mesa: Make a shared header for 3D pipeline enum / #defines.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "util/simple_list.h" /* struct simple_node */
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98
99
100 /**
101 * Indexes for vertex program attributes.
102 * GL_NV_vertex_program aliases generic attributes over the conventional
103 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
104 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
105 * generic attributes are distinct/separate).
106 */
107 typedef enum
108 {
109 VERT_ATTRIB_POS = 0,
110 VERT_ATTRIB_WEIGHT = 1,
111 VERT_ATTRIB_NORMAL = 2,
112 VERT_ATTRIB_COLOR0 = 3,
113 VERT_ATTRIB_COLOR1 = 4,
114 VERT_ATTRIB_FOG = 5,
115 VERT_ATTRIB_COLOR_INDEX = 6,
116 VERT_ATTRIB_EDGEFLAG = 7,
117 VERT_ATTRIB_TEX0 = 8,
118 VERT_ATTRIB_TEX1 = 9,
119 VERT_ATTRIB_TEX2 = 10,
120 VERT_ATTRIB_TEX3 = 11,
121 VERT_ATTRIB_TEX4 = 12,
122 VERT_ATTRIB_TEX5 = 13,
123 VERT_ATTRIB_TEX6 = 14,
124 VERT_ATTRIB_TEX7 = 15,
125 VERT_ATTRIB_POINT_SIZE = 16,
126 VERT_ATTRIB_GENERIC0 = 17,
127 VERT_ATTRIB_GENERIC1 = 18,
128 VERT_ATTRIB_GENERIC2 = 19,
129 VERT_ATTRIB_GENERIC3 = 20,
130 VERT_ATTRIB_GENERIC4 = 21,
131 VERT_ATTRIB_GENERIC5 = 22,
132 VERT_ATTRIB_GENERIC6 = 23,
133 VERT_ATTRIB_GENERIC7 = 24,
134 VERT_ATTRIB_GENERIC8 = 25,
135 VERT_ATTRIB_GENERIC9 = 26,
136 VERT_ATTRIB_GENERIC10 = 27,
137 VERT_ATTRIB_GENERIC11 = 28,
138 VERT_ATTRIB_GENERIC12 = 29,
139 VERT_ATTRIB_GENERIC13 = 30,
140 VERT_ATTRIB_GENERIC14 = 31,
141 VERT_ATTRIB_GENERIC15 = 32,
142 VERT_ATTRIB_MAX = 33
143 } gl_vert_attrib;
144
145 /**
146 * Symbolic constats to help iterating over
147 * specific blocks of vertex attributes.
148 *
149 * VERT_ATTRIB_FF
150 * includes all fixed function attributes as well as
151 * the aliased GL_NV_vertex_program shader attributes.
152 * VERT_ATTRIB_TEX
153 * include the classic texture coordinate attributes.
154 * Is a subset of VERT_ATTRIB_FF.
155 * VERT_ATTRIB_GENERIC
156 * include the OpenGL 2.0+ GLSL generic shader attributes.
157 * These alias the generic GL_ARB_vertex_shader attributes.
158 */
159 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
160 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161
162 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
163 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
202 #define VERT_BIT_GENERIC_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
204 /*@}*/
205
206
207 /**
208 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
209 * fragment shader inputs.
210 *
211 * Note that some of these values are not available to all pipeline stages.
212 *
213 * When this enum is updated, the following code must be updated too:
214 * - vertResults (in prog_print.c's arb_output_attrib_string())
215 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
216 * - _mesa_varying_slot_in_fs()
217 */
218 typedef enum
219 {
220 VARYING_SLOT_POS,
221 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_COL1,
223 VARYING_SLOT_FOGC,
224 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
225 VARYING_SLOT_TEX1,
226 VARYING_SLOT_TEX2,
227 VARYING_SLOT_TEX3,
228 VARYING_SLOT_TEX4,
229 VARYING_SLOT_TEX5,
230 VARYING_SLOT_TEX6,
231 VARYING_SLOT_TEX7,
232 VARYING_SLOT_PSIZ, /* Does not appear in FS */
233 VARYING_SLOT_BFC0, /* Does not appear in FS */
234 VARYING_SLOT_BFC1, /* Does not appear in FS */
235 VARYING_SLOT_EDGE, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
237 VARYING_SLOT_CLIP_DIST0,
238 VARYING_SLOT_CLIP_DIST1,
239 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
240 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
241 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
242 VARYING_SLOT_FACE, /* FS only */
243 VARYING_SLOT_PNTC, /* FS only */
244 VARYING_SLOT_VAR0, /* First generic varying slot */
245 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
246 } gl_varying_slot;
247
248
249 /**
250 * Bitflags for varying slots.
251 */
252 /*@{*/
253 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
254 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
255 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
256 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
257 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
258 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
259 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
260 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
261 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
262 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
263 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
264 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
265 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
266 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
267 MAX_TEXTURE_COORD_UNITS)
268 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
269 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
270 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
271 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
272 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
273 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
274 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
275 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
276 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
277 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
278 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
279 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
280 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
281 /*@}*/
282
283 /**
284 * Determine if the given gl_varying_slot appears in the fragment shader.
285 */
286 static inline GLboolean
287 _mesa_varying_slot_in_fs(gl_varying_slot slot)
288 {
289 switch (slot) {
290 case VARYING_SLOT_PSIZ:
291 case VARYING_SLOT_BFC0:
292 case VARYING_SLOT_BFC1:
293 case VARYING_SLOT_EDGE:
294 case VARYING_SLOT_CLIP_VERTEX:
295 case VARYING_SLOT_LAYER:
296 return GL_FALSE;
297 default:
298 return GL_TRUE;
299 }
300 }
301
302
303 /**
304 * Fragment program results
305 */
306 typedef enum
307 {
308 FRAG_RESULT_DEPTH = 0,
309 FRAG_RESULT_STENCIL = 1,
310 /* If a single color should be written to all render targets, this
311 * register is written. No FRAG_RESULT_DATAn will be written.
312 */
313 FRAG_RESULT_COLOR = 2,
314 FRAG_RESULT_SAMPLE_MASK = 3,
315
316 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
317 * or ARB_fragment_program fragment.color[n]) color results. If
318 * any are written, FRAG_RESULT_COLOR will not be written.
319 */
320 FRAG_RESULT_DATA0 = 4,
321 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
322 } gl_frag_result;
323
324
325 /**
326 * Indexes for all renderbuffers
327 */
328 typedef enum
329 {
330 /* the four standard color buffers */
331 BUFFER_FRONT_LEFT,
332 BUFFER_BACK_LEFT,
333 BUFFER_FRONT_RIGHT,
334 BUFFER_BACK_RIGHT,
335 BUFFER_DEPTH,
336 BUFFER_STENCIL,
337 BUFFER_ACCUM,
338 /* optional aux buffer */
339 BUFFER_AUX0,
340 /* generic renderbuffers */
341 BUFFER_COLOR0,
342 BUFFER_COLOR1,
343 BUFFER_COLOR2,
344 BUFFER_COLOR3,
345 BUFFER_COLOR4,
346 BUFFER_COLOR5,
347 BUFFER_COLOR6,
348 BUFFER_COLOR7,
349 BUFFER_COUNT
350 } gl_buffer_index;
351
352 /**
353 * Bit flags for all renderbuffers
354 */
355 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
356 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
357 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
358 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
359 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
360 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
361 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
362 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
363 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
364 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
365 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
366 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
367 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
368 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
369 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
370 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
371 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
372 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
373 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
374
375 /**
376 * Mask of all the color buffer bits (but not accum).
377 */
378 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
379 BUFFER_BIT_BACK_LEFT | \
380 BUFFER_BIT_FRONT_RIGHT | \
381 BUFFER_BIT_BACK_RIGHT | \
382 BUFFER_BIT_AUX0 | \
383 BUFFER_BIT_COLOR0 | \
384 BUFFER_BIT_COLOR1 | \
385 BUFFER_BIT_COLOR2 | \
386 BUFFER_BIT_COLOR3 | \
387 BUFFER_BIT_COLOR4 | \
388 BUFFER_BIT_COLOR5 | \
389 BUFFER_BIT_COLOR6 | \
390 BUFFER_BIT_COLOR7)
391
392
393 /**
394 * Shader stages. Note that these will become 5 with tessellation.
395 *
396 * The order must match how shaders are ordered in the pipeline.
397 * The GLSL linker assumes that if i<j, then the j-th shader is
398 * executed later than the i-th shader.
399 */
400 typedef enum
401 {
402 MESA_SHADER_VERTEX = 0,
403 MESA_SHADER_GEOMETRY = 1,
404 MESA_SHADER_FRAGMENT = 2,
405 MESA_SHADER_COMPUTE = 3,
406 } gl_shader_stage;
407
408 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
409
410
411 /**
412 * Framebuffer configuration (aka visual / pixelformat)
413 * Note: some of these fields should be boolean, but it appears that
414 * code in drivers/dri/common/util.c requires int-sized fields.
415 */
416 struct gl_config
417 {
418 GLboolean rgbMode;
419 GLboolean floatMode;
420 GLboolean colorIndexMode; /* XXX is this used anywhere? */
421 GLuint doubleBufferMode;
422 GLuint stereoMode;
423
424 GLboolean haveAccumBuffer;
425 GLboolean haveDepthBuffer;
426 GLboolean haveStencilBuffer;
427
428 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
429 GLuint redMask, greenMask, blueMask, alphaMask;
430 GLint rgbBits; /* total bits for rgb */
431 GLint indexBits; /* total bits for colorindex */
432
433 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
434 GLint depthBits;
435 GLint stencilBits;
436
437 GLint numAuxBuffers;
438
439 GLint level;
440
441 /* EXT_visual_rating / GLX 1.2 */
442 GLint visualRating;
443
444 /* EXT_visual_info / GLX 1.2 */
445 GLint transparentPixel;
446 /* colors are floats scaled to ints */
447 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
448 GLint transparentIndex;
449
450 /* ARB_multisample / SGIS_multisample */
451 GLint sampleBuffers;
452 GLint samples;
453
454 /* SGIX_pbuffer / GLX 1.3 */
455 GLint maxPbufferWidth;
456 GLint maxPbufferHeight;
457 GLint maxPbufferPixels;
458 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
459 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
460
461 /* OML_swap_method */
462 GLint swapMethod;
463
464 /* EXT_texture_from_pixmap */
465 GLint bindToTextureRgb;
466 GLint bindToTextureRgba;
467 GLint bindToMipmapTexture;
468 GLint bindToTextureTargets;
469 GLint yInverted;
470
471 /* EXT_framebuffer_sRGB */
472 GLint sRGBCapable;
473 };
474
475
476 /**
477 * \name Bit flags used for updating material values.
478 */
479 /*@{*/
480 #define MAT_ATTRIB_FRONT_AMBIENT 0
481 #define MAT_ATTRIB_BACK_AMBIENT 1
482 #define MAT_ATTRIB_FRONT_DIFFUSE 2
483 #define MAT_ATTRIB_BACK_DIFFUSE 3
484 #define MAT_ATTRIB_FRONT_SPECULAR 4
485 #define MAT_ATTRIB_BACK_SPECULAR 5
486 #define MAT_ATTRIB_FRONT_EMISSION 6
487 #define MAT_ATTRIB_BACK_EMISSION 7
488 #define MAT_ATTRIB_FRONT_SHININESS 8
489 #define MAT_ATTRIB_BACK_SHININESS 9
490 #define MAT_ATTRIB_FRONT_INDEXES 10
491 #define MAT_ATTRIB_BACK_INDEXES 11
492 #define MAT_ATTRIB_MAX 12
493
494 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
495 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
496 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
497 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
498 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
499 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
500
501 #define MAT_INDEX_AMBIENT 0
502 #define MAT_INDEX_DIFFUSE 1
503 #define MAT_INDEX_SPECULAR 2
504
505 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
506 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
507 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
508 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
509 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
510 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
511 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
512 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
513 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
514 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
515 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
516 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
517
518
519 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
520 MAT_BIT_FRONT_AMBIENT | \
521 MAT_BIT_FRONT_DIFFUSE | \
522 MAT_BIT_FRONT_SPECULAR | \
523 MAT_BIT_FRONT_SHININESS | \
524 MAT_BIT_FRONT_INDEXES)
525
526 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
527 MAT_BIT_BACK_AMBIENT | \
528 MAT_BIT_BACK_DIFFUSE | \
529 MAT_BIT_BACK_SPECULAR | \
530 MAT_BIT_BACK_SHININESS | \
531 MAT_BIT_BACK_INDEXES)
532
533 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
534 /*@}*/
535
536
537 /**
538 * Material state.
539 */
540 struct gl_material
541 {
542 GLfloat Attrib[MAT_ATTRIB_MAX][4];
543 };
544
545
546 /**
547 * Light state flags.
548 */
549 /*@{*/
550 #define LIGHT_SPOT 0x1
551 #define LIGHT_LOCAL_VIEWER 0x2
552 #define LIGHT_POSITIONAL 0x4
553 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
554 /*@}*/
555
556
557 /**
558 * Light source state.
559 */
560 struct gl_light
561 {
562 struct gl_light *next; /**< double linked list with sentinel */
563 struct gl_light *prev;
564
565 GLfloat Ambient[4]; /**< ambient color */
566 GLfloat Diffuse[4]; /**< diffuse color */
567 GLfloat Specular[4]; /**< specular color */
568 GLfloat EyePosition[4]; /**< position in eye coordinates */
569 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
570 GLfloat SpotExponent;
571 GLfloat SpotCutoff; /**< in degrees */
572 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
573 GLfloat ConstantAttenuation;
574 GLfloat LinearAttenuation;
575 GLfloat QuadraticAttenuation;
576 GLboolean Enabled; /**< On/off flag */
577
578 /**
579 * \name Derived fields
580 */
581 /*@{*/
582 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
583
584 GLfloat _Position[4]; /**< position in eye/obj coordinates */
585 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
586 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
587 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
588 GLfloat _VP_inf_spot_attenuation;
589
590 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
591 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
592 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
593 /*@}*/
594 };
595
596
597 /**
598 * Light model state.
599 */
600 struct gl_lightmodel
601 {
602 GLfloat Ambient[4]; /**< ambient color */
603 GLboolean LocalViewer; /**< Local (or infinite) view point? */
604 GLboolean TwoSide; /**< Two (or one) sided lighting? */
605 GLenum ColorControl; /**< either GL_SINGLE_COLOR
606 * or GL_SEPARATE_SPECULAR_COLOR */
607 };
608
609
610 /**
611 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
612 */
613 struct gl_accum_attrib
614 {
615 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
616 };
617
618
619 /**
620 * Used for storing clear color, texture border color, etc.
621 * The float values are typically unclamped.
622 */
623 union gl_color_union
624 {
625 GLfloat f[4];
626 GLint i[4];
627 GLuint ui[4];
628 };
629
630
631 /**
632 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
633 */
634 struct gl_colorbuffer_attrib
635 {
636 GLuint ClearIndex; /**< Index for glClear */
637 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
638 GLuint IndexMask; /**< Color index write mask */
639 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
640
641 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
642
643 /**
644 * \name alpha testing
645 */
646 /*@{*/
647 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
648 GLenum AlphaFunc; /**< Alpha test function */
649 GLfloat AlphaRefUnclamped;
650 GLclampf AlphaRef; /**< Alpha reference value */
651 /*@}*/
652
653 /**
654 * \name Blending
655 */
656 /*@{*/
657 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
658
659 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
660 * control, only on the fixed-pointness of the render target.
661 * The query does however depend on fragment color clamping.
662 */
663 GLfloat BlendColorUnclamped[4]; /**< Blending color */
664 GLfloat BlendColor[4]; /**< Blending color */
665
666 struct
667 {
668 GLenum SrcRGB; /**< RGB blend source term */
669 GLenum DstRGB; /**< RGB blend dest term */
670 GLenum SrcA; /**< Alpha blend source term */
671 GLenum DstA; /**< Alpha blend dest term */
672 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
673 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
674 /**
675 * Set if any blend factor uses SRC1. Computed at the time blend factors
676 * get set.
