 struct _mesa_HashTable *ShaderObjects;
2389
2390 /* GL_EXT_framebuffer_object */
2391 struct _mesa_HashTable *RenderBuffers;
2392 struct _mesa_HashTable *FrameBuffers;
2393
2394 /* GL_ARB_sync */
2395 struct simple_node SyncObjects;
2396
2397 /** GL_ARB_sampler_objects */
2398 struct _mesa_HashTable *SamplerObjects;
2399
2400 void *DriverData; /**< Device driver shared state */
2401 };
2402
2403
2404
2405
2406 /**
2407 * A renderbuffer stores colors or depth values or stencil values.
2408 * A framebuffer object will have a collection of these.
2409 * Data are read/written to the buffer with a handful of Get/Put functions.
2410 *
2411 * Instances of this object are allocated with the Driver's NewRenderbuffer
2412 * hook. Drivers will likely wrap this class inside a driver-specific
2413 * class to simulate inheritance.
2414 */
2415 struct gl_renderbuffer
2416 {
2417 _glthread_Mutex Mutex; /**< for thread safety */
2418 GLuint ClassID; /**< Useful for drivers */
2419 GLuint Name;
2420 GLint RefCount;
2421 GLuint Width, Height;
2422 GLint RowStride; /**< Padded width in units of pixels */
2423 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2424
2425 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2426
2427 GLubyte NumSamples;
2428
2429 GLenum InternalFormat; /**< The user-specified format */
2430 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2431 GL_STENCIL_INDEX. */
2432 gl_format Format; /**< The actual renderbuffer memory format */
2433
2434 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2435 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2436
2437 /* Used to wrap one renderbuffer around another: */
2438 struct gl_renderbuffer *Wrapped;
2439
2440 /* Delete this renderbuffer */
2441 void (*Delete)(struct gl_renderbuffer *rb);
2442
2443 /* Allocate new storage for this renderbuffer */
2444 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2445 GLenum internalFormat,
2446 GLuint width, GLuint height);
2447
2448 /* Lock/Unlock are called before/after calling the Get/Put functions.
2449 * Not sure this is the right place for these yet.
2450 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2451 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2452 */
2453
2454 /* Return a pointer to the element/pixel at (x,y).
2455 * Should return NULL if the buffer memory can't be directly addressed.
2456 */
2457 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2458 GLint x, GLint y);
2459
2460 /* Get/Read a row of values.
2461 * The values will be of format _BaseFormat and type DataType.
2462 */
2463 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2464 GLint x, GLint y, void *values);
2465
2466 /* Get/Read values at arbitrary locations.
2467 * The values will be of format _BaseFormat and type DataType.
2468 */
2469 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2470 const GLint x[], const GLint y[], void *values);
2471
2472 /* Put/Write a row of values.
2473 * The values will be of format _BaseFormat and type DataType.
2474 */
2475 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2476 GLint x, GLint y, const void *values, const GLubyte *mask);
2477
2478 /* Put/Write a row of RGB values. This is a special-case routine that's
2479 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2480 * a common case for glDrawPixels and some triangle routines.
2481 * The values will be of format GL_RGB and type DataType.
2482 */
2483 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2484 GLint x, GLint y, const void *values, const GLubyte *mask);
2485
2486
2487 /* Put/Write a row of identical values.
2488 * The values will be of format _BaseFormat and type DataType.
2489 */
2490 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2491 GLint x, GLint y, const void *value, const GLubyte *mask);
2492
2493 /* Put/Write values at arbitrary locations.
2494 * The values will be of format _BaseFormat and type DataType.
2495 */
2496 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2497 const GLint x[], const GLint y[], const void *values,
2498 const GLubyte *mask);
2499 /* Put/Write identical values at arbitrary locations.
2500 * The values will be of format _BaseFormat and type DataType.
2501 */
2502 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2503 GLuint count, const GLint x[], const GLint y[],
2504 const void *value, const GLubyte *mask);
2505 };
2506
2507
2508 /**
2509 * A renderbuffer attachment points to either a texture object (and specifies
2510 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2511 */
2512 struct gl_renderbuffer_attachment
2513 {
2514 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2515 GLboolean Complete;
2516
2517 /**
2518 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2519 * application supplied renderbuffer object.