677 */
678 GLboolean _UsesDualSrc;
679 } Blend[MAX_DRAW_BUFFERS];
680 /** Are the blend func terms currently different for each buffer/target? */
681 GLboolean _BlendFuncPerBuffer;
682 /** Are the blend equations currently different for each buffer/target? */
683 GLboolean _BlendEquationPerBuffer;
684 /*@}*/
685
686 /**
687 * \name Logic op
688 */
689 /*@{*/
690 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
691 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
692 GLenum LogicOp; /**< Logic operator */
693
694 /*@}*/
695
696 GLboolean DitherFlag; /**< Dither enable flag */
697
698 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
699 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
700 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
701
702 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
703 };
704
705
706 /**
707 * Current attribute group (GL_CURRENT_BIT).
708 */
709 struct gl_current_attrib
710 {
711 /**
712 * \name Current vertex attributes.
713 * \note Values are valid only after FLUSH_VERTICES has been called.
714 * \note Index and Edgeflag current values are stored as floats in the
715 * SIX and SEVEN attribute slots.
716 */
717 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
718
719 /**
720 * \name Current raster position attributes (always valid).
721 * \note This set of attributes is very similar to the SWvertex struct.
722 */
723 /*@{*/
724 GLfloat RasterPos[4];
725 GLfloat RasterDistance;
726 GLfloat RasterColor[4];
727 GLfloat RasterSecondaryColor[4];
728 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
729 GLboolean RasterPosValid;
730 /*@}*/
731 };
732
733
734 /**
735 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
736 */
737 struct gl_depthbuffer_attrib
738 {
739 GLenum Func; /**< Function for depth buffer compare */
740 GLclampd Clear; /**< Value to clear depth buffer to */
741 GLboolean Test; /**< Depth buffering enabled flag */
742 GLboolean Mask; /**< Depth buffer writable? */
743 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
744 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
745 };
746
747
748 /**
749 * Evaluator attribute group (GL_EVAL_BIT).
750 */
751 struct gl_eval_attrib
752 {
753 /**
754 * \name Enable bits
755 */
756 /*@{*/
757 GLboolean Map1Color4;
758 GLboolean Map1Index;
759 GLboolean Map1Normal;
760 GLboolean Map1TextureCoord1;
761 GLboolean Map1TextureCoord2;
762 GLboolean Map1TextureCoord3;
763 GLboolean Map1TextureCoord4;
764 GLboolean Map1Vertex3;
765 GLboolean Map1Vertex4;
766 GLboolean Map2Color4;
767 GLboolean Map2Index;
768 GLboolean Map2Normal;
769 GLboolean Map2TextureCoord1;
770 GLboolean Map2TextureCoord2;
771 GLboolean Map2TextureCoord3;
772 GLboolean Map2TextureCoord4;
773 GLboolean Map2Vertex3;
774 GLboolean Map2Vertex4;
775 GLboolean AutoNormal;
776 /*@}*/
777
778 /**
779 * \name Map Grid endpoints and divisions and calculated du values
780 */
781 /*@{*/
782 GLint MapGrid1un;
783 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
784 GLint MapGrid2un, MapGrid2vn;
785 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
786 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
787 /*@}*/
788 };
789
790
791 /**
792 * Fog attribute group (GL_FOG_BIT).
793 */
794 struct gl_fog_attrib
795 {
796 GLboolean Enabled; /**< Fog enabled flag */
797 GLboolean ColorSumEnabled;
798 GLfloat ColorUnclamped[4]; /**< Fog color */
799 GLfloat Color[4]; /**< Fog color */
800 GLfloat Density; /**< Density >= 0.0 */
801 GLfloat Start; /**< Start distance in eye coords */
802 GLfloat End; /**< End distance in eye coords */
803 GLfloat Index; /**< Fog index */
804 GLenum Mode; /**< Fog mode */
805 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
806 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
807 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
808 };
809
810
811 /**
812 * Hint attribute group (GL_HINT_BIT).
813 *
814 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
815 */
816 struct gl_hint_attrib
817 {
818 GLenum PerspectiveCorrection;
819 GLenum PointSmooth;
820 GLenum LineSmooth;
821 GLenum PolygonSmooth;
822 GLenum Fog;
823 GLenum TextureCompression; /**< GL_ARB_texture_compression */
824 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
825 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
826 };
827
828
829 /**
830 * Lighting attribute group (GL_LIGHT_BIT).
831 */
832 struct gl_light_attrib
833 {
834 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
835 struct gl_lightmodel Model; /**< Lighting model */
836
837 /**
838 * Front and back material values.
839 * Note: must call FLUSH_VERTICES() before using.
840 */
841 struct gl_material Material;
842
843 GLboolean Enabled; /**< Lighting enabled flag */
844 GLboolean ColorMaterialEnabled;
845
846 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
847 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
848 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
849 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
850 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
851
852
853 GLboolean _ClampVertexColor;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855
856 /**
857 * Derived state for optimizations:
858 */
859 /*@{*/
860 GLboolean _NeedEyeCoords;
861 GLboolean _NeedVertices; /**< Use fast shader? */
862 struct gl_light EnabledList; /**< List sentinel */
863
864 GLfloat _BaseColor[2][3];
865 /*@}*/
866 };
867
868
869 /**
870 * Line attribute group (GL_LINE_BIT).
871 */
872 struct gl_line_attrib
873 {
874 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
875 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
876 GLushort StipplePattern; /**< Stipple pattern */
877 GLint StippleFactor; /**< Stipple repeat factor */
878 GLfloat Width; /**< Line width */
879 };
880
881
882 /**
883 * Display list attribute group (GL_LIST_BIT).
884 */
885 struct gl_list_attrib
886 {
887 GLuint ListBase;
888 };
889
890
891 /**
892 * Multisample attribute group (GL_MULTISAMPLE_BIT).
893 */
894 struct gl_multisample_attrib
895 {
896 GLboolean Enabled;
897 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
898 GLboolean SampleAlphaToCoverage;
899 GLboolean SampleAlphaToOne;
900 GLboolean SampleCoverage;
901 GLboolean SampleCoverageInvert;
902 GLboolean SampleShading;
903
904 /* ARB_texture_multisample / GL3.2 additions */
905 GLboolean SampleMask;
906
907 GLfloat SampleCoverageValue;
908 GLfloat MinSampleShadingValue;
909
910 /** The GL spec defines this as an array but >32x MSAA is madness */
911 GLbitfield SampleMaskValue;
912 };
913
914
915 /**
916 * A pixelmap (see glPixelMap)
917 */
918 struct gl_pixelmap
919 {
920 GLint Size;
921 GLfloat Map[MAX_PIXEL_MAP_TABLE];
922 };
923
924
925 /**
926 * Collection of all pixelmaps
927 */
928 struct gl_pixelmaps
929 {
930 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
931 struct gl_pixelmap GtoG;
932 struct gl_pixelmap BtoB;
933 struct gl_pixelmap AtoA;
934 struct gl_pixelmap ItoR;
935 struct gl_pixelmap ItoG;
936 struct gl_pixelmap ItoB;
937 struct gl_pixelmap ItoA;
938 struct gl_pixelmap ItoI;
939 struct gl_pixelmap StoS;
940 };
941
942
943 /**
944 * Pixel attribute group (GL_PIXEL_MODE_BIT).
945 */
946 struct gl_pixel_attrib
947 {
948 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
949
950 /*--- Begin Pixel Transfer State ---*/
951 /* Fields are in the order in which they're applied... */
952
953 /** Scale & Bias (index shift, offset) */
954 /*@{*/
955 GLfloat RedBias, RedScale;
956 GLfloat GreenBias, GreenScale;
957 GLfloat BlueBias, BlueScale;
958 GLfloat AlphaBias, AlphaScale;
959 GLfloat DepthBias, DepthScale;
960 GLint IndexShift, IndexOffset;
961 /*@}*/
962
963 /* Pixel Maps */
964 /* Note: actual pixel maps are not part of this attrib group */
965 GLboolean MapColorFlag;
966 GLboolean MapStencilFlag;
967
968 /*--- End Pixel Transfer State ---*/
969
970 /** glPixelZoom */
971 GLfloat ZoomX, ZoomY;
972 };
973
974
975 /**
976 * Point attribute group (GL_POINT_BIT).
977 */
978 struct gl_point_attrib
979 {
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
985 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
986 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
987 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
988 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
989 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
990 };
991
992
993 /**
994 * Polygon attribute group (GL_POLYGON_BIT).
995 */
996 struct gl_polygon_attrib
997 {
998 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
999 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1001 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1002 GLboolean CullFlag; /**< Culling on/off flag */
1003 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1004 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1005 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1006 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1007 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1008 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
1009 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1010 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1011 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1012 };
1013
1014
1015 /**
1016 * Scissor attributes (GL_SCISSOR_BIT).
1017 */
1018 struct gl_scissor_rect
1019 {
1020 GLint X, Y; /**< Lower left corner of box */
1021 GLsizei Width, Height; /**< Size of box */
1022 };
1023 struct gl_scissor_attrib
1024 {
1025 GLbitfield EnableFlags; /**< Scissor test enabled? */
1026 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1027 };
1028
1029
1030 /**
1031 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1032 *
1033 * Three sets of stencil data are tracked so that OpenGL 2.0,
1034 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1035 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1036 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1037 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1038 * GL_EXT_stencil_two_side GL_BACK state.
1039 *
1040 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1041 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1042 *
1043 * The derived value \c _TestTwoSide is set when the front-face and back-face
1044 * stencil state are different.
1045 */
1046 struct gl_stencil_attrib
1047 {
1048 GLboolean Enabled; /**< Enabled flag */
1049 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1050 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1051 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1052 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1053 GLboolean _TestTwoSide;
1054 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1055 GLenum Function[3]; /**< Stencil function */
1056 GLenum FailFunc[3]; /**< Fail function */
1057 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1058 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1059 GLint Ref[3]; /**< Reference value */
1060 GLuint ValueMask[3]; /**< Value mask */
1061 GLuint WriteMask[3]; /**< Write mask */
1062 GLuint Clear; /**< Clear value */
1063 };
1064
1065
1066 /**
1067 * An index for each type of texture object. These correspond to the GL
1068 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1069 * Note: the order is from highest priority to lowest priority.
1070 */
1071 typedef enum
1072 {
1073 TEXTURE_2D_MULTISAMPLE_INDEX,
1074 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1075 TEXTURE_CUBE_ARRAY_INDEX,
1076 TEXTURE_BUFFER_INDEX,
1077 TEXTURE_2D_ARRAY_INDEX,
1078 TEXTURE_1D_ARRAY_INDEX,
1079 TEXTURE_EXTERNAL_INDEX,
1080 TEXTURE_CUBE_INDEX,
1081 TEXTURE_3D_INDEX,
1082 TEXTURE_RECT_INDEX,
1083 TEXTURE_2D_INDEX,
1084 TEXTURE_1D_INDEX,
1085 NUM_TEXTURE_TARGETS
1086 } gl_texture_index;
1087
1088
1089 /**
1090 * Bit flags for each type of texture object
1091 */
1092 /*@{*/
1093 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1094 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1095 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1096 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1097 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1098 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1099 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1100 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1101 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1102 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1103 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1104 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1105 /*@}*/
1106
1107
1108 /**
1109 * Texture image state. Drivers will typically create a subclass of this
1110 * with extra fields for memory buffers, etc.
1111 */
1112 struct gl_texture_image
1113 {
1114 GLint InternalFormat; /**< Internal format as given by the user */
1115 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1116 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1117 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1118 * GL_DEPTH_STENCIL_EXT only. Used for
1119 * choosing TexEnv arithmetic.
1120 */
1121 mesa_format TexFormat; /**< The actual texture memory format */
1122
1123 GLuint Border; /**< 0 or 1 */
1124 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1125 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1126 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1127 GLuint Width2; /**< = Width - 2*Border */
1128 GLuint Height2; /**< = Height - 2*Border */
1129 GLuint Depth2; /**< = Depth - 2*Border */
1130 GLuint WidthLog2; /**< = log2(Width2) */
1131 GLuint HeightLog2; /**< = log2(Height2) */
1132 GLuint DepthLog2; /**< = log2(Depth2) */
1133 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1134 levels, computed from the dimensions */
1135
1136 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1137 GLuint Level; /**< Which mipmap level am I? */
1138 /** Cube map face: index into gl_texture_object::Image[] array */
1139 GLuint Face;
1140
1141 /** GL_ARB_texture_multisample */
1142 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1143 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1144 };
1145
1146
1147 /**
1148 * Indexes for cube map faces.
1149 */
1150 typedef enum
1151 {
1152 FACE_POS_X = 0,
1153 FACE_NEG_X = 1,
1154 FACE_POS_Y = 2,
1155 FACE_NEG_Y = 3,
1156 FACE_POS_Z = 4,
1157 FACE_NEG_Z = 5,
1158 MAX_FACES = 6
1159 } gl_face_index;
1160
1161
1162 /**
1163 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1164 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1165 */
1166 struct gl_sampler_object
1167 {
1168 GLuint Name;
1169 GLint RefCount;
1170 GLchar *Label; /**< GL_KHR_debug */
1171
1172 GLenum WrapS; /**< S-axis texture image wrap mode */
1173 GLenum WrapT; /**< T-axis texture image wrap mode */
1174 GLenum WrapR; /**< R-axis texture image wrap mode */
1175 GLenum MinFilter; /**< minification filter */
1176 GLenum MagFilter; /**< magnification filter */
1177 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1178 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1179 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1180 GLfloat LodBias; /**< OpenGL 1.4 */
1181 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1182 GLenum CompareMode; /**< GL_ARB_shadow */
1183 GLenum CompareFunc; /**< GL_ARB_shadow */
1184 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1185 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1186 };
1187
1188
1189 /**
1190 * Texture object state. Contains the array of mipmap images, border color,
1191 * wrap modes, filter modes, and shadow/texcompare state.
1192 */
1193 struct gl_texture_object
1194 {
1195 mtx_t Mutex; /**< for thread safety */
1196 GLint RefCount; /**< reference count */
1197 GLuint Name; /**< the user-visible texture object ID */
1198 GLchar *Label; /**< GL_KHR_debug */
1199 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1200 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1201 Only valid when Target is valid. */
1202
1203 struct gl_sampler_object Sampler;
1204
1205 GLenum DepthMode; /**< GL_ARB_depth_texture */
1206 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1207
1208 GLfloat Priority; /**< in [0,1] */
1209 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1210 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1211 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1212 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1213 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1214 GLint CropRect[4]; /**< GL_OES_draw_texture */
1215 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1216 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1217 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1218 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1219 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1220 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1221 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1222 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1223 pressure? */
1224 GLboolean Immutable; /**< GL_ARB_texture_storage */
1225 GLboolean _IsFloat; /**< GL_OES_float_texture */
1226 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1227
1228 GLuint MinLevel; /**< GL_ARB_texture_view */
1229 GLuint MinLayer; /**< GL_ARB_texture_view */
1230 GLuint NumLevels; /**< GL_ARB_texture_view */
1231 GLuint NumLayers; /**< GL_ARB_texture_view */
1232
1233 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1234 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1235
1236 /** GL_ARB_texture_buffer_object */
1237 struct gl_buffer_object *BufferObject;
1238 GLenum BufferObjectFormat;
1239 /** Equivalent Mesa format for BufferObjectFormat. */
1240 mesa_format _BufferObjectFormat;
1241 /** GL_ARB_texture_buffer_range */
1242 GLintptr BufferOffset;
1243 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1244
1245 /** GL_OES_EGL_image_external */
1246 GLint RequiredTextureImageUnits;
1247
1248 /** GL_ARB_shader_image_load_store */
1249 GLenum ImageFormatCompatibilityType;
1250 };
1251
1252
1253 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1254 #define MAX_COMBINER_TERMS 4
1255
1256
1257 /**
1258 * Texture combine environment state.
1259 */
1260 struct gl_tex_env_combine_state
1261 {
1262 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1263 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1264 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1265 GLenum SourceRGB[MAX_COMBINER_TERMS];
1266 GLenum SourceA[MAX_COMBINER_TERMS];
1267 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1268 GLenum OperandRGB[MAX_COMBINER_TERMS];
1269 GLenum OperandA[MAX_COMBINER_TERMS];
1270 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1271 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1272 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1273 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1274 };
1275
1276
1277 /**
1278 * TexGenEnabled flags.
1279 */
1280 /*@{*/
1281 #define S_BIT 1
1282 #define T_BIT 2
1283 #define R_BIT 4
1284 #define Q_BIT 8
1285 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1286 /*@}*/
1287
1288
1289 /**
1290 * Bit flag versions of the corresponding GL_ constants.
1291 */
1292 /*@{*/
1293 #define TEXGEN_SPHERE_MAP 0x1
1294 #define TEXGEN_OBJ_LINEAR 0x2
1295 #define TEXGEN_EYE_LINEAR 0x4
1296 #define TEXGEN_REFLECTION_MAP_NV 0x8
1297 #define TEXGEN_NORMAL_MAP_NV 0x10
1298
1299 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1300 TEXGEN_REFLECTION_MAP_NV | \
1301 TEXGEN_NORMAL_MAP_NV)
1302 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1303 TEXGEN_REFLECTION_MAP_NV | \
1304 TEXGEN_NORMAL_MAP_NV | \
1305 TEXGEN_EYE_LINEAR)
1306 /*@}*/
1307
1308
1309
1310 /** Tex-gen enabled for texture unit? */
1311 #define ENABLE_TEXGEN(unit) (1 << (unit))
1312
1313 /** Non-identity texture matrix for texture unit? */
1314 #define ENABLE_TEXMAT(unit) (1 << (unit))
1315
1316
1317 /**
1318 * Texture coord generation state.
1319 */
1320 struct gl_texgen
1321 {
1322 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1323 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1324 GLfloat ObjectPlane[4];
1325 GLfloat EyePlane[4];
1326 };
1327
1328
1329 /**
1330 * Texture unit state. Contains enable flags, texture environment/function/
1331 * combiners, texgen state, and pointers to current texture objects.
1332 */
1333 struct gl_texture_unit
1334 {
1335 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1336
1337 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1338 GLclampf EnvColor[4];
1339 GLfloat EnvColorUnclamped[4];
1340
1341 struct gl_texgen GenS;
1342 struct gl_texgen GenT;
1343 struct gl_texgen GenR;
1344 struct gl_texgen GenQ;
1345 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1346 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1347
1348 GLfloat LodBias; /**< for biasing mipmap levels */
1349
1350 /** Texture targets that have a non-default texture bound */
1351 GLbitfield _BoundTextures;
1352
1353 /** Current sampler object (GL_ARB_sampler_objects) */
1354 struct gl_sampler_object *Sampler;
1355
1356 /**
1357 * \name GL_EXT_texture_env_combine
1358 */
1359 struct gl_tex_env_combine_state Combine;
1360
1361 /**
1362 * Derived state based on \c EnvMode and the \c BaseFormat of the
1363 * currently enabled texture.
1364 */
1365 struct gl_tex_env_combine_state _EnvMode;
1366
1367 /**
1368 * Currently enabled combiner state. This will point to either
1369 * \c Combine or \c _EnvMode.
1370 */
1371 struct gl_tex_env_combine_state *_CurrentCombine;
1372
1373 /** Current texture object pointers */
1374 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1375
1376 /** Points to highest priority, complete and enabled texture object */
1377 struct gl_texture_object *_Current;
1378
1379 };
1380
1381
1382 /**
1383 * Texture attribute group (GL_TEXTURE_BIT).
1384 */
1385 struct gl_texture_attrib
1386 {
1387 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1388
1389 /** GL_ARB_seamless_cubemap */
1390 GLboolean CubeMapSeamless;
1391
1392 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1393
1394 /** GL_ARB_texture_buffer_object */
1395 struct gl_buffer_object *BufferObject;
1396
1397 /** Texture coord units/sets used for fragment texturing */
1398 GLbitfield _EnabledCoordUnits;
1399
1400 /** Texture coord units that have texgen enabled */
1401 GLbitfield _TexGenEnabled;
1402
1403 /** Texture coord units that have non-identity matrices */
1404 GLbitfield _TexMatEnabled;
1405
1406 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1407 GLbitfield _GenFlags;
1408
1409 /** Largest index of a texture unit with _Current != NULL. */
1410 GLint _MaxEnabledTexImageUnit;
1411
1412 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1413 GLint NumCurrentTexUsed;
1414
1415 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1416 };
1417
1418
1419 /**
1420 * Data structure representing a single clip plane (e.g. one of the elements
1421 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1422 */
1423 typedef GLfloat gl_clip_plane[4];
1424
1425
1426 /**
1427 * Transformation attribute group (GL_TRANSFORM_BIT).
1428 */
1429 struct gl_transform_attrib
1430 {
1431 GLenum MatrixMode; /**< Matrix mode */
1432 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1433 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1434 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1435 GLboolean Normalize; /**< Normalize all normals? */
1436 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1437 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1438 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1439 /** GL_ARB_clip_control */
1440 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1441 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1442 };
1443
1444
1445 /**
1446 * Viewport attribute group (GL_VIEWPORT_BIT).
1447 */
1448 struct gl_viewport_attrib
1449 {
1450 GLfloat X, Y; /**< position */
1451 GLfloat Width, Height; /**< size */
1452 GLdouble Near, Far; /**< Depth buffer range */
1453 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1454 };
1455
1456
1457 typedef enum {
1458 MAP_USER,
1459 MAP_INTERNAL,
1460
1461 MAP_COUNT
1462 } gl_map_buffer_index;
1463
1464
1465 /**
1466 * Fields describing a mapped buffer range.
1467 */
1468 struct gl_buffer_mapping {
1469 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1470 GLvoid *Pointer; /**< User-space address of mapping */
1471 GLintptr Offset; /**< Mapped offset */
1472 GLsizeiptr Length; /**< Mapped length */
1473 };
1474
1475
1476 /**
1477 * Usages we've seen for a buffer object.
1478 */
1479 typedef enum {
1480 USAGE_UNIFORM_BUFFER = 0x1,
1481 USAGE_TEXTURE_BUFFER = 0x2,
1482 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1483 } gl_buffer_usage;
1484
1485
1486 /**
1487 * GL_ARB_vertex/pixel_buffer_object buffer object
1488 */
1489 struct gl_buffer_object
1490 {
1491 mtx_t Mutex;
1492 GLint RefCount;
1493 GLuint Name;
1494 GLchar *Label; /**< GL_KHR_debug */
1495 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1496 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1497 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1498 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1499 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1500 GLboolean Written; /**< Ever written to? (for debugging) */
1501 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1502 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1503 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1504
1505 struct gl_buffer_mapping Mappings[MAP_COUNT];
1506 };
1507
1508
1509 /**
1510 * Client pixel packing/unpacking attributes
1511 */
1512 struct gl_pixelstore_attrib
1513 {
1514 GLint Alignment;
1515 GLint RowLength;
1516 GLint SkipPixels;
1517 GLint SkipRows;
1518 GLint ImageHeight;
1519 GLint SkipImages;
1520 GLboolean SwapBytes;
1521 GLboolean LsbFirst;
1522 GLboolean Invert; /**< GL_MESA_pack_invert */
1523 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1524 GLint CompressedBlockHeight;
1525 GLint CompressedBlockDepth;
1526 GLint CompressedBlockSize;
1527 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1528 };
1529
1530
1531 /**
1532 * Client vertex array attributes
1533 */
1534 struct gl_client_array
1535 {
1536 GLint Size; /**< components per element (1,2,3,4) */
1537 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1538 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1539 GLsizei Stride; /**< user-specified stride */
1540 GLsizei StrideB; /**< actual stride in bytes */
1541 GLuint _ElementSize; /**< size of each element in bytes */
1542 const GLubyte *Ptr; /**< Points to array data */
1543 GLboolean Enabled; /**< Enabled flag is a boolean */
1544 GLboolean Normalized; /**< GL_ARB_vertex_program */
1545 GLboolean Integer; /**< Integer-valued? */
1546 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1547
1548 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1549 };
1550
1551
1552 /**
1553 * Vertex attribute array as seen by the client.
1554 *
1555 * Contains the size, type, format and normalization flag,
1556 * along with the index of a vertex buffer binding point.
1557 *
1558 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1559 * and is only present for backwards compatibility reasons.
1560 * Rendering always uses VERTEX_BINDING_STRIDE.
1561 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1562 * and VERTEX_BINDING_STRIDE to the same value, while
1563 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1564 */
1565 struct gl_vertex_attrib_array
1566 {
1567 GLint Size; /**< Components per element (1,2,3,4) */
1568 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1569 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1570 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1571 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1572 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1573 GLboolean Enabled; /**< Whether the array is enabled */
1574 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1575 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1576 GLuint _ElementSize; /**< Size of each element in bytes */
1577 GLuint VertexBinding; /**< Vertex buffer binding */
1578 };
1579
1580
1581 /**
1582 * This describes the buffer object used for a vertex array (or
1583 * multiple vertex arrays). If BufferObj points to the default/null
1584 * buffer object, then the vertex array lives in user memory and not a VBO.
1585 */
1586 struct gl_vertex_buffer_binding
1587 {
1588 GLintptr Offset; /**< User-specified offset */
1589 GLsizei Stride; /**< User-specified stride */
1590 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1591 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1592 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1593 };
1594
1595
1596 /**
1597 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1598 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1599 * extension.
1600 */
1601 struct gl_vertex_array_object
1602 {
1603 /** Name of the VAO as received from glGenVertexArray. */
1604 GLuint Name;
1605
1606 GLint RefCount;
1607
1608 GLchar *Label; /**< GL_KHR_debug */
1609
1610 mtx_t Mutex;
1611
1612 /**
1613 * Does the VAO use ARB semantics or Apple semantics?
1614 *
1615 * There are several ways in which ARB_vertex_array_object and
1616 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1617 * least,
1618 *
1619 * - ARB VAOs require that all array data be sourced from vertex buffer
1620 * objects, but Apple VAOs do not.
1621 *
1622 * - ARB VAOs require that names come from GenVertexArrays.
1623 *
1624 * This flag notes which behavior governs this VAO.
1625 */
1626 GLboolean ARBsemantics;
1627
1628 /**
1629 * Has this array object been bound?
1630 */
1631 GLboolean EverBound;
1632
1633 /**
1634 * Derived vertex attribute arrays
1635 *
1636 * This is a legacy data structure created from gl_vertex_attrib_array and
1637 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1638 */
1639 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1640
1641 /** Vertex attribute arrays */
1642 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1643
1644 /** Vertex buffer bindings */
1645 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1646
1647 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1648 GLbitfield64 _Enabled;
1649
1650 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1651 GLbitfield64 NewArrays;
1652
1653 /** The index buffer (also known as the element array buffer in OpenGL). */
1654 struct gl_buffer_object *IndexBufferObj;
1655 };
1656
1657
1658 /** Used to signal when transitioning from one kind of drawing method
1659 * to another.
1660 */
1661 typedef enum {
1662 DRAW_NONE, /**< Initial value only */
1663 DRAW_BEGIN_END,
1664 DRAW_DISPLAY_LIST,
1665 DRAW_ARRAYS
1666 } gl_draw_method;
1667
1668 /**
1669 * Enum for the OpenGL APIs we know about and may support.
1670 *
1671 * NOTE: This must match the api_enum table in
1672 * src/mesa/main/get_hash_generator.py
1673 */
1674 typedef enum
1675 {
1676 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1677 API_OPENGLES,
1678 API_OPENGLES2,
1679 API_OPENGL_CORE,
1680 API_OPENGL_LAST = API_OPENGL_CORE
1681 } gl_api;
1682
1683 /**
1684 * Vertex array state
1685 */
1686 struct gl_array_attrib
1687 {
1688 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1689 struct gl_vertex_array_object *VAO;
1690
1691 /** The default vertex array object */
1692 struct gl_vertex_array_object *DefaultVAO;
1693
1694 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1695 struct _mesa_HashTable *Objects;
1696
1697 GLint ActiveTexture; /**< Client Active Texture */
1698 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1699 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1700
1701 /**
1702 * \name Primitive restart controls
1703 *
1704 * Primitive restart is enabled if either \c PrimitiveRestart or
1705 * \c PrimitiveRestartFixedIndex is set.
1706 */
1707 /*@{*/
1708 GLboolean PrimitiveRestart;
1709 GLboolean PrimitiveRestartFixedIndex;
1710 GLboolean _PrimitiveRestart;
1711 GLuint RestartIndex;
1712 /*@}*/
1713
1714 /** One of the DRAW_xxx flags, not consumed by drivers */
1715 gl_draw_method DrawMethod;
1716
1717 /* GL_ARB_vertex_buffer_object */
1718 struct gl_buffer_object *ArrayBufferObj;
1719
1720 /**
1721 * Vertex arrays as consumed by a driver.
1722 * The array pointer is set up only by the VBO module.
1723 */
1724 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1725
1726 /** Legal array datatypes and the API for which they have been computed */
1727 GLbitfield LegalTypesMask;
1728 gl_api LegalTypesMaskAPI;
1729 };
1730
1731
1732 /**
1733 * Feedback buffer state
1734 */
1735 struct gl_feedback
1736 {
1737 GLenum Type;
1738 GLbitfield _Mask; /**< FB_* bits */
1739 GLfloat *Buffer;
1740 GLuint BufferSize;
1741 GLuint Count;
1742 };
1743
1744
1745 /**
1746 * Selection buffer state
1747 */
1748 struct gl_selection
1749 {
1750 GLuint *Buffer; /**< selection buffer */
1751 GLuint BufferSize; /**< size of the selection buffer */
1752 GLuint BufferCount; /**< number of values in the selection buffer */
1753 GLuint Hits; /**< number of records in the selection buffer */
1754 GLuint NameStackDepth; /**< name stack depth */
1755 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1756 GLboolean HitFlag; /**< hit flag */
1757 GLfloat HitMinZ; /**< minimum hit depth */
1758 GLfloat HitMaxZ; /**< maximum hit depth */
1759 };
1760
1761
1762 /**
1763 * 1-D Evaluator control points
1764 */
1765 struct gl_1d_map
1766 {
1767 GLuint Order; /**< Number of control points */
1768 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1769 GLfloat *Points; /**< Points to contiguous control points */
1770 };
1771
1772
1773 /**
1774 * 2-D Evaluator control points
1775 */
1776 struct gl_2d_map
1777 {
1778 GLuint Uorder; /**< Number of control points in U dimension */
1779 GLuint Vorder; /**< Number of control points in V dimension */
1780 GLfloat u1, u2, du;
1781 GLfloat v1, v2, dv;
1782 GLfloat *Points; /**< Points to contiguous control points */
1783 };
1784
1785
1786 /**
1787 * All evaluator control point state
1788 */
1789 struct gl_evaluators
1790 {
1791 /**
1792 * \name 1-D maps
1793 */
1794 /*@{*/
1795 struct gl_1d_map Map1Vertex3;
1796 struct gl_1d_map Map1Vertex4;
1797 struct gl_1d_map Map1Index;
1798 struct gl_1d_map Map1Color4;
1799 struct gl_1d_map Map1Normal;
1800 struct gl_1d_map Map1Texture1;
1801 struct gl_1d_map Map1Texture2;
1802 struct gl_1d_map Map1Texture3;
1803 struct gl_1d_map Map1Texture4;
1804 /*@}*/
1805
1806 /**
1807 * \name 2-D maps
1808 */
1809 /*@{*/
1810 struct gl_2d_map Map2Vertex3;
1811 struct gl_2d_map Map2Vertex4;
1812 struct gl_2d_map Map2Index;
1813 struct gl_2d_map Map2Color4;
1814 struct gl_2d_map Map2Normal;
1815 struct gl_2d_map Map2Texture1;
1816 struct gl_2d_map Map2Texture2;
1817 struct gl_2d_map Map2Texture3;
1818 struct gl_2d_map Map2Texture4;
1819 /*@}*/
1820 };
1821
1822
1823 struct gl_transform_feedback_varying_info
1824 {
1825 char *Name;
1826 GLenum Type;
1827 GLint Size;
1828 };
1829
1830
1831 /**
1832 * Per-output info vertex shaders for transform feedback.