2520 */
2521 struct gl_renderbuffer *Renderbuffer;
2522
2523 /**
2524 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2525 * supplied texture object.
2526 */
2527 struct gl_texture_object *Texture;
2528 GLuint TextureLevel; /**< Attached mipmap level. */
2529 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2530 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2531 * and 2D array textures */
2532 };
2533
2534
2535 /**
2536 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2537 * In C++ terms, think of this as a base class from which device drivers
2538 * will make derived classes.
2539 */
2540 struct gl_framebuffer
2541 {
2542 _glthread_Mutex Mutex; /**< for thread safety */
2543 /**
2544 * If zero, this is a window system framebuffer. If non-zero, this
2545 * is a FBO framebuffer; note that for some devices (i.e. those with
2546 * a natural pixel coordinate system for FBOs that differs from the
2547 * OpenGL/Mesa coordinate system), this means that the viewport,
2548 * polygon face orientation, and polygon stipple will have to be inverted.
2549 */
2550 GLuint Name;
2551
2552 GLint RefCount;
2553 GLboolean DeletePending;
2554
2555 /**
2556 * The framebuffer's visual. Immutable if this is a window system buffer.
2557 * Computed from attachments if user-made FBO.
2558 */
2559 struct gl_config Visual;
2560
2561 GLboolean Initialized;
2562
2563 GLuint Width, Height; /**< size of frame buffer in pixels */
2564
2565 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2566 /*@{*/
2567 GLint _Xmin, _Xmax; /**< inclusive */
2568 GLint _Ymin, _Ymax; /**< exclusive */
2569 /*@}*/
2570
2571 /** \name Derived Z buffer stuff */
2572 /*@{*/
2573 GLuint _DepthMax; /**< Max depth buffer value */
2574 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2575 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2576 /*@}*/
2577
2578 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2579 GLenum _Status;
2580
2581 /** Integer color values */
2582 GLboolean _IntegerColor;
2583
2584 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2585 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2586
2587 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2588 * attribute group and GL_PIXEL attribute group, respectively.
2589 */
2590 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2591 GLenum ColorReadBuffer;
2592
2593 /** Computed from ColorDraw/ReadBuffer above */
2594 GLuint _NumColorDrawBuffers;
2595 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2596 GLint _ColorReadBufferIndex; /* -1 = None */
2597 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2598 struct gl_renderbuffer *_ColorReadBuffer;
2599
2600 /** The Actual depth/stencil buffers to use. May be wrappers around the
2601 * depth/stencil buffers attached above. */
2602 struct gl_renderbuffer *_DepthBuffer;
2603 struct gl_renderbuffer *_StencilBuffer;
2604
2605 /** Delete this framebuffer */
2606 void (*Delete)(struct gl_framebuffer *fb);
2607 };
2608
2609
2610 /**
2611 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2612 */
2613 struct gl_precision
2614 {
2615 GLushort RangeMin; /**< min value exponent */
2616 GLushort RangeMax; /**< max value exponent */
2617 GLushort Precision; /**< number of mantissa bits */
2618 };
2619
2620
2621 /**
2622 * Limits for vertex, geometry and fragment programs/shaders.
2623 */
2624 struct gl_program_constants
2625 {
2626 /* logical limits */
2627 GLuint MaxInstructions;
2628 GLuint MaxAluInstructions;
2629 GLuint MaxTexInstructions;
2630 GLuint MaxTexIndirections;
2631 GLuint MaxAttribs;
2632 GLuint MaxTemps;
2633 GLuint MaxAddressRegs;
2634 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2635 GLuint MaxParameters;
2636 GLuint MaxLocalParams;
2637 GLuint MaxEnvParams;
2638 /* native/hardware limits */
2639 GLuint MaxNativeInstructions;
2640 GLuint MaxNativeAluInstructions;
2641 GLuint MaxNativeTexInstructions;
2642 GLuint MaxNativeTexIndirections;
2643 GLuint MaxNativeAttribs;
2644 GLuint MaxNativeTemps;
2645 GLuint MaxNativeAddressRegs;
2646 GLuint MaxNativeParameters;
2647 /* For shaders */
2648 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2649 /* ES 2.0 and GL_ARB_ES2_compatibility */
2650 struct gl_precision LowFloat, MediumFloat, HighFloat;
2651 struct gl_precision LowInt, MediumInt, HighInt;
2652 };
2653
2654
2655 /**
2656 * Constants which may be overridden by device driver during context creation
2657 * but are never changed after that.