1833 */
1834 struct gl_transform_feedback_output
1835 {
1836 unsigned OutputRegister;
1837 unsigned OutputBuffer;
1838 unsigned NumComponents;
1839 unsigned StreamId;
1840
1841 /** offset (in DWORDs) of this output within the interleaved structure */
1842 unsigned DstOffset;
1843
1844 /**
1845 * Offset into the output register of the data to output. For example,
1846 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1847 * offset is in the y and z components of the output register.
1848 */
1849 unsigned ComponentOffset;
1850 };
1851
1852
1853 /** Post-link transform feedback info. */
1854 struct gl_transform_feedback_info
1855 {
1856 unsigned NumOutputs;
1857
1858 /**
1859 * Number of transform feedback buffers in use by this program.
1860 */
1861 unsigned NumBuffers;
1862
1863 struct gl_transform_feedback_output *Outputs;
1864
1865 /** Transform feedback varyings used for the linking of this shader program.
1866 *
1867 * Use for glGetTransformFeedbackVarying().
1868 */
1869 struct gl_transform_feedback_varying_info *Varyings;
1870 GLint NumVarying;
1871
1872 /**
1873 * Total number of components stored in each buffer. This may be used by
1874 * hardware back-ends to determine the correct stride when interleaving
1875 * multiple transform feedback outputs in the same buffer.
1876 */
1877 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1878 };
1879
1880
1881 /**
1882 * Transform feedback object state
1883 */
1884 struct gl_transform_feedback_object
1885 {
1886 GLuint Name; /**< AKA the object ID */
1887 GLint RefCount;
1888 GLchar *Label; /**< GL_KHR_debug */
1889 GLboolean Active; /**< Is transform feedback enabled? */
1890 GLboolean Paused; /**< Is transform feedback paused? */
1891 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1892 at least once? */
1893 GLboolean EverBound; /**< Has this object been bound? */
1894
1895 /**
1896 * GLES: if Active is true, remaining number of primitives which can be
1897 * rendered without overflow. This is necessary to track because GLES
1898 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1899 * glDrawArraysInstanced would overflow transform feedback buffers.
1900 * Undefined if Active is false.
1901 *
1902 * Not tracked for desktop GL since it's unnecessary.
1903 */
1904 unsigned GlesRemainingPrims;
1905
1906 /**
1907 * The shader program active when BeginTransformFeedback() was called.
1908 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1909 * where stage is the pipeline stage that is the source of data for
1910 * transform feedback.
1911 */
1912 struct gl_shader_program *shader_program;
1913
1914 /** The feedback buffers */
1915 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1916 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1917
1918 /** Start of feedback data in dest buffer */
1919 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1920
1921 /**
1922 * Max data to put into dest buffer (in bytes). Computed based on
1923 * RequestedSize and the actual size of the buffer.
1924 */
1925 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1926
1927 /**
1928 * Size that was specified when the buffer was bound. If the buffer was
1929 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1930 * zero.
1931 */
1932 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1933 };
1934
1935
1936 /**
1937 * Context state for transform feedback.
1938 */
1939 struct gl_transform_feedback_state
1940 {
1941 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1942
1943 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1944 struct gl_buffer_object *CurrentBuffer;
1945
1946 /** The table of all transform feedback objects */
1947 struct _mesa_HashTable *Objects;
1948
1949 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1950 struct gl_transform_feedback_object *CurrentObject;
1951
1952 /** The default xform-fb object (Name==0) */
1953 struct gl_transform_feedback_object *DefaultObject;
1954 };
1955
1956
1957 /**
1958 * A "performance monitor" as described in AMD_performance_monitor.
1959 */
1960 struct gl_perf_monitor_object
1961 {
1962 GLuint Name;
1963
1964 /** True if the monitor is currently active (Begin called but not End). */
1965 GLboolean Active;
1966
1967 /**
1968 * True if the monitor has ended.
1969 *
1970 * This is distinct from !Active because it may never have began.
1971 */
1972 GLboolean Ended;
1973
1974 /**
1975 * A list of groups with currently active counters.
1976 *
1977 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1978 */
1979 unsigned *ActiveGroups;
1980
1981 /**
1982 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1983 *
1984 * Checking whether counter 'c' in group 'g' is active can be done via:
1985 *
1986 * BITSET_TEST(ActiveCounters[g], c)
1987 */
1988 GLuint **ActiveCounters;
1989 };
1990
1991
1992 union gl_perf_monitor_counter_value
1993 {
1994 float f;
1995 uint64_t u64;
1996 uint32_t u32;
1997 };
1998
1999
2000 struct gl_perf_monitor_counter
2001 {
2002 /** Human readable name for the counter. */
2003 const char *Name;
2004
2005 /**
2006 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2007 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2008 */
2009 GLenum Type;
2010
2011 /** Minimum counter value. */
2012 union gl_perf_monitor_counter_value Minimum;
2013
2014 /** Maximum counter value. */
2015 union gl_perf_monitor_counter_value Maximum;
2016 };
2017
2018
2019 struct gl_perf_monitor_group
2020 {
2021 /** Human readable name for the group. */
2022 const char *Name;
2023
2024 /**
2025 * Maximum number of counters in this group which can be active at the
2026 * same time.
2027 */
2028 GLuint MaxActiveCounters;
2029
2030 /** Array of counters within this group. */
2031 const struct gl_perf_monitor_counter *Counters;
2032 GLuint NumCounters;
2033 };
2034
2035
2036 /**
2037 * Context state for AMD_performance_monitor.
2038 */
2039 struct gl_perf_monitor_state
2040 {
2041 /** Array of performance monitor groups (indexed by group ID) */
2042 const struct gl_perf_monitor_group *Groups;
2043 GLuint NumGroups;
2044
2045 /** The table of all performance monitors. */
2046 struct _mesa_HashTable *Monitors;
2047 };
2048
2049
2050 /**
2051 * Names of the various vertex/fragment program register files, etc.
2052 *
2053 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2054 * All values should fit in a 4-bit field.
2055 *
2056 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2057 * considered to be "uniform" variables since they can only be set outside
2058 * glBegin/End. They're also all stored in the same Parameters array.
2059 */
2060 typedef enum
2061 {
2062 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2063 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2064 PROGRAM_INPUT, /**< machine->Inputs[] */
2065 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2066 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2067 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2068 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2069 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2070 PROGRAM_ADDRESS, /**< machine->AddressReg */
2071 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2072 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2073 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2074 PROGRAM_FILE_MAX
2075 } gl_register_file;
2076
2077
2078 /**
2079 * \brief Layout qualifiers for gl_FragDepth.
2080 *
2081 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2082 * a layout qualifier.
2083 *
2084 * \see enum ir_depth_layout
2085 */
2086 enum gl_frag_depth_layout
2087 {
2088 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2089 FRAG_DEPTH_LAYOUT_ANY,
2090 FRAG_DEPTH_LAYOUT_GREATER,
2091 FRAG_DEPTH_LAYOUT_LESS,
2092 FRAG_DEPTH_LAYOUT_UNCHANGED
2093 };
2094
2095
2096 /**
2097 * Base class for any kind of program object
2098 */
2099 struct gl_program
2100 {
2101 GLuint Id;
2102 GLint RefCount;
2103 GLubyte *String; /**< Null-terminated program text */
2104
2105 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2106 GLenum Format; /**< String encoding format */
2107
2108 struct prog_instruction *Instructions;
2109
2110 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2111 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2112 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2113 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2114 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2115 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2116 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2117 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2118
2119 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2120
2121 /**
2122 * For vertex and geometry shaders, true if the program uses the
2123 * gl_ClipDistance output. Ignored for fragment shaders.
2124 */
2125 GLboolean UsesClipDistanceOut;
2126
2127
2128 /** Named parameters, constants, etc. from program text */
2129 struct gl_program_parameter_list *Parameters;
2130
2131 /**
2132 * Local parameters used by the program.
2133 *
2134 * It's dynamically allocated because it is rarely used (just
2135 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2136 * allocated.
2137 */
2138 GLfloat (*LocalParams)[4];
2139
2140 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2141 GLubyte SamplerUnits[MAX_SAMPLERS];
2142
2143 /** Bitmask of which register files are read/written with indirect
2144 * addressing. Mask of (1 << PROGRAM_x) bits.
2145 */
2146 GLbitfield IndirectRegisterFiles;
2147
2148 /** Logical counts */
2149 /*@{*/
2150 GLuint NumInstructions;
2151 GLuint NumTemporaries;
2152 GLuint NumParameters;
2153 GLuint NumAttributes;
2154 GLuint NumAddressRegs;
2155 GLuint NumAluInstructions;
2156 GLuint NumTexInstructions;
2157 GLuint NumTexIndirections;
2158 /*@}*/
2159 /** Native, actual h/w counts */
2160 /*@{*/
2161 GLuint NumNativeInstructions;
2162 GLuint NumNativeTemporaries;
2163 GLuint NumNativeParameters;
2164 GLuint NumNativeAttributes;
2165 GLuint NumNativeAddressRegs;
2166 GLuint NumNativeAluInstructions;
2167 GLuint NumNativeTexInstructions;
2168 GLuint NumNativeTexIndirections;
2169 /*@}*/
2170 };
2171
2172
2173 /** Vertex program object */
2174 struct gl_vertex_program
2175 {
2176 struct gl_program Base; /**< base class */
2177 GLboolean IsPositionInvariant;
2178 };
2179
2180
2181 /** Geometry program object */
2182 struct gl_geometry_program
2183 {
2184 struct gl_program Base; /**< base class */
2185
2186 GLint VerticesIn;
2187 GLint VerticesOut;
2188 GLint Invocations;
2189 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2190 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2191 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2192 bool UsesEndPrimitive;
2193 bool UsesStreams;
2194 };
2195
2196
2197 /** Fragment program object */
2198 struct gl_fragment_program
2199 {
2200 struct gl_program Base; /**< base class */
2201 GLboolean UsesKill; /**< shader uses KIL instruction */
2202 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2203 GLboolean OriginUpperLeft;
2204 GLboolean PixelCenterInteger;
2205 enum gl_frag_depth_layout FragDepthLayout;
2206
2207 /**
2208 * GLSL interpolation qualifier associated with each fragment shader input.
2209 * For inputs that do not have an interpolation qualifier specified in
2210 * GLSL, the value is INTERP_QUALIFIER_NONE.
2211 */
2212 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2213
2214 /**
2215 * Bitfield indicating, for each fragment shader input, 1 if that input
2216 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2217 */
2218 GLbitfield64 IsCentroid;
2219
2220 /**
2221 * Bitfield indicating, for each fragment shader input, 1 if that input
2222 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2223 */
2224 GLbitfield64 IsSample;
2225 };
2226
2227
2228 /** Compute program object */
2229 struct gl_compute_program
2230 {
2231 struct gl_program Base; /**< base class */
2232
2233 /**
2234 * Size specified using local_size_{x,y,z}.
2235 */
2236 unsigned LocalSize[3];
2237 };
2238
2239
2240 /**
2241 * State common to vertex and fragment programs.
2242 */
2243 struct gl_program_state
2244 {
2245 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2246 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2247 };
2248
2249
2250 /**
2251 * Context state for vertex programs.
2252 */
2253 struct gl_vertex_program_state
2254 {
2255 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2256 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2257 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2258 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2259 /** Computed two sided lighting for fixed function/programs. */
2260 GLboolean _TwoSideEnabled;
2261 struct gl_vertex_program *Current; /**< User-bound vertex program */
2262
2263 /** Currently enabled and valid vertex program (including internal
2264 * programs, user-defined vertex programs and GLSL vertex shaders).
2265 * This is the program we must use when rendering.
2266 */
2267 struct gl_vertex_program *_Current;
2268
2269 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2270
2271 /** Should fixed-function T&L be implemented with a vertex prog? */
2272 GLboolean _MaintainTnlProgram;
2273
2274 /** Program to emulate fixed-function T&L (see above) */
2275 struct gl_vertex_program *_TnlProgram;
2276
2277 /** Cache of fixed-function programs */
2278 struct gl_program_cache *Cache;
2279
2280 GLboolean _Overriden;
2281 };
2282
2283
2284 /**
2285 * Context state for geometry programs.
2286 */
2287 struct gl_geometry_program_state
2288 {
2289 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2290 GLboolean _Enabled; /**< Enabled and valid program? */
2291 struct gl_geometry_program *Current; /**< user-bound geometry program */
2292
2293 /** Currently enabled and valid program (including internal programs
2294 * and compiled shader programs).
2295 */
2296 struct gl_geometry_program *_Current;
2297
2298 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2299 };
2300
2301 /**
2302 * Context state for fragment programs.
2303 */
2304 struct gl_fragment_program_state
2305 {
2306 GLboolean Enabled; /**< User-set fragment program enable flag */
2307 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2308 struct gl_fragment_program *Current; /**< User-bound fragment program */
2309
2310 /** Currently enabled and valid fragment program (including internal
2311 * programs, user-defined fragment programs and GLSL fragment shaders).
2312 * This is the program we must use when rendering.
2313 */
2314 struct gl_fragment_program *_Current;
2315
2316 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2317
2318 /** Should fixed-function texturing be implemented with a fragment prog? */
2319 GLboolean _MaintainTexEnvProgram;
2320
2321 /** Program to emulate fixed-function texture env/combine (see above) */
2322 struct gl_fragment_program *_TexEnvProgram;
2323
2324 /** Cache of fixed-function programs */
2325 struct gl_program_cache *Cache;
2326 };
2327
2328
2329 /**
2330 * Context state for compute programs.
2331 */
2332 struct gl_compute_program_state
2333 {
2334 struct gl_compute_program *Current; /**< user-bound compute program */
2335
2336 /** Currently enabled and valid program (including internal programs
2337 * and compiled shader programs).
2338 */
2339 struct gl_compute_program *_Current;
2340 };
2341
2342
2343 /**
2344 * ATI_fragment_shader runtime state
2345 */
2346 #define ATI_FS_INPUT_PRIMARY 0
2347 #define ATI_FS_INPUT_SECONDARY 1
2348
2349 struct atifs_instruction;
2350 struct atifs_setupinst;
2351
2352 /**
2353 * ATI fragment shader
2354 */
2355 struct ati_fragment_shader
2356 {
2357 GLuint Id;
2358 GLint RefCount;
2359 struct atifs_instruction *Instructions[2];
2360 struct atifs_setupinst *SetupInst[2];
2361 GLfloat Constants[8][4];
2362 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2363 GLubyte numArithInstr[2];
2364 GLubyte regsAssigned[2];
2365 GLubyte NumPasses; /**< 1 or 2 */
2366 GLubyte cur_pass;
2367 GLubyte last_optype;
2368 GLboolean interpinp1;
2369 GLboolean isValid;
2370 GLuint swizzlerq;
2371 };
2372
2373 /**
2374 * Context state for GL_ATI_fragment_shader
2375 */
2376 struct gl_ati_fragment_shader_state
2377 {
2378 GLboolean Enabled;
2379 GLboolean _Enabled; /**< enabled and valid shader? */
2380 GLboolean Compiling;
2381 GLfloat GlobalConstants[8][4];
2382 struct ati_fragment_shader *Current;
2383 };
2384
2385
2386 /** Set by #pragma directives */
2387 struct gl_sl_pragmas
2388 {
2389 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2390 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2391 GLboolean Optimize; /**< defaults on */
2392 GLboolean Debug; /**< defaults off */
2393 };
2394
2395
2396 /**
2397 * A GLSL vertex or fragment shader object.
2398 */
2399 struct gl_shader
2400 {
2401 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2402 * Must be the first field.
2403 */
2404 GLenum Type;
2405 gl_shader_stage Stage;
2406 GLuint Name; /**< AKA the handle */
2407 GLint RefCount; /**< Reference count */
2408 GLchar *Label; /**< GL_KHR_debug */
2409 GLboolean DeletePending;
2410 GLboolean CompileStatus;
2411 bool IsES; /**< True if this shader uses GLSL ES */
2412
2413 GLuint SourceChecksum; /**< for debug/logging purposes */
2414 const GLchar *Source; /**< Source code string */
2415
2416 struct gl_program *Program; /**< Post-compile assembly code */
2417 GLchar *InfoLog;
2418 struct gl_sl_pragmas Pragmas;
2419
2420 unsigned Version; /**< GLSL version used for linking */
2421
2422 /**
2423 * \name Sampler tracking
2424 *
2425 * \note Each of these fields is only set post-linking.
2426 */
2427 /*@{*/
2428 unsigned num_samplers; /**< Number of samplers used by this shader. */
2429 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2430 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2431 /*@}*/
2432
2433 /**
2434 * Map from sampler unit to texture unit (set by glUniform1i())
2435 *
2436 * A sampler unit is associated with each sampler uniform by the linker.
2437 * The sampler unit associated with each uniform is stored in the
2438 * \c gl_uniform_storage::sampler field.
2439 */
2440 GLubyte SamplerUnits[MAX_SAMPLERS];
2441 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2442 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2443
2444 /**
2445 * Number of default uniform block components used by this shader.
2446 *
2447 * This field is only set post-linking.
2448 */
2449 unsigned num_uniform_components;
2450
2451 /**
2452 * Number of combined uniform components used by this shader.
2453 *
2454 * This field is only set post-linking. It is the sum of the uniform block
2455 * sizes divided by sizeof(float), and num_uniform_compoennts.
2456 */
2457 unsigned num_combined_uniform_components;
2458
2459 /**
2460 * This shader's uniform block information.
2461 *
2462 * These fields are only set post-linking.
2463 */
2464 unsigned NumUniformBlocks;
2465 struct gl_uniform_block *UniformBlocks;
2466
2467 struct exec_list *ir;
2468 struct glsl_symbol_table *symbols;
2469
2470 bool uses_builtin_functions;
2471 bool uses_gl_fragcoord;
2472 bool redeclares_gl_fragcoord;
2473 bool ARB_fragment_coord_conventions_enable;
2474
2475 /**
2476 * Fragment shader state from GLSL 1.50 layout qualifiers.
2477 */
2478 bool origin_upper_left;
2479 bool pixel_center_integer;
2480
2481 /**
2482 * Geometry shader state from GLSL 1.50 layout qualifiers.
2483 */
2484 struct {
2485 GLint VerticesOut;
2486 /**
2487 * 0 - Invocations count not declared in shader, or
2488 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2489 */
2490 GLint Invocations;
2491 /**
2492 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2493 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2494 * shader.
2495 */
2496 GLenum InputType;
2497 /**
2498 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2499 * it's not set in this shader.
2500 */
2501 GLenum OutputType;
2502 } Geom;
2503
2504 /**
2505 * Map from image uniform index to image unit (set by glUniform1i())
2506 *
2507 * An image uniform index is associated with each image uniform by
2508 * the linker. The image index associated with each uniform is
2509 * stored in the \c gl_uniform_storage::image field.
2510 */
2511 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2512
2513 /**
2514 * Access qualifier specified in the shader for each image uniform
2515 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2516 * GL_READ_WRITE.
2517 *
2518 * It may be different, though only more strict than the value of
2519 * \c gl_image_unit::Access for the corresponding image unit.
2520 */
2521 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2522
2523 /**
2524 * Number of image uniforms defined in the shader. It specifies
2525 * the number of valid elements in the \c ImageUnits and \c
2526 * ImageAccess arrays above.
2527 */
2528 GLuint NumImages;
2529
2530 /**
2531 * Compute shader state from ARB_compute_shader layout qualifiers.
2532 */
2533 struct {
2534 /**
2535 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2536 * it's not set in this shader.
2537 */
2538 unsigned LocalSize[3];
2539 } Comp;
2540 };
2541
2542
2543 struct gl_uniform_buffer_variable
2544 {
2545 char *Name;
2546
2547 /**
2548 * Name of the uniform as seen by glGetUniformIndices.
2549 *
2550 * glGetUniformIndices requires that the block instance index \b not be
2551 * present in the name of queried uniforms.
2552 *
2553 * \note
2554 * \c gl_uniform_buffer_variable::IndexName and
2555 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2556 */
2557 char *IndexName;
2558
2559 const struct glsl_type *Type;
2560 unsigned int Offset;
2561 GLboolean RowMajor;
2562 };
2563
2564
2565 enum gl_uniform_block_packing
2566 {
2567 ubo_packing_std140,
2568 ubo_packing_shared,
2569 ubo_packing_packed
2570 };
2571
2572
2573 struct gl_uniform_block
2574 {
2575 /** Declared name of the uniform block */
2576 char *Name;
2577
2578 /** Array of supplemental information about UBO ir_variables. */
2579 struct gl_uniform_buffer_variable *Uniforms;
2580 GLuint NumUniforms;
2581
2582 /**
2583 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2584 * with glBindBufferBase to bind a buffer object to this uniform block. When
2585 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2586 */
2587 GLuint Binding;
2588
2589 /**
2590 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2591 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2592 */
2593 GLuint UniformBufferSize;
2594
2595 /**
2596 * Layout specified in the shader
2597 *
2598 * This isn't accessible through the API, but it is used while
2599 * cross-validating uniform blocks.
2600 */
2601 enum gl_uniform_block_packing _Packing;
2602 };
2603
2604 /**
2605 * Structure that represents a reference to an atomic buffer from some
2606 * shader program.
2607 */
2608 struct gl_active_atomic_buffer
2609 {
2610 /** Uniform indices of the atomic counters declared within it. */
2611 GLuint *Uniforms;
2612 GLuint NumUniforms;
2613
2614 /** Binding point index associated with it. */
2615 GLuint Binding;
2616
2617 /** Minimum reasonable size it is expected to have. */
2618 GLuint MinimumSize;
2619
2620 /** Shader stages making use of it. */
2621 GLboolean StageReferences[MESA_SHADER_STAGES];
2622 };
2623
2624 /**
2625 * A GLSL program object.
2626 * Basically a linked collection of vertex and fragment shaders.
2627 */
2628 struct gl_shader_program
2629 {
2630 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2631 GLuint Name; /**< aka handle or ID */
2632 GLchar *Label; /**< GL_KHR_debug */
2633 GLint RefCount; /**< Reference count */
2634 GLboolean DeletePending;
2635
2636 /**
2637 * Is the application intending to glGetProgramBinary this program?
2638 */
2639 GLboolean BinaryRetreivableHint;
2640
2641 /**
2642 * Indicates whether program can be bound for individual pipeline stages
2643 * using UseProgramStages after it is next linked.
2644 */
2645 GLboolean SeparateShader;
2646
2647 GLuint NumShaders; /**< number of attached shaders */
2648 struct gl_shader **Shaders; /**< List of attached the shaders */
2649
2650 /**
2651 * User-defined attribute bindings
2652 *
2653 * These are set via \c glBindAttribLocation and are used to direct the
2654 * GLSL linker. These are \b not the values used in the compiled shader,
2655 * and they are \b not the values returned by \c glGetAttribLocation.
2656 */
2657 struct string_to_uint_map *AttributeBindings;
2658
2659 /**
2660 * User-defined fragment data bindings
2661 *
2662 * These are set via \c glBindFragDataLocation and are used to direct the
2663 * GLSL linker. These are \b not the values used in the compiled shader,
2664 * and they are \b not the values returned by \c glGetFragDataLocation.
2665 */
2666 struct string_to_uint_map *FragDataBindings;
2667 struct string_to_uint_map *FragDataIndexBindings;
2668
2669 /**
2670 * Transform feedback varyings last specified by
2671 * glTransformFeedbackVaryings().
2672 *
2673 * For the current set of transform feedback varyings used for transform
2674 * feedback output, see LinkedTransformFeedback.
2675 */
2676 struct {
2677 GLenum BufferMode;
2678 GLuint NumVarying;
2679 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2680 } TransformFeedback;
2681
2682 /** Post-link transform feedback info. */
2683 struct gl_transform_feedback_info LinkedTransformFeedback;
2684
2685 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2686 enum gl_frag_depth_layout FragDepthLayout;
2687
2688 /**
2689 * Geometry shader state - copied into gl_geometry_program by
2690 * _mesa_copy_linked_program_data().
2691 */
2692 struct {
2693 GLint VerticesIn;
2694 GLint VerticesOut;
2695 /**
2696 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2697 */
2698 GLint Invocations;
2699 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2700 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2701 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2702 /**
2703 * True if gl_ClipDistance is written to. Copied into
2704 * gl_geometry_program by _mesa_copy_linked_program_data().
2705 */
2706 GLboolean UsesClipDistance;
2707 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2708 0 if not present. */
2709 bool UsesEndPrimitive;
2710 bool UsesStreams;
2711 } Geom;
2712
2713 /** Vertex shader state */
2714 struct {
2715 /**
2716 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2717 * by _mesa_copy_linked_program_data().
2718 */
2719 GLboolean UsesClipDistance;
2720 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2721 0 if not present. */
2722 } Vert;
2723
2724 /**
2725 * Compute shader state - copied into gl_compute_program by
2726 * _mesa_copy_linked_program_data().
2727 */
2728 struct {
2729 /**
2730 * If this shader contains a compute stage, size specified using
2731 * local_size_{x,y,z}. Otherwise undefined.
2732 */
2733 unsigned LocalSize[3];
2734 } Comp;
2735
2736 /* post-link info: */
2737 unsigned NumUserUniformStorage;
2738 unsigned NumHiddenUniforms;
2739 struct gl_uniform_storage *UniformStorage;
2740
2741 /**
2742 * Mapping from GL uniform locations returned by \c glUniformLocation to
2743 * UniformStorage entries. Arrays will have multiple contiguous slots
2744 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2745 */
2746 unsigned NumUniformRemapTable;
2747 struct gl_uniform_storage **UniformRemapTable;
2748
2749 /**
2750 * Size of the gl_ClipDistance array that is output from the last pipeline
2751 * stage before the fragment shader.
2752 */
2753 unsigned LastClipDistanceArraySize;
2754
2755 unsigned NumUniformBlocks;
2756 struct gl_uniform_block *UniformBlocks;
2757
2758 /**
2759 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2760 * they're used in, or -1.
2761 *
2762 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2763 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2764 */
2765 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2766
2767 /**
2768 * Map of active uniform names to locations
2769 *
2770 * Maps any active uniform that is not an array element to a location.
2771 * Each active uniform, including individual structure members will appear
2772 * in this map. This roughly corresponds to the set of names that would be
2773 * enumerated by \c glGetActiveUniform.
2774 */
2775 struct string_to_uint_map *UniformHash;
2776
2777 struct gl_active_atomic_buffer *AtomicBuffers;
2778 unsigned NumAtomicBuffers;
2779
2780 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2781 GLboolean Validated;
2782 GLboolean _Used; /**< Ever used for drawing? */
2783 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2784 GLchar *InfoLog;
2785
2786 unsigned Version; /**< GLSL version used for linking */
2787 bool IsES; /**< True if this program uses GLSL ES */
2788
2789 /**
2790 * Per-stage shaders resulting from the first stage of linking.
2791 *
2792 * Set of linked shaders for this program. The array is accessed using the
2793 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2794 * \c NULL.
2795 */
2796 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2797
2798 /* True if any of the fragment shaders attached to this program use:
2799 * #extension ARB_fragment_coord_conventions: enable
2800 */
2801 GLboolean ARB_fragment_coord_conventions_enable;
2802 };
2803
2804
2805 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2806 #define GLSL_LOG 0x2 /**< Write shaders to files */
2807 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2808 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2809 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2810 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2811 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2812 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2813 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2814 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2815
2816
2817 /**
2818 * Context state for GLSL vertex/fragment shaders.
2819 * Extended to support pipeline object
2820 */
2821 struct gl_pipeline_object
2822 {
2823 /** Name of the pipeline object as received from glGenProgramPipelines.
2824 * It would be 0 for shaders without separate shader objects.
2825 */
2826 GLuint Name;
2827
2828 GLint RefCount;
2829
2830 mtx_t Mutex;
2831
2832 /**
2833 * Programs used for rendering
2834 *
2835 * There is a separate program set for each shader stage.
2836 */
2837 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2838
2839 struct gl_shader_program *_CurrentFragmentProgram;
2840
2841 /**
2842 * Program used by glUniform calls.
2843 *
2844 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2845 */
2846 struct gl_shader_program *ActiveProgram;
2847
2848 GLbitfield Flags; /**< Mask of GLSL_x flags */
2849
2850 GLboolean EverBound; /**< Has the pipeline object been created */
2851
2852 GLboolean Validated; /**< Pipeline Validation status */
2853
2854 GLchar *InfoLog;
2855 };
2856
2857 /**
2858 * Context state for GLSL pipeline shaders.
2859 */
2860 struct gl_pipeline_shader_state
2861 {
2862 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2863 struct gl_pipeline_object *Current;
2864
2865 /* Default Object to ensure that _Shader is never NULL */
2866 struct gl_pipeline_object *Default;
2867
2868 /** Pipeline objects */
2869 struct _mesa_HashTable *Objects;
2870 };
2871
2872 /**
2873 * Compiler options for a single GLSL shaders type
2874 */
2875 struct gl_shader_compiler_options
2876 {
2877 /** Driver-selectable options: */
2878 GLboolean EmitCondCodes; /**< Use condition codes? */
2879 GLboolean EmitNoLoops;
2880 GLboolean EmitNoFunctions;
2881 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2882 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2883 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2884 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2885 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2886 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2887
2888 /**
2889 * \name Forms of indirect addressing the driver cannot do.
2890 */
2891 /*@{*/
2892 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2893 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2894 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2895 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2896 /*@}*/
2897
2898 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2899 GLuint MaxUnrollIterations;
2900
2901 /**
2902 * Optimize code for array of structures backends.
2903 *
2904 * This is a proxy for:
2905 * - preferring DP4 instructions (rather than MUL/MAD) for
2906 * matrix * vector operations, such as position transformation.
2907 */
2908 GLboolean OptimizeForAOS;
2909
2910 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2911
2912 const struct nir_shader_compiler_options *NirOptions;
2913 };
2914
2915
2916 /**
2917 * Occlusion/timer query object.
2918 */
2919 struct gl_query_object
2920 {
2921 GLenum Target; /**< The query target, when active */
2922 GLuint Id; /**< hash table ID/name */
2923 GLchar *Label; /**< GL_KHR_debug */
2924 GLuint64EXT Result; /**< the counter */
2925 GLboolean Active; /**< inside Begin/EndQuery */
2926 GLboolean Ready; /**< result is ready? */
2927 GLboolean EverBound;/**< has query object ever been bound */
2928 GLuint Stream; /**< The stream */
2929 };
2930
2931
2932 /**
2933 * Context state for query objects.