2658 */
2659 struct gl_constants
2660 {
2661 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2662 GLint MaxTextureLevels; /**< Max mipmap levels. */
2663 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2664 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2665 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2666 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2667 GLuint MaxTextureCoordUnits;
2668 GLuint MaxTextureImageUnits;
2669 GLuint MaxVertexTextureImageUnits;
2670 GLuint MaxCombinedTextureImageUnits;
2671 GLuint MaxGeometryTextureImageUnits;
2672 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2673 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2674 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2675 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2676
2677 GLuint MaxArrayLockSize;
2678
2679 GLint SubPixelBits;
2680
2681 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2682 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2683 GLfloat PointSizeGranularity;
2684 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2685 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2686 GLfloat LineWidthGranularity;
2687
2688 GLuint MaxColorTableSize;
2689
2690 GLuint MaxClipPlanes;
2691 GLuint MaxLights;
2692 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2693 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2694
2695 GLuint MaxViewportWidth, MaxViewportHeight;
2696
2697 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2698 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2699 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2700 GLuint MaxProgramMatrices;
2701 GLuint MaxProgramMatrixStackDepth;
2702
2703 /** vertex array / buffer object bounds checking */
2704 GLboolean CheckArrayBounds;
2705
2706 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2707
2708 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2709 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2710 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2711
2712 /** Number of varying vectors between vertex and fragment shaders */
2713 GLuint MaxVarying;
2714 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2715 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2716
2717 /** GL_ARB_geometry_shader4 */
2718 GLuint MaxGeometryOutputVertices;
2719 GLuint MaxGeometryTotalOutputComponents;
2720
2721 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2722
2723 /**
2724 * Does the driver support real 32-bit integers? (Otherwise, integers are
2725 * simulated via floats.)
2726 */
2727 GLboolean NativeIntegers;
2728
2729 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2730 GLbitfield SupportedBumpUnits;
2731
2732 /**
2733 * Maximum amount of time, measured in nanseconds, that the server can wait.
2734 */
2735 GLuint64 MaxServerWaitTimeout;
2736
2737 /** GL_EXT_provoking_vertex */
2738 GLboolean QuadsFollowProvokingVertexConvention;
2739
2740 /** OpenGL version 3.0 */
2741 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2742
2743 /** OpenGL version 3.2 */
2744 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2745
2746 /** GL_EXT_transform_feedback */
2747 GLuint MaxTransformFeedbackSeparateAttribs;
2748 GLuint MaxTransformFeedbackSeparateComponents;
2749 GLuint MaxTransformFeedbackInterleavedComponents;
2750
2751 /** GL_EXT_gpu_shader4 */
2752 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2753
2754 /* GL_EXT_framebuffer_sRGB */
2755 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2756
2757 /* GL_ARB_robustness */
2758 GLenum ResetStrategy;
2759 };
2760
2761
2762 /**
2763 * Enable flag for each OpenGL extension. Different device drivers will
2764 * enable different extensions at runtime.