2934 */
2935 struct gl_query_state
2936 {
2937 struct _mesa_HashTable *QueryObjects;
2938 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2939 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2940
2941 /** GL_NV_conditional_render */
2942 struct gl_query_object *CondRenderQuery;
2943
2944 /** GL_EXT_transform_feedback */
2945 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2946 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2947
2948 /** GL_ARB_timer_query */
2949 struct gl_query_object *TimeElapsed;
2950
2951 /** GL_ARB_pipeline_statistics_query */
2952 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2953
2954 GLenum CondRenderMode;
2955 };
2956
2957
2958 /** Sync object state */
2959 struct gl_sync_object
2960 {
2961 GLenum Type; /**< GL_SYNC_FENCE */
2962 GLuint Name; /**< Fence name */
2963 GLchar *Label; /**< GL_KHR_debug */
2964 GLint RefCount; /**< Reference count */
2965 GLboolean DeletePending; /**< Object was deleted while there were still
2966 * live references (e.g., sync not yet finished)
2967 */
2968 GLenum SyncCondition;
2969 GLbitfield Flags; /**< Flags passed to glFenceSync */
2970 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2971 };
2972
2973
2974 /**
2975 * State which can be shared by multiple contexts:
2976 */
2977 struct gl_shared_state
2978 {
2979 mtx_t Mutex; /**< for thread safety */
2980 GLint RefCount; /**< Reference count */
2981 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2982 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2983
2984 /** Default texture objects (shared by all texture units) */
2985 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2986
2987 /** Fallback texture used when a bound texture is incomplete */
2988 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2989
2990 /**
2991 * \name Thread safety and statechange notification for texture
2992 * objects.
2993 *
2994 * \todo Improve the granularity of locking.
2995 */
2996 /*@{*/
2997 mtx_t TexMutex; /**< texobj thread safety */
2998 GLuint TextureStateStamp; /**< state notification for shared tex */
2999 /*@}*/
3000
3001 /** Default buffer object for vertex arrays that aren't in VBOs */
3002 struct gl_buffer_object *NullBufferObj;
3003
3004 /**
3005 * \name Vertex/geometry/fragment programs
3006 */
3007 /*@{*/
3008 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3009 struct gl_vertex_program *DefaultVertexProgram;
3010 struct gl_fragment_program *DefaultFragmentProgram;
3011 struct gl_geometry_program *DefaultGeometryProgram;
3012 /*@}*/
3013
3014 /* GL_ATI_fragment_shader */
3015 struct _mesa_HashTable *ATIShaders;
3016 struct ati_fragment_shader *DefaultFragmentShader;
3017
3018 struct _mesa_HashTable *BufferObjects;
3019
3020 /** Table of both gl_shader and gl_shader_program objects */
3021 struct _mesa_HashTable *ShaderObjects;
3022
3023 /* GL_EXT_framebuffer_object */
3024 struct _mesa_HashTable *RenderBuffers;
3025 struct _mesa_HashTable *FrameBuffers;
3026
3027 /* GL_ARB_sync */
3028 struct set *SyncObjects;
3029
3030 /** GL_ARB_sampler_objects */
3031 struct _mesa_HashTable *SamplerObjects;
3032
3033 /**
3034 * Some context in this share group was affected by a GPU reset
3035 *
3036 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3037 * been affected by a GPU reset must also return
3038 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3039 *
3040 * Once this field becomes true, it is never reset to false.
3041 */
3042 bool ShareGroupReset;
3043 };
3044
3045
3046
3047 /**
3048 * Renderbuffers represent drawing surfaces such as color, depth and/or
3049 * stencil. A framebuffer object has a set of renderbuffers.
3050 * Drivers will typically derive subclasses of this type.
3051 */
3052 struct gl_renderbuffer
3053 {
3054 mtx_t Mutex; /**< for thread safety */
3055 GLuint ClassID; /**< Useful for drivers */
3056 GLuint Name;
3057 GLchar *Label; /**< GL_KHR_debug */
3058 GLint RefCount;
3059 GLuint Width, Height;
3060 GLuint Depth;
3061 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3062 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3063 /**
3064 * True for renderbuffers that wrap textures, giving the driver a chance to
3065 * flush render caches through the FinishRenderTexture hook.
3066 *
3067 * Drivers may also set this on renderbuffers other than those generated by
3068 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3069 * called without a rb->TexImage.
3070 */
3071 GLboolean NeedsFinishRenderTexture;
3072 GLubyte NumSamples;
3073 GLenum InternalFormat; /**< The user-specified format */
3074 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3075 GL_STENCIL_INDEX. */
3076 mesa_format Format; /**< The actual renderbuffer memory format */
3077 /**
3078 * Pointer to the texture image if this renderbuffer wraps a texture,
3079 * otherwise NULL.
3080 *
3081 * Note that the reference on the gl_texture_object containing this
3082 * TexImage is held by the gl_renderbuffer_attachment.
3083 */
3084 struct gl_texture_image *TexImage;
3085
3086 /** Delete this renderbuffer */
3087 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3088
3089 /** Allocate new storage for this renderbuffer */
3090 GLboolean (*AllocStorage)(struct gl_context *ctx,
3091 struct gl_renderbuffer *rb,
3092 GLenum internalFormat,
3093 GLuint width, GLuint height);
3094 };
3095
3096
3097 /**
3098 * A renderbuffer attachment points to either a texture object (and specifies
3099 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3100 */
3101 struct gl_renderbuffer_attachment
3102 {
3103 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3104 GLboolean Complete;
3105
3106 /**
3107 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3108 * application supplied renderbuffer object.
3109 */
3110 struct gl_renderbuffer *Renderbuffer;
3111
3112 /**
3113 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3114 * supplied texture object.
3115 */
3116 struct gl_texture_object *Texture;
3117 GLuint TextureLevel; /**< Attached mipmap level. */
3118 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3119 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3120 * and 2D array textures */
3121 GLboolean Layered;
3122 };
3123
3124
3125 /**
3126 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3127 * In C++ terms, think of this as a base class from which device drivers
3128 * will make derived classes.
3129 */
3130 struct gl_framebuffer
3131 {
3132 mtx_t Mutex; /**< for thread safety */
3133 /**
3134 * If zero, this is a window system framebuffer. If non-zero, this
3135 * is a FBO framebuffer; note that for some devices (i.e. those with
3136 * a natural pixel coordinate system for FBOs that differs from the
3137 * OpenGL/Mesa coordinate system), this means that the viewport,
3138 * polygon face orientation, and polygon stipple will have to be inverted.
3139 */
3140 GLuint Name;
3141 GLint RefCount;
3142
3143 GLchar *Label; /**< GL_KHR_debug */
3144
3145 GLboolean DeletePending;
3146
3147 /**
3148 * The framebuffer's visual. Immutable if this is a window system buffer.
3149 * Computed from attachments if user-made FBO.
3150 */
3151 struct gl_config Visual;
3152
3153 GLuint Width, Height; /**< size of frame buffer in pixels */
3154
3155 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3156 /*@{*/
3157 GLint _Xmin, _Xmax; /**< inclusive */
3158 GLint _Ymin, _Ymax; /**< exclusive */
3159 /*@}*/
3160
3161 /** \name Derived Z buffer stuff */
3162 /*@{*/
3163 GLuint _DepthMax; /**< Max depth buffer value */
3164 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3165 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3166 /*@}*/
3167
3168 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3169 GLenum _Status;
3170
3171 /** Integer color values */
3172 GLboolean _IntegerColor;
3173
3174 /* ARB_color_buffer_float */
3175 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3176 GLboolean _HasSNormOrFloatColorBuffer;
3177
3178 /**
3179 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3180 * is not layered. For cube maps and cube map arrays, each cube face
3181 * counts as a layer.
3182 */
3183 GLuint MaxNumLayers;
3184
3185 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3186 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3187
3188 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3189 * attribute group and GL_PIXEL attribute group, respectively.
3190 */
3191 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3192 GLenum ColorReadBuffer;
3193
3194 /** Computed from ColorDraw/ReadBuffer above */
3195 GLuint _NumColorDrawBuffers;
3196 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3197 GLint _ColorReadBufferIndex; /* -1 = None */
3198 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3199 struct gl_renderbuffer *_ColorReadBuffer;
3200
3201 /** Delete this framebuffer */
3202 void (*Delete)(struct gl_framebuffer *fb);
3203 };
3204
3205
3206 /**
3207 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3208 */
3209 struct gl_precision
3210 {
3211 GLushort RangeMin; /**< min value exponent */
3212 GLushort RangeMax; /**< max value exponent */
3213 GLushort Precision; /**< number of mantissa bits */
3214 };
3215
3216
3217 /**
3218 * Limits for vertex, geometry and fragment programs/shaders.
3219 */
3220 struct gl_program_constants
3221 {
3222 /* logical limits */
3223 GLuint MaxInstructions;
3224 GLuint MaxAluInstructions;
3225 GLuint MaxTexInstructions;
3226 GLuint MaxTexIndirections;
3227 GLuint MaxAttribs;
3228 GLuint MaxTemps;
3229 GLuint MaxAddressRegs;
3230 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3231 GLuint MaxParameters;
3232 GLuint MaxLocalParams;
3233 GLuint MaxEnvParams;
3234 /* native/hardware limits */
3235 GLuint MaxNativeInstructions;
3236 GLuint MaxNativeAluInstructions;
3237 GLuint MaxNativeTexInstructions;
3238 GLuint MaxNativeTexIndirections;
3239 GLuint MaxNativeAttribs;
3240 GLuint MaxNativeTemps;
3241 GLuint MaxNativeAddressRegs;
3242 GLuint MaxNativeParameters;
3243 /* For shaders */
3244 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3245
3246 /**
3247 * \name Per-stage input / output limits
3248 *
3249 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3250 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3251 * ES). This is stored as \c gl_constants::MaxVarying.
3252 *
3253 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3254 * variables. Each stage as a certain number of outputs that it can feed
3255 * to the next stage and a certain number inputs that it can consume from
3256 * the previous stage.
3257 *
3258 * Vertex shader inputs do not participate this in this accounting.
3259 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3260 *
3261 * Fragment shader outputs do not participate this in this accounting.
3262 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3263 */
3264 /*@{*/
3265 GLuint MaxInputComponents;
3266 GLuint MaxOutputComponents;
3267 /*@}*/
3268
3269 /* ES 2.0 and GL_ARB_ES2_compatibility */
3270 struct gl_precision LowFloat, MediumFloat, HighFloat;
3271 struct gl_precision LowInt, MediumInt, HighInt;
3272 /* GL_ARB_uniform_buffer_object */
3273 GLuint MaxUniformBlocks;
3274 GLuint MaxCombinedUniformComponents;
3275 GLuint MaxTextureImageUnits;
3276
3277 /* GL_ARB_shader_atomic_counters */
3278 GLuint MaxAtomicBuffers;
3279 GLuint MaxAtomicCounters;
3280
3281 /* GL_ARB_shader_image_load_store */
3282 GLuint MaxImageUniforms;
3283 };
3284
3285
3286 /**
3287 * Constants which may be overridden by device driver during context creation
3288 * but are never changed after that.
3289 */
3290 struct gl_constants
3291 {
3292 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3293 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3294 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3295 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3296 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3297 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3298 GLuint MaxTextureCoordUnits;
3299 GLuint MaxCombinedTextureImageUnits;
3300 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3301 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3302 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3303 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3304
3305 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3306
3307 GLuint MaxArrayLockSize;
3308
3309 GLint SubPixelBits;
3310
3311 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3312 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3313 GLfloat PointSizeGranularity;
3314 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3315 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3316 GLfloat LineWidthGranularity;
3317
3318 GLuint MaxClipPlanes;
3319 GLuint MaxLights;
3320 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3321 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3322
3323 GLuint MaxViewportWidth, MaxViewportHeight;
3324 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3325 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3326 struct {
3327 GLfloat Min;
3328 GLfloat Max;
3329 } ViewportBounds; /**< GL_ARB_viewport_array */
3330
3331 struct gl_program_constants Program[MESA_SHADER_STAGES];
3332 GLuint MaxProgramMatrices;
3333 GLuint MaxProgramMatrixStackDepth;
3334
3335 struct {
3336 GLuint SamplesPassed;
3337 GLuint TimeElapsed;
3338 GLuint Timestamp;
3339 GLuint PrimitivesGenerated;
3340 GLuint PrimitivesWritten;
3341 GLuint VerticesSubmitted;
3342 GLuint PrimitivesSubmitted;
3343 GLuint VsInvocations;
3344 GLuint TessPatches;
3345 GLuint TessInvocations;
3346 GLuint GsInvocations;
3347 GLuint GsPrimitives;
3348 GLuint FsInvocations;
3349 GLuint ComputeInvocations;
3350 GLuint ClInPrimitives;
3351 GLuint ClOutPrimitives;
3352 } QueryCounterBits;
3353
3354 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3355
3356 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3357 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3358 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3359
3360 /** Number of varying vectors between any two shader stages. */
3361 GLuint MaxVarying;
3362
3363 /** @{
3364 * GL_ARB_uniform_buffer_object
3365 */
3366 GLuint MaxCombinedUniformBlocks;
3367 GLuint MaxUniformBufferBindings;
3368 GLuint MaxUniformBlockSize;
3369 GLuint UniformBufferOffsetAlignment;
3370 /** @} */
3371
3372 /**
3373 * GL_ARB_explicit_uniform_location
3374 */
3375 GLuint MaxUserAssignableUniformLocations;
3376
3377 /** GL_ARB_geometry_shader4 */
3378 GLuint MaxGeometryOutputVertices;
3379 GLuint MaxGeometryTotalOutputComponents;
3380
3381 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3382
3383 /**
3384 * Changes default GLSL extension behavior from "error" to "warn". It's out
3385 * of spec, but it can make some apps work that otherwise wouldn't.
3386 */
3387 GLboolean ForceGLSLExtensionsWarn;
3388
3389 /**
3390 * If non-zero, forces GLSL shaders to behave as if they began
3391 * with "#version ForceGLSLVersion".
3392 */
3393 GLuint ForceGLSLVersion;
3394
3395 /**
3396 * Allow GLSL #extension directives in the middle of shaders.
3397 */
3398 GLboolean AllowGLSLExtensionDirectiveMidShader;
3399
3400 /**
3401 * Does the driver support real 32-bit integers? (Otherwise, integers are
3402 * simulated via floats.)
3403 */
3404 GLboolean NativeIntegers;
3405
3406 /**
3407 * Does VertexID count from zero or from base vertex?
3408 *
3409 * \note
3410 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3411 * ignored and need not be set.
3412 */
3413 bool VertexID_is_zero_based;
3414
3415 /**
3416 * If the driver supports real 32-bit integers, what integer value should be
3417 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3418 */
3419 GLuint UniformBooleanTrue;
3420
3421 /**
3422 * Maximum amount of time, measured in nanseconds, that the server can wait.
3423 */
3424 GLuint64 MaxServerWaitTimeout;
3425
3426 /** GL_EXT_provoking_vertex */
3427 GLboolean QuadsFollowProvokingVertexConvention;
3428
3429 /** OpenGL version 3.0 */
3430 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3431
3432 /** OpenGL version 3.2 */
3433 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3434
3435 /** OpenGL version 4.4 */
3436 GLuint MaxVertexAttribStride;
3437
3438 /** GL_EXT_transform_feedback */
3439 GLuint MaxTransformFeedbackBuffers;
3440 GLuint MaxTransformFeedbackSeparateComponents;
3441 GLuint MaxTransformFeedbackInterleavedComponents;
3442 GLuint MaxVertexStreams;
3443
3444 /** GL_EXT_gpu_shader4 */
3445 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3446
3447 /** GL_ARB_texture_gather */
3448 GLuint MinProgramTextureGatherOffset;
3449 GLuint MaxProgramTextureGatherOffset;
3450 GLuint MaxProgramTextureGatherComponents;
3451
3452 /* GL_ARB_robustness */
3453 GLenum ResetStrategy;
3454
3455 /* GL_ARB_blend_func_extended */
3456 GLuint MaxDualSourceDrawBuffers;
3457
3458 /**
3459 * Whether the implementation strips out and ignores texture borders.