2765 */
2766 struct gl_extensions
2767 {
2768 GLboolean dummy; /* don't remove this! */
2769 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2770 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2771 GLboolean ARB_ES2_compatibility;
2772 GLboolean ARB_blend_func_extended;
2773 GLboolean ARB_color_buffer_float;
2774 GLboolean ARB_copy_buffer;
2775 GLboolean ARB_depth_buffer_float;
2776 GLboolean ARB_depth_clamp;
2777 GLboolean ARB_depth_texture;
2778 GLboolean ARB_draw_buffers;
2779 GLboolean ARB_draw_buffers_blend;
2780 GLboolean ARB_draw_elements_base_vertex;
2781 GLboolean ARB_draw_instanced;
2782 GLboolean ARB_fragment_coord_conventions;
2783 GLboolean ARB_fragment_program;
2784 GLboolean ARB_fragment_program_shadow;
2785 GLboolean ARB_fragment_shader;
2786 GLboolean ARB_framebuffer_object;
2787 GLboolean ARB_explicit_attrib_location;
2788 GLboolean ARB_geometry_shader4;
2789 GLboolean ARB_half_float_pixel;
2790 GLboolean ARB_half_float_vertex;
2791 GLboolean ARB_instanced_arrays;
2792 GLboolean ARB_map_buffer_range;
2793 GLboolean ARB_multisample;
2794 GLboolean ARB_multitexture;
2795 GLboolean ARB_occlusion_query;
2796 GLboolean ARB_occlusion_query2;
2797 GLboolean ARB_point_sprite;
2798 GLboolean ARB_sampler_objects;
2799 GLboolean ARB_seamless_cube_map;
2800 GLboolean ARB_shader_objects;
2801 GLboolean ARB_shader_stencil_export;
2802 GLboolean ARB_shader_texture_lod;
2803 GLboolean ARB_shading_language_100;
2804 GLboolean ARB_shadow;
2805 GLboolean ARB_shadow_ambient;
2806 GLboolean ARB_sync;
2807 GLboolean ARB_texture_border_clamp;
2808 GLboolean ARB_texture_buffer_object;
2809 GLboolean ARB_texture_compression;
2810 GLboolean ARB_texture_compression_rgtc;
2811 GLboolean ARB_texture_cube_map;
2812 GLboolean ARB_texture_env_combine;
2813 GLboolean ARB_texture_env_crossbar;
2814 GLboolean ARB_texture_env_dot3;
2815 GLboolean ARB_texture_float;
2816 GLboolean ARB_texture_mirrored_repeat;
2817 GLboolean ARB_texture_multisample;
2818 GLboolean ARB_texture_non_power_of_two;
2819 GLboolean ARB_texture_rg;
2820 GLboolean ARB_texture_rgb10_a2ui;
2821 GLboolean ARB_timer_query;
2822 GLboolean ARB_transform_feedback2;
2823 GLboolean ARB_transpose_matrix;
2824 GLboolean ARB_uniform_buffer_object;
2825 GLboolean ARB_vertex_array_object;
2826 GLboolean ARB_vertex_buffer_object;
2827 GLboolean ARB_vertex_program;
2828 GLboolean ARB_vertex_shader;
2829 GLboolean ARB_vertex_type_2_10_10_10_rev;
2830 GLboolean ARB_window_pos;
2831 GLboolean EXT_abgr;
2832 GLboolean EXT_bgra;
2833 GLboolean EXT_blend_color;
2834 GLboolean EXT_blend_equation_separate;
2835 GLboolean EXT_blend_func_separate;
2836 GLboolean EXT_blend_logic_op;
2837 GLboolean EXT_blend_minmax;
2838 GLboolean EXT_blend_subtract;
2839 GLboolean EXT_clip_volume_hint;
2840 GLboolean EXT_compiled_vertex_array;
2841 GLboolean EXT_copy_texture;
2842 GLboolean EXT_depth_bounds_test;
2843 GLboolean EXT_draw_buffers2;
2844 GLboolean EXT_draw_range_elements;
2845 GLboolean EXT_fog_coord;
2846 GLboolean EXT_framebuffer_blit;
2847 GLboolean EXT_framebuffer_multisample;
2848 GLboolean EXT_framebuffer_object;
2849 GLboolean EXT_framebuffer_sRGB;
2850 GLboolean EXT_gpu_program_parameters;
2851 GLboolean EXT_gpu_shader4;
2852 GLboolean EXT_multi_draw_arrays;
2853 GLboolean EXT_paletted_texture;
2854 GLboolean EXT_packed_depth_stencil;
2855 GLboolean EXT_packed_float;
2856 GLboolean EXT_packed_pixels;
2857 GLboolean EXT_pixel_buffer_object;
2858 GLboolean EXT_point_parameters;
2859 GLboolean EXT_polygon_offset;
2860 GLboolean EXT_provoking_vertex;
2861 GLboolean EXT_rescale_normal;
2862 GLboolean EXT_shadow_funcs;
2863 GLboolean EXT_secondary_color;
2864 GLboolean EXT_separate_shader_objects;
2865 GLboolean EXT_separate_specular_color;
2866 GLboolean EXT_shared_texture_palette;
2867 GLboolean EXT_stencil_wrap;
2868 GLboolean EXT_stencil_two_side;
2869 GLboolean EXT_subtexture;
2870 GLboolean EXT_texture;
2871 GLboolean EXT_texture_object;
2872 GLboolean EXT_texture3D;
2873 GLboolean EXT_texture_array;
2874 GLboolean EXT_texture_compression_latc;
2875 GLboolean EXT_texture_compression_s3tc;
2876 GLboolean EXT_texture_env_add;
2877 GLboolean EXT_texture_env_combine;
2878 GLboolean EXT_texture_env_dot3;
2879 GLboolean EXT_texture_filter_anisotropic;
2880 GLboolean EXT_texture_integer;
2881 GLboolean EXT_texture_lod_bias;
2882 GLboolean EXT_texture_mirror_clamp;
2883 GLboolean EXT_texture_shared_exponent;
2884 GLboolean EXT_texture_snorm;
2885 GLboolean EXT_texture_sRGB;
2886 GLboolean EXT_texture_sRGB_decode;
2887 GLboolean EXT_texture_swizzle;
2888 GLboolean EXT_transform_feedback;
2889 GLboolean EXT_timer_query;
2890 GLboolean EXT_vertex_array;
2891 GLboolean EXT_vertex_array_bgra;
2892 GLboolean EXT_vertex_array_set;
2893 GLboolean OES_standard_derivatives;
2894 /* vendor extensions */
2895 GLboolean AMD_conservative_depth;
2896 GLboolean AMD_seamless_cubemap_per_texture;
2897 GLboolean APPLE_client_storage;
2898 GLboolean APPLE_packed_pixels;
2899 GLboolean APPLE_vertex_array_object;
2900 GLboolean APPLE_object_purgeable;
2901 GLboolean ATI_envmap_bumpmap;
2902 GLboolean ATI_texture_compression_3dc;
2903 GLboolean ATI_texture_mirror_once;
2904 GLboolean ATI_texture_env_combine3;
2905 GLboolean ATI_fragment_shader;
2906 GLboolean ATI_separate_stencil;
2907 GLboolean IBM_rasterpos_clip;
2908 GLboolean IBM_multimode_draw_arrays;
2909 GLboolean MESA_pack_invert;
2910 GLboolean MESA_resize_buffers;
2911 GLboolean MESA_ycbcr_texture;
2912 GLboolean MESA_texture_array;
2913 GLboolean NV_blend_square;
2914 GLboolean NV_conditional_render;
2915 GLboolean NV_fragment_program;
2916 GLboolean NV_fragment_program_option;
2917 GLboolean NV_light_max_exponent;
2918 GLboolean NV_point_sprite;
2919 GLboolean NV_primitive_restart;
2920 GLboolean NV_texture_barrier;
2921 GLboolean NV_texgen_reflection;
2922 GLboolean NV_texture_env_combine4;
2923 GLboolean NV_texture_rectangle;
2924 GLboolean NV_vertex_program;
2925 GLboolean NV_vertex_program1_1;
2926 GLboolean OES_read_format;
2927 GLboolean SGIS_generate_mipmap;
2928 GLboolean SGIS_texture_edge_clamp;
2929 GLboolean SGIS_texture_lod;
2930 GLboolean TDFX_texture_compression_FXT1;
2931 GLboolean S3_s3tc;
2932 GLboolean OES_EGL_image;
2933 GLboolean OES_draw_texture;
2934 GLboolean EXT_texture_format_BGRA8888;
2935 GLboolean extension_sentinel;
2936 /** The extension string */
2937 const GLubyte *String;
2938 /** Number of supported extensions */
2939 GLuint Count;
2940 };
2941
2942
2943 /**
2944 * A stack of matrices (projection, modelview, color, texture, etc).
2945 */
2946 struct gl_matrix_stack
2947 {
2948 GLmatrix *Top; /**< points into Stack */
2949 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2950 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2951 GLuint MaxDepth; /**< size of Stack[] array */
2952 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2953 };
2954
2955
2956 /**
2957 * \name Bits for image transfer operations
2958 * \sa __struct gl_contextRec::ImageTransferState.
2959 */
2960 /*@{*/
2961 #define IMAGE_SCALE_BIAS_BIT 0x1
2962 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2963 #define IMAGE_MAP_COLOR_BIT 0x4
2964 #define IMAGE_CLAMP_BIT 0x800
2965
2966
2967 /** Pixel Transfer ops */
2968 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2969 IMAGE_SHIFT_OFFSET_BIT | \
2970 IMAGE_MAP_COLOR_BIT)
2971
2972 /**
2973 * \name Bits to indicate what state has changed.