3460 *
3461 * Many GPU hardware implementations don't support rendering with texture
3462 * borders and mipmapped textures. (Note: not static border color, but the
3463 * old 1-pixel border around each edge). Implementations then have to do
3464 * slow fallbacks to be correct, or just ignore the border and be fast but
3465 * wrong. Setting the flag strips the border off of TexImage calls,
3466 * providing "fast but wrong" at significantly reduced driver complexity.
3467 *
3468 * Texture borders are deprecated in GL 3.0.
3469 **/
3470 GLboolean StripTextureBorder;
3471
3472 /**
3473 * For drivers which can do a better job at eliminating unused uniforms
3474 * than the GLSL compiler.
3475 *
3476 * XXX Remove these as soon as a better solution is available.
3477 */
3478 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3479
3480 /**
3481 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3482 * than passing the transform feedback object to the drawing function.
3483 */
3484 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3485
3486 /** GL_ARB_map_buffer_alignment */
3487 GLuint MinMapBufferAlignment;
3488
3489 /**
3490 * Disable varying packing. This is out of spec, but potentially useful
3491 * for older platforms that supports a limited number of texture
3492 * indirections--on these platforms, unpacking the varyings in the fragment
3493 * shader increases the number of texture indirections by 1, which might
3494 * make some shaders not executable at all.
3495 *
3496 * Drivers that support transform feedback must set this value to GL_FALSE.
3497 */
3498 GLboolean DisableVaryingPacking;
3499
3500 /**
3501 * Should meaningful names be generated for compiler temporary variables?
3502 *
3503 * Generally, it is not useful to have the compiler generate "meaningful"
3504 * names for temporary variables that it creates. This can, however, be a
3505 * useful debugging aid. In Mesa debug builds or release builds when
3506 * MESA_GLSL is set at run-time, meaningful names will be generated.
3507 * Drivers can also force names to be generated by setting this field.
3508 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3509 * vertex shader assembly) is set at run-time.
3510 */
3511 bool GenerateTemporaryNames;
3512
3513 /*
3514 * Maximum value supported for an index in DrawElements and friends.
3515 *
3516 * This must be at least (1ull<<24)-1. The default value is
3517 * (1ull<<32)-1.
3518 *
3519 * \since ES 3.0 or GL_ARB_ES3_compatibility
3520 * \sa _mesa_init_constants
3521 */
3522 GLuint64 MaxElementIndex;
3523
3524 /**
3525 * Disable interpretation of line continuations (lines ending with a
3526 * backslash character ('\') in GLSL source.
3527 */
3528 GLboolean DisableGLSLLineContinuations;
3529
3530 /** GL_ARB_texture_multisample */
3531 GLint MaxColorTextureSamples;
3532 GLint MaxDepthTextureSamples;
3533 GLint MaxIntegerSamples;
3534
3535 /**
3536 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3537 * samples are laid out in a rectangular grid roughly corresponding to
3538 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3539 * are used to map indices of rectangular grid to sample numbers within
3540 * a pixel. This mapping of indices to sample numbers must be initialized
3541 * by the driver for the target hardware. For example, if we have the 8X
3542 * MSAA sample number layout (sample positions) for XYZ hardware:
3543 *
3544 * sample indices layout sample number layout
3545 * --------- ---------
3546 * | 0 | 1 | | a | b |
3547 * --------- ---------
3548 * | 2 | 3 | | c | d |
3549 * --------- ---------
3550 * | 4 | 5 | | e | f |
3551 * --------- ---------
3552 * | 6 | 7 | | g | h |
3553 * --------- ---------
3554 *
3555 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3556 *
3557 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3558 * below:
3559 * SampleMap8x = {a, b, c, d, e, f, g, h};
3560 *
3561 * Follow the logic for other sample counts.
3562 */
3563 uint8_t SampleMap2x[2];
3564 uint8_t SampleMap4x[4];
3565 uint8_t SampleMap8x[8];
3566
3567 /** GL_ARB_shader_atomic_counters */
3568 GLuint MaxAtomicBufferBindings;
3569 GLuint MaxAtomicBufferSize;
3570 GLuint MaxCombinedAtomicBuffers;
3571 GLuint MaxCombinedAtomicCounters;
3572
3573 /** GL_ARB_vertex_attrib_binding */
3574 GLint MaxVertexAttribRelativeOffset;
3575 GLint MaxVertexAttribBindings;
3576
3577 /* GL_ARB_shader_image_load_store */
3578 GLuint MaxImageUnits;
3579 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3580 GLuint MaxImageSamples;
3581 GLuint MaxCombinedImageUniforms;
3582
3583 /** GL_ARB_compute_shader */
3584 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3585 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3586 GLuint MaxComputeWorkGroupInvocations;
3587
3588 /** GL_ARB_gpu_shader5 */
3589 GLfloat MinFragmentInterpolationOffset;
3590 GLfloat MaxFragmentInterpolationOffset;
3591
3592 GLboolean FakeSWMSAA;
3593
3594 /** GL_KHR_context_flush_control */
3595 GLenum ContextReleaseBehavior;
3596
3597 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3598 };
3599
3600
3601 /**
3602 * Enable flag for each OpenGL extension. Different device drivers will
3603 * enable different extensions at runtime.
3604 */
3605 struct gl_extensions
3606 {
3607 GLboolean dummy; /* don't remove this! */
3608 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3609 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3610 GLboolean ANGLE_texture_compression_dxt;
3611 GLboolean ARB_ES2_compatibility;
3612 GLboolean ARB_ES3_compatibility;
3613 GLboolean ARB_arrays_of_arrays;
3614 GLboolean ARB_base_instance;
3615 GLboolean ARB_blend_func_extended;
3616 GLboolean ARB_buffer_storage;
3617 GLboolean ARB_clear_texture;
3618 GLboolean ARB_clip_control;
3619 GLboolean ARB_color_buffer_float;
3620 GLboolean ARB_compute_shader;
3621 GLboolean ARB_conditional_render_inverted;
3622 GLboolean ARB_conservative_depth;
3623 GLboolean ARB_copy_image;
3624 GLboolean ARB_depth_buffer_float;
3625 GLboolean ARB_depth_clamp;
3626 GLboolean ARB_depth_texture;
3627 GLboolean ARB_derivative_control;
3628 GLboolean ARB_draw_buffers_blend;
3629 GLboolean ARB_draw_elements_base_vertex;
3630 GLboolean ARB_draw_indirect;
3631 GLboolean ARB_draw_instanced;
3632 GLboolean ARB_fragment_coord_conventions;
3633 GLboolean ARB_fragment_layer_viewport;
3634 GLboolean ARB_fragment_program;
3635 GLboolean ARB_fragment_program_shadow;
3636 GLboolean ARB_fragment_shader;
3637 GLboolean ARB_framebuffer_object;
3638 GLboolean ARB_explicit_attrib_location;
3639 GLboolean ARB_explicit_uniform_location;
3640 GLboolean ARB_geometry_shader4;
3641 GLboolean ARB_gpu_shader5;
3642 GLboolean ARB_gpu_shader_fp64;
3643 GLboolean ARB_half_float_vertex;
3644 GLboolean ARB_instanced_arrays;
3645 GLboolean ARB_internalformat_query;
3646 GLboolean ARB_map_buffer_range;
3647 GLboolean ARB_occlusion_query;
3648 GLboolean ARB_occlusion_query2;
3649 GLboolean ARB_pipeline_statistics_query;
3650 GLboolean ARB_point_sprite;
3651 GLboolean ARB_sample_shading;
3652 GLboolean ARB_seamless_cube_map;
3653 GLboolean ARB_shader_atomic_counters;
3654 GLboolean ARB_shader_bit_encoding;
3655 GLboolean ARB_shader_image_load_store;
3656 GLboolean ARB_shader_precision;
3657 GLboolean ARB_shader_stencil_export;
3658 GLboolean ARB_shader_texture_lod;
3659 GLboolean ARB_shading_language_packing;
3660 GLboolean ARB_shading_language_420pack;
3661 GLboolean ARB_shadow;
3662 GLboolean ARB_stencil_texturing;
3663 GLboolean ARB_sync;
3664 GLboolean ARB_tessellation_shader;
3665 GLboolean ARB_texture_border_clamp;
3666 GLboolean ARB_texture_buffer_object;
3667 GLboolean ARB_texture_buffer_object_rgb32;
3668 GLboolean ARB_texture_buffer_range;
3669 GLboolean ARB_texture_compression_bptc;
3670 GLboolean ARB_texture_compression_rgtc;
3671 GLboolean ARB_texture_cube_map;
3672 GLboolean ARB_texture_cube_map_array;
3673 GLboolean ARB_texture_env_combine;
3674 GLboolean ARB_texture_env_crossbar;
3675 GLboolean ARB_texture_env_dot3;
3676 GLboolean ARB_texture_float;
3677 GLboolean ARB_texture_gather;
3678 GLboolean ARB_texture_mirror_clamp_to_edge;
3679 GLboolean ARB_texture_multisample;
3680 GLboolean ARB_texture_non_power_of_two;
3681 GLboolean ARB_texture_stencil8;
3682 GLboolean ARB_texture_query_levels;
3683 GLboolean ARB_texture_query_lod;
3684 GLboolean ARB_texture_rg;
3685 GLboolean ARB_texture_rgb10_a2ui;
3686 GLboolean ARB_texture_view;
3687 GLboolean ARB_timer_query;
3688 GLboolean ARB_transform_feedback2;
3689 GLboolean ARB_transform_feedback3;
3690 GLboolean ARB_transform_feedback_instanced;
3691 GLboolean ARB_uniform_buffer_object;
3692 GLboolean ARB_vertex_program;
3693 GLboolean ARB_vertex_shader;
3694 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3695 GLboolean ARB_vertex_type_2_10_10_10_rev;
3696 GLboolean ARB_viewport_array;
3697 GLboolean EXT_blend_color;
3698 GLboolean EXT_blend_equation_separate;
3699 GLboolean EXT_blend_func_separate;
3700 GLboolean EXT_blend_minmax;
3701 GLboolean EXT_depth_bounds_test;
3702 GLboolean EXT_draw_buffers2;
3703 GLboolean EXT_framebuffer_multisample;
3704 GLboolean EXT_framebuffer_multisample_blit_scaled;
3705 GLboolean EXT_framebuffer_sRGB;
3706 GLboolean EXT_gpu_program_parameters;
3707 GLboolean EXT_gpu_shader4;
3708 GLboolean EXT_packed_float;
3709 GLboolean EXT_pixel_buffer_object;
3710 GLboolean EXT_point_parameters;
3711 GLboolean EXT_polygon_offset_clamp;
3712 GLboolean EXT_provoking_vertex;
3713 GLboolean EXT_shader_integer_mix;
3714 GLboolean EXT_stencil_two_side;
3715 GLboolean EXT_texture3D;
3716 GLboolean EXT_texture_array;
3717 GLboolean EXT_texture_compression_latc;
3718 GLboolean EXT_texture_compression_s3tc;
3719 GLboolean EXT_texture_env_dot3;
3720 GLboolean EXT_texture_filter_anisotropic;
3721 GLboolean EXT_texture_integer;
3722 GLboolean EXT_texture_mirror_clamp;
3723 GLboolean EXT_texture_shared_exponent;
3724 GLboolean EXT_texture_snorm;
3725 GLboolean EXT_texture_sRGB;
3726 GLboolean EXT_texture_sRGB_decode;
3727 GLboolean EXT_texture_swizzle;
3728 GLboolean EXT_transform_feedback;
3729 GLboolean EXT_timer_query;
3730 GLboolean EXT_vertex_array_bgra;
3731 GLboolean OES_standard_derivatives;
3732 /* vendor extensions */
3733 GLboolean AMD_performance_monitor;
3734 GLboolean AMD_pinned_memory;
3735 GLboolean AMD_seamless_cubemap_per_texture;
3736 GLboolean AMD_vertex_shader_layer;
3737 GLboolean AMD_vertex_shader_viewport_index;
3738 GLboolean APPLE_object_purgeable;
3739 GLboolean ATI_texture_compression_3dc;
3740 GLboolean ATI_texture_mirror_once;
3741 GLboolean ATI_texture_env_combine3;
3742 GLboolean ATI_fragment_shader;
3743 GLboolean ATI_separate_stencil;
3744 GLboolean INTEL_performance_query;
3745 GLboolean MESA_pack_invert;
3746 GLboolean MESA_ycbcr_texture;
3747 GLboolean NV_conditional_render;
3748 GLboolean NV_fog_distance;
3749 GLboolean NV_fragment_program_option;
3750 GLboolean NV_point_sprite;
3751 GLboolean NV_primitive_restart;
3752 GLboolean NV_texture_barrier;
3753 GLboolean NV_texture_env_combine4;
3754 GLboolean NV_texture_rectangle;
3755 GLboolean NV_vdpau_interop;
3756 GLboolean TDFX_texture_compression_FXT1;
3757 GLboolean OES_EGL_image;
3758 GLboolean OES_draw_texture;
3759 GLboolean OES_depth_texture_cube_map;
3760 GLboolean OES_EGL_image_external;
3761 GLboolean OES_texture_float;
3762 GLboolean OES_texture_float_linear;
3763 GLboolean OES_texture_half_float;
3764 GLboolean OES_texture_half_float_linear;
3765 GLboolean OES_compressed_ETC1_RGB8_texture;
3766 GLboolean extension_sentinel;
3767 /** The extension string */
3768 const GLubyte *String;
3769 /** Number of supported extensions */
3770 GLuint Count;
3771 };
3772
3773
3774 /**
3775 * A stack of matrices (projection, modelview, color, texture, etc).
3776 */
3777 struct gl_matrix_stack
3778 {
3779 GLmatrix *Top; /**< points into Stack */
3780 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3781 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3782 GLuint MaxDepth; /**< size of Stack[] array */
3783 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3784 };
3785
3786
3787 /**
3788 * \name Bits for image transfer operations
3789 * \sa __struct gl_contextRec::ImageTransferState.
3790 */
3791 /*@{*/
3792 #define IMAGE_SCALE_BIAS_BIT 0x1
3793 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3794 #define IMAGE_MAP_COLOR_BIT 0x4
3795 #define IMAGE_CLAMP_BIT 0x800
3796
3797
3798 /** Pixel Transfer ops */
3799 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3800 IMAGE_SHIFT_OFFSET_BIT | \
3801 IMAGE_MAP_COLOR_BIT)
3802
3803 /**
3804 * \name Bits to indicate what state has changed.
3805 */
3806 /*@{*/
3807 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3808 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3809 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3810 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3811 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3812 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3813 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3814 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3815 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3816 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3817 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3818 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3819 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3820 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3821 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3822 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3823 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3824 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3825 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3826 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3827 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3828 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3829 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3830 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3831 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3832 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3833 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3834 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3835 #define _NEW_BUFFER_OBJECT (1 << 28)
3836 #define _NEW_FRAG_CLAMP (1 << 29)
3837 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3838 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3839 #define _NEW_ALL ~0
3840 /*@}*/
3841
3842
3843 /**
3844 * Composite state flags
3845 */
3846 /*@{*/
3847 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3848 _NEW_TEXTURE | \
3849 _NEW_POINT | \
3850 _NEW_PROGRAM | \
3851 _NEW_MODELVIEW)
3852
3853 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3854 _NEW_FOG | \
3855 _NEW_PROGRAM)
3856
3857
3858 /*@}*/
3859
3860
3861
3862
3863 /* This has to be included here. */
3864 #include "dd.h"
3865
3866
3867 /**
3868 * Display list flags.
3869 * Strictly this is a tnl-private concept, but it doesn't seem
3870 * worthwhile adding a tnl private structure just to hold this one bit
3871 * of information:
3872 */
3873 #define DLIST_DANGLING_REFS 0x1
3874
3875
3876 /** Opaque declaration of display list payload data type */
3877 union gl_dlist_node;
3878
3879
3880 /**
3881 * Provide a location where information about a display list can be
3882 * collected. Could be extended with driverPrivate structures,
3883 * etc. in the future.