2974 */
2975 /*@{*/
2976 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2977 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2978 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2979 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2980 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2981 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2982 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2983 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2984 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2985 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2986 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2987 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2988 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2989 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2990 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2991 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2992 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2993 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2994 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2995 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2996 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2997 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2998 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2999 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3000 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3001 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3002 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3003 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3004 #define _NEW_BUFFER_OBJECT (1 << 28)
3005 #define _NEW_FRAG_CLAMP (1 << 29)
3006 #define _NEW_ALL ~0
3007 /*@}*/
3008
3009
3010 /**
3011 * \name Bits to track array state changes
3012 *
3013 * Also used to summarize array enabled.
3014 */
3015 /*@{*/
3016 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3017 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3018 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3019 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3020 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3021 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3022 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3023 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3024 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3025 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3026 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3027 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3028 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3029 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3030 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3031 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3032 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3033 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3034 #define _NEW_ARRAY_ALL 0xffffffff
3035
3036
3037 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3038 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3039 /*@}*/
3040
3041
3042
3043 /**
3044 * \name A bunch of flags that we think might be useful to drivers.
3045 *
3046 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3047 */
3048 /*@{*/
3049 #define DD_FLATSHADE 0x1
3050 #define DD_SEPARATE_SPECULAR 0x2
3051 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3052 #define DD_TRI_LIGHT_TWOSIDE 0x8
3053 #define DD_TRI_UNFILLED 0x10
3054 #define DD_TRI_SMOOTH 0x20
3055 #define DD_TRI_STIPPLE 0x40
3056 #define DD_TRI_OFFSET 0x80
3057 #define DD_LINE_SMOOTH 0x100
3058 #define DD_LINE_STIPPLE 0x200
3059 #define DD_POINT_SMOOTH 0x400
3060 #define DD_POINT_ATTEN 0x800
3061 #define DD_TRI_TWOSTENCIL 0x1000
3062 /*@}*/
3063
3064
3065 /**
3066 * \name Define the state changes under which each of these bits might change
3067 */
3068 /*@{*/
3069 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3070 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3071 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3072 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3073 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3074 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3075 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3076 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3077 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3078 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3079 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3080 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3081 #define _DD_NEW_POINT_SIZE _NEW_POINT
3082 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3083 /*@}*/
3084
3085
3086 /**
3087 * Composite state flags
3088 */
3089 /*@{*/
3090 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3091 _NEW_TEXTURE | \
3092 _NEW_POINT | \
3093 _NEW_PROGRAM | \
3094 _NEW_MODELVIEW)
3095 /*@}*/
3096
3097
3098
3099
3100 /* This has to be included here. */
3101 #include "dd.h"
3102
3103
3104 /**
3105 * Display list flags.
3106 * Strictly this is a tnl-private concept, but it doesn't seem
3107 * worthwhile adding a tnl private structure just to hold this one bit
3108 * of information:
3109 */
3110 #define DLIST_DANGLING_REFS 0x1
3111
3112
3113 /** Opaque declaration of display list payload data type */
3114 union gl_dlist_node;
3115
3116
3117 /**
3118 * Provide a location where information about a display list can be
3119 * collected. Could be extended with driverPrivate structures,
3120 * etc. in the future.
3121 */
3122 struct gl_display_list
3123 {
3124 GLuint Name;
3125 GLbitfield Flags; /**< DLIST_x flags */
3126 /** The dlist commands are in a linked list of nodes */
3127 union gl_dlist_node *Head;
3128 };
3129
3130
3131 /**
3132 * State used during display list compilation and execution.
3133 */
3134 struct gl_dlist_state
3135 {
3136 GLuint CallDepth; /**< Current recursion calling depth */
3137
3138 struct gl_display_list *CurrentList; /**< List currently being compiled */
3139 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3140 GLuint CurrentPos; /**< Index into current block of nodes */
3141
3142 GLvertexformat ListVtxfmt;
3143
3144 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3145 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3146
3147 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3148 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3149
3150 GLubyte ActiveIndex;
3151 GLfloat CurrentIndex;
3152
3153 GLubyte ActiveEdgeFlag;
3154 GLboolean CurrentEdgeFlag;
3155
3156 struct {
3157 /* State known to have been set by the currently-compiling display
3158 * list. Used to eliminate some redundant state changes.
3159 */
3160 GLenum ShadeModel;
3161 } Current;
3162 };
3163
3164
3165 /**
3166 * Enum for the OpenGL APIs we know about and may support.
3167 */
3168 typedef enum
3169 {
3170 API_OPENGL,
3171 API_OPENGLES,
3172 API_OPENGLES2
3173 } gl_api;
3174
3175
3176 /**
3177 * Mesa rendering context.
3178 *
3179 * This is the central context data structure for Mesa. Almost all
3180 * OpenGL state is contained in this structure.
3181 * Think of this as a base class from which device drivers will derive
3182 * sub classes.
3183 *
3184 * The struct gl_context typedef names this structure.
3185 */
3186 struct gl_context
3187 {
3188 /** State possibly shared with other contexts in the address space */
3189 struct gl_shared_state *Shared;
3190
3191 /** \name API function pointer tables */
3192 /*@{*/
3193 gl_api API;
3194 struct _glapi_table *Save; /**< Display list save functions */
3195 struct _glapi_table *Exec; /**< Execute functions */
3196 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3197 /*@}*/
3198
3199 struct gl_config Visual;
3200 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3201 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3202 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3203 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3204
3205 /**
3206 * Device driver function pointer table
3207 */
3208 struct dd_function_table Driver;
3209
3210 void *DriverCtx; /**< Points to device driver context/state */
3211
3212 /** Core/Driver constants */
3213 struct gl_constants Const;
3214
3215 /** \name The various 4x4 matrix stacks */
3216 /*@{*/
3217 struct gl_matrix_stack ModelviewMatrixStack;
3218 struct gl_matrix_stack ProjectionMatrixStack;
3219 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3220 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3221 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3222 /*@}*/
3223
3224 /** Combined modelview and projection matrix */
3225 GLmatrix _ModelProjectMatrix;
3226
3227 /** \name Display lists */
3228 struct gl_dlist_state ListState;
3229
3230 GLboolean ExecuteFlag; /**< Execute GL commands? */
3231 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3232
3233 /** Extension information */
3234 struct gl_extensions Extensions;
3235
3236 /** Version info */
3237 GLuint VersionMajor, VersionMinor;
3238 char *VersionString;
3239
3240 /** \name State attribute stack (for glPush/PopAttrib) */
3241 /*@{*/
3242 GLuint AttribStackDepth;
3243 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3244 /*@}*/
3245
3246 /** \name Renderer attribute groups
3247 *
3248 * We define a struct for each attribute group to make pushing and popping
3249 * attributes easy. Also it's a good organization.
3250 */
3251 /*@{*/
3252 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3253 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3254 struct gl_current_attrib Current; /**< Current attributes */
3255 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3256 struct gl_eval_attrib Eval; /**< Eval attributes */
3257 struct gl_fog_attrib Fog; /**< Fog attributes */
3258 struct gl_hint_attrib Hint; /**< Hint attributes */
3259 struct gl_light_attrib Light; /**< Light attributes */
3260 struct gl_line_attrib Line; /**< Line attributes */
3261 struct gl_list_attrib List; /**< List attributes */
3262 struct gl_multisample_attrib Multisample;
3263 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3264 struct gl_point_attrib Point; /**< Point attributes */
3265 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3266 GLuint PolygonStipple[32]; /**< Polygon stipple */
3267 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3268 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3269 struct gl_texture_attrib Texture; /**< Texture attributes */
3270 struct gl_transform_attrib Transform; /**< Transformation attributes */
3271 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3272 /*@}*/
3273
3274 /** \name Client attribute stack */
3275 /*@{*/
3276 GLuint ClientAttribStackDepth;
3277 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3278 /*@}*/
3279
3280 /** \name Client attribute groups */
3281 /*@{*/
3282 struct gl_array_attrib Array; /**< Vertex arrays */
3283 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3284 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3285 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3286 /*@}*/
3287
3288 /** \name Other assorted state (not pushed/popped on attribute stack) */
3289 /*@{*/
3290 struct gl_pixelmaps PixelMaps;
3291
3292 struct gl_evaluators EvalMap; /**< All evaluators */
3293 struct gl_feedback Feedback; /**< Feedback */
3294 struct gl_selection Select; /**< Selection */
3295
3296 struct gl_program_state Program; /**< general program state */
3297 struct gl_vertex_program_state VertexProgram;
3298 struct gl_fragment_program_state FragmentProgram;
3299 struct gl_geometry_program_state GeometryProgram;
3300 struct gl_ati_fragment_shader_state ATIFragmentShader;
3301
3302 struct gl_shader_state Shader; /**< GLSL shader object state */
3303 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3304
3305 struct gl_query_state Query; /**< occlusion, timer queries */
3306
3307 struct gl_transform_feedback TransformFeedback;
3308
3309 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3310 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3311 /*@}*/
3312
3313 struct gl_meta_state *Meta; /**< for "meta" operations */
3314
3315 /* GL_EXT_framebuffer_object */
3316 struct gl_renderbuffer *CurrentRenderbuffer;
3317
3318 GLenum ErrorValue; /**< Last error code */
3319
3320 /* GL_ARB_robustness */
3321 GLenum ResetStatus;
3322
3323 /**
3324 * Recognize and silence repeated error debug messages in buggy apps.
3325 */
3326 const char *ErrorDebugFmtString;
3327 GLuint ErrorDebugCount;
3328
3329 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3330 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3331
3332 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3333
3334 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3335
3336 /** \name Derived state */
3337 /*@{*/
3338 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3339 * state validation so they need to always be current.
3340 */
3341 GLbitfield _TriangleCaps;
3342 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3343 GLfloat _EyeZDir[3];
3344 GLfloat _ModelViewInvScale;
3345 GLboolean _NeedEyeCoords;
3346 GLboolean _ForceEyeCoords;
3347
3348 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3349
3350 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3351 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3352 /**@}*/
3353
3354 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3355
3356 /** \name For debugging/development only */
3357 /*@{*/
3358 GLboolean FirstTimeCurrent;
3359 /*@}*/
3360
3361 /** software compression/decompression supported or not */
3362 GLboolean Mesa_DXTn;
3363
3364 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3365
3366 /**
3367 * Use dp4 (rather than mul/mad) instructions for position
3368 * transformation?
3369 */
3370 GLboolean mvp_with_dp4;
3371
3372 /**
3373 * \name Hooks for module contexts.
3374 *
3375 * These will eventually live in the driver or elsewhere.
3376 */
3377 /*@{*/
3378 void *swrast_context;
3379 void *swsetup_context;
3380 void *swtnl_context;
3381 void *swtnl_im;
3382 struct st_context *st;
3383 void *aelt_context;
3384 /*@}*/
3385 };
3386
3387
3388 #ifdef DEBUG
3389 extern int MESA_VERBOSE;
3390 extern int MESA_DEBUG_FLAGS;
3391 # define MESA_FUNCTION __FUNCTION__
3392 #else
3393 # define MESA_VERBOSE 0
3394 # define MESA_DEBUG_FLAGS 0
3395 # define MESA_FUNCTION "a function"
3396 # ifndef NDEBUG
3397 # define NDEBUG
3398 # endif
3399 #endif
3400
3401
3402 /** The MESA_VERBOSE var is a bitmask of these flags */
3403 enum _verbose
3404 {
3405 VERBOSE_VARRAY = 0x0001,
3406 VERBOSE_TEXTURE = 0x0002,
3407 VERBOSE_MATERIAL = 0x0004,
3408 VERBOSE_PIPELINE = 0x0008,
3409 VERBOSE_DRIVER = 0x0010,
3410 VERBOSE_STATE = 0x0020,
3411 VERBOSE_API = 0x0040,
3412 VERBOSE_DISPLAY_LIST = 0x0100,
3413 VERBOSE_LIGHTING = 0x0200,
3414 VERBOSE_PRIMS = 0x0400,
3415 VERBOSE_VERTS = 0x0800,
3416 VERBOSE_DISASSEM = 0x1000,
3417 VERBOSE_DRAW = 0x2000,
3418 VERBOSE_SWAPBUFFERS = 0x4000
3419 };
3420
3421
3422 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3423 enum _debug
3424 {
3425 DEBUG_ALWAYS_FLUSH = 0x1
3426 };
3427
3428
3429
3430 #endif /* MTYPES_H */