3884 */
3885 struct gl_display_list
3886 {
3887 GLuint Name;
3888 GLchar *Label; /**< GL_KHR_debug */
3889 GLbitfield Flags; /**< DLIST_x flags */
3890 /** The dlist commands are in a linked list of nodes */
3891 union gl_dlist_node *Head;
3892 };
3893
3894
3895 /**
3896 * State used during display list compilation and execution.
3897 */
3898 struct gl_dlist_state
3899 {
3900 GLuint CallDepth; /**< Current recursion calling depth */
3901
3902 struct gl_display_list *CurrentList; /**< List currently being compiled */
3903 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3904 GLuint CurrentPos; /**< Index into current block of nodes */
3905
3906 GLvertexformat ListVtxfmt;
3907
3908 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3909 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3910
3911 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3912 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3913
3914 struct {
3915 /* State known to have been set by the currently-compiling display
3916 * list. Used to eliminate some redundant state changes.
3917 */
3918 GLenum ShadeModel;
3919 } Current;
3920 };
3921
3922 /** @{
3923 *
3924 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3925 * to small enums suitable for use as an array index.
3926 */
3927
3928 enum mesa_debug_source {
3929 MESA_DEBUG_SOURCE_API,
3930 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3931 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3932 MESA_DEBUG_SOURCE_THIRD_PARTY,
3933 MESA_DEBUG_SOURCE_APPLICATION,
3934 MESA_DEBUG_SOURCE_OTHER,
3935 MESA_DEBUG_SOURCE_COUNT
3936 };
3937
3938 enum mesa_debug_type {
3939 MESA_DEBUG_TYPE_ERROR,
3940 MESA_DEBUG_TYPE_DEPRECATED,
3941 MESA_DEBUG_TYPE_UNDEFINED,
3942 MESA_DEBUG_TYPE_PORTABILITY,
3943 MESA_DEBUG_TYPE_PERFORMANCE,
3944 MESA_DEBUG_TYPE_OTHER,
3945 MESA_DEBUG_TYPE_MARKER,
3946 MESA_DEBUG_TYPE_PUSH_GROUP,
3947 MESA_DEBUG_TYPE_POP_GROUP,
3948 MESA_DEBUG_TYPE_COUNT
3949 };
3950
3951 enum mesa_debug_severity {
3952 MESA_DEBUG_SEVERITY_LOW,
3953 MESA_DEBUG_SEVERITY_MEDIUM,
3954 MESA_DEBUG_SEVERITY_HIGH,
3955 MESA_DEBUG_SEVERITY_NOTIFICATION,
3956 MESA_DEBUG_SEVERITY_COUNT
3957 };
3958
3959 /** @} */
3960
3961 /**
3962 * Driver-specific state flags.
3963 *
3964 * These are or'd with gl_context::NewDriverState to notify a driver about
3965 * a state change. The driver sets the flags at context creation and
3966 * the meaning of the bits set is opaque to core Mesa.
3967 */
3968 struct gl_driver_flags
3969 {
3970 /** gl_context::Array::_DrawArrays (vertex array state) */
3971 uint64_t NewArray;
3972
3973 /** gl_context::TransformFeedback::CurrentObject */
3974 uint64_t NewTransformFeedback;
3975
3976 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3977 uint64_t NewTransformFeedbackProg;
3978
3979 /** gl_context::RasterDiscard */
3980 uint64_t NewRasterizerDiscard;
3981
3982 /**
3983 * gl_context::UniformBufferBindings
3984 * gl_shader_program::UniformBlocks
3985 */
3986 uint64_t NewUniformBuffer;
3987
3988 uint64_t NewTextureBuffer;
3989
3990 /**
3991 * gl_context::AtomicBufferBindings
3992 */
3993 uint64_t NewAtomicBuffer;
3994
3995 /**
3996 * gl_context::ImageUnits
3997 */
3998 uint64_t NewImageUnits;
3999 };
4000
4001 struct gl_uniform_buffer_binding
4002 {
4003 struct gl_buffer_object *BufferObject;
4004 /** Start of uniform block data in the buffer */
4005 GLintptr Offset;
4006 /** Size of data allowed to be referenced from the buffer (in bytes) */
4007 GLsizeiptr Size;
4008 /**
4009 * glBindBufferBase() indicates that the Size should be ignored and only
4010 * limited by the current size of the BufferObject.
4011 */
4012 GLboolean AutomaticSize;
4013 };
4014
4015 /**
4016 * ARB_shader_image_load_store image unit.
4017 */
4018 struct gl_image_unit
4019 {
4020 /**
4021 * Texture object bound to this unit.
4022 */
4023 struct gl_texture_object *TexObj;
4024
4025 /**
4026 * Level of the texture object bound to this unit.
4027 */
4028 GLuint Level;
4029
4030 /**
4031 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4032 * GL_FALSE if only some specific layer of the texture is bound.
4033 * \sa Layer
4034 */
4035 GLboolean Layered;
4036
4037 /**
4038 * GL_TRUE if the state of this image unit is valid and access from
4039 * the shader is allowed. Otherwise loads from this unit should
4040 * return zero and stores should have no effect.
4041 */
4042 GLboolean _Valid;
4043
4044 /**
4045 * Layer of the texture object bound to this unit, or zero if the
4046 * whole level is bound.
4047 */
4048 GLuint Layer;
4049
4050 /**
4051 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4052 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4053 */
4054 GLenum Access;
4055
4056 /**
4057 * GL internal format that determines the interpretation of the
4058 * image memory when shader image operations are performed through
4059 * this unit.
4060 */
4061 GLenum Format;
4062
4063 /**
4064 * Mesa format corresponding to \c Format.
4065 */
4066 mesa_format _ActualFormat;
4067
4068 };
4069
4070 /**
4071 * Binding point for an atomic counter buffer object.
4072 */
4073 struct gl_atomic_buffer_binding
4074 {
4075 struct gl_buffer_object *BufferObject;
4076 GLintptr Offset;
4077 GLsizeiptr Size;
4078 };
4079
4080 /**
4081 * Mesa rendering context.
4082 *
4083 * This is the central context data structure for Mesa. Almost all
4084 * OpenGL state is contained in this structure.
4085 * Think of this as a base class from which device drivers will derive
4086 * sub classes.
4087 */
4088 struct gl_context
4089 {
4090 /** State possibly shared with other contexts in the address space */
4091 struct gl_shared_state *Shared;
4092
4093 /** \name API function pointer tables */
4094 /*@{*/
4095 gl_api API;
4096 /**
4097 * The current dispatch table for non-displaylist-saving execution, either
4098 * BeginEnd or OutsideBeginEnd
4099 */
4100 struct _glapi_table *Exec;
4101 /**
4102 * The normal dispatch table for non-displaylist-saving, non-begin/end
4103 */
4104 struct _glapi_table *OutsideBeginEnd;
4105 /** The dispatch table used between glNewList() and glEndList() */
4106 struct _glapi_table *Save;
4107 /**
4108 * The dispatch table used between glBegin() and glEnd() (outside of a
4109 * display list). Only valid functions between those two are set, which is
4110 * mostly just the set in a GLvertexformat struct.
4111 */
4112 struct _glapi_table *BeginEnd;
4113 /**
4114 * Tracks the current dispatch table out of the 3 above, so that it can be
4115 * re-set on glXMakeCurrent().
4116 */
4117 struct _glapi_table *CurrentDispatch;
4118 /*@}*/
4119
4120 struct gl_config Visual;
4121 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4122 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4123 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4124 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4125
4126 /**
4127 * Device driver function pointer table
4128 */
4129 struct dd_function_table Driver;
4130
4131 /** Core/Driver constants */
4132 struct gl_constants Const;
4133
4134 /** \name The various 4x4 matrix stacks */
4135 /*@{*/
4136 struct gl_matrix_stack ModelviewMatrixStack;
4137 struct gl_matrix_stack ProjectionMatrixStack;
4138 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4139 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4140 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4141 /*@}*/
4142
4143 /** Combined modelview and projection matrix */
4144 GLmatrix _ModelProjectMatrix;
4145
4146 /** \name Display lists */
4147 struct gl_dlist_state ListState;
4148
4149 GLboolean ExecuteFlag; /**< Execute GL commands? */
4150 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4151
4152 /** Extension information */
4153 struct gl_extensions Extensions;
4154
4155 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4156 GLuint Version;
4157 char *VersionString;
4158
4159 /** \name State attribute stack (for glPush/PopAttrib) */
4160 /*@{*/
4161 GLuint AttribStackDepth;
4162 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4163 /*@}*/
4164
4165 /** \name Renderer attribute groups
4166 *
4167 * We define a struct for each attribute group to make pushing and popping
4168 * attributes easy. Also it's a good organization.
4169 */
4170 /*@{*/
4171 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4172 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4173 struct gl_current_attrib Current; /**< Current attributes */
4174 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4175 struct gl_eval_attrib Eval; /**< Eval attributes */
4176 struct gl_fog_attrib Fog; /**< Fog attributes */
4177 struct gl_hint_attrib Hint; /**< Hint attributes */
4178 struct gl_light_attrib Light; /**< Light attributes */
4179 struct gl_line_attrib Line; /**< Line attributes */
4180 struct gl_list_attrib List; /**< List attributes */
4181 struct gl_multisample_attrib Multisample;
4182 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4183 struct gl_point_attrib Point; /**< Point attributes */
4184 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4185 GLuint PolygonStipple[32]; /**< Polygon stipple */
4186 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4187 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4188 struct gl_texture_attrib Texture; /**< Texture attributes */
4189 struct gl_transform_attrib Transform; /**< Transformation attributes */
4190 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4191 /*@}*/
4192
4193 /** \name Client attribute stack */
4194 /*@{*/
4195 GLuint ClientAttribStackDepth;
4196 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4197 /*@}*/
4198
4199 /** \name Client attribute groups */
4200 /*@{*/
4201 struct gl_array_attrib Array; /**< Vertex arrays */
4202 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4203 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4204 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4205 /*@}*/
4206
4207 /** \name Other assorted state (not pushed/popped on attribute stack) */
4208 /*@{*/
4209 struct gl_pixelmaps PixelMaps;
4210
4211 struct gl_evaluators EvalMap; /**< All evaluators */
4212 struct gl_feedback Feedback; /**< Feedback */
4213 struct gl_selection Select; /**< Selection */
4214
4215 struct gl_program_state Program; /**< general program state */
4216 struct gl_vertex_program_state VertexProgram;
4217 struct gl_fragment_program_state FragmentProgram;
4218 struct gl_geometry_program_state GeometryProgram;
4219 struct gl_compute_program_state ComputeProgram;
4220 struct gl_ati_fragment_shader_state ATIFragmentShader;
4221
4222 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4223 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4224
4225 /**
4226 * Current active shader pipeline state
4227 *
4228 * Almost all internal users want ::_Shader instead of ::Shader. The
4229 * exceptions are bits of legacy GLSL API that do not know about separate
4230 * shader objects.
4231 *
4232 * If a program is active via \c glUseProgram, this will point to
4233 * \c ::Shader.
4234 *
4235 * If a program pipeline is active via \c glBindProgramPipeline, this will
4236 * point to \c ::Pipeline.Current.
4237 *
4238 * If neither a program nor a program pipeline is active, this will point to
4239 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4240 * \c NULL.
4241 */
4242 struct gl_pipeline_object *_Shader;
4243
4244 struct gl_query_state Query; /**< occlusion, timer queries */
4245
4246 struct gl_transform_feedback_state TransformFeedback;
4247
4248 struct gl_perf_monitor_state PerfMonitor;
4249
4250 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4251
4252 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4253 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4254
4255 /**
4256 * Current GL_ARB_uniform_buffer_object binding referenced by
4257 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4258 */
4259 struct gl_buffer_object *UniformBuffer;
4260
4261 /**
4262 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4263 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4264 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4265 * shader program.
4266 */
4267 struct gl_uniform_buffer_binding
4268 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4269
4270 /**
4271 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4272 * target.
4273 */
4274 struct gl_buffer_object *AtomicBuffer;
4275
4276 /**
4277 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4278 * target.
4279 */
4280 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4281
4282 /**
4283 * Array of atomic counter buffer binding points.
4284 */
4285 struct gl_atomic_buffer_binding
4286 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4287
4288 /**
4289 * Array of image units for ARB_shader_image_load_store.
4290 */
4291 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4292
4293 /*@}*/
4294
4295 struct gl_meta_state *Meta; /**< for "meta" operations */
4296
4297 /* GL_EXT_framebuffer_object */
4298 struct gl_renderbuffer *CurrentRenderbuffer;
4299
4300 GLenum ErrorValue; /**< Last error code */
4301
4302 /**
4303 * Recognize and silence repeated error debug messages in buggy apps.
4304 */
4305 const char *ErrorDebugFmtString;
4306 GLuint ErrorDebugCount;
4307
4308 /* GL_ARB_debug_output/GL_KHR_debug */
4309 mtx_t DebugMutex;
4310 struct gl_debug_state *Debug;
4311
4312 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4313 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4314 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4315
4316 struct gl_driver_flags DriverFlags;
4317
4318 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4319
4320 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4321
4322 /** \name Derived state */
4323 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4324 GLfloat _EyeZDir[3];
4325 GLfloat _ModelViewInvScale;
4326 GLboolean _NeedEyeCoords;
4327 GLboolean _ForceEyeCoords;
4328
4329 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4330
4331 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4332
4333 /** \name For debugging/development only */
4334 /*@{*/
4335 GLboolean FirstTimeCurrent;
4336 /*@}*/
4337
4338 /**
4339 * False if this context was created without a config. This is needed
4340 * because the initial state of glDrawBuffers depends on this
4341 */
4342 GLboolean HasConfig;
4343
4344 /** software compression/decompression supported or not */
4345 GLboolean Mesa_DXTn;
4346
4347 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4348
4349 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4350
4351 /**
4352 * \name Hooks for module contexts.
4353 *
4354 * These will eventually live in the driver or elsewhere.
4355 */
4356 /*@{*/
4357 void *swrast_context;
4358 void *swsetup_context;
4359 void *swtnl_context;
4360 struct vbo_context *vbo_context;
4361 struct st_context *st;
4362 void *aelt_context;
4363 /*@}*/
4364
4365 /**
4366 * \name NV_vdpau_interop
4367 */
4368 /*@{*/
4369 const void *vdpDevice;
4370 const void *vdpGetProcAddress;
4371 struct set *vdpSurfaces;
4372 /*@}*/
4373
4374 /**
4375 * Has this context observed a GPU reset in any context in the share group?
4376 *
4377 * Once this field becomes true, it is never reset to false.
4378 */
4379 GLboolean ShareGroupReset;
4380 };
4381
4382
4383 #ifdef DEBUG
4384 extern int MESA_VERBOSE;
4385 extern int MESA_DEBUG_FLAGS;
4386 # define MESA_FUNCTION __FUNCTION__
4387 #else
4388 # define MESA_VERBOSE 0
4389 # define MESA_DEBUG_FLAGS 0
4390 # define MESA_FUNCTION "a function"
4391 #endif
4392
4393
4394 /** The MESA_VERBOSE var is a bitmask of these flags */
4395 enum _verbose
4396 {
4397 VERBOSE_VARRAY = 0x0001,
4398 VERBOSE_TEXTURE = 0x0002,
4399 VERBOSE_MATERIAL = 0x0004,
4400 VERBOSE_PIPELINE = 0x0008,
4401 VERBOSE_DRIVER = 0x0010,
4402 VERBOSE_STATE = 0x0020,
4403 VERBOSE_API = 0x0040,
4404 VERBOSE_DISPLAY_LIST = 0x0100,
4405 VERBOSE_LIGHTING = 0x0200,
4406 VERBOSE_PRIMS = 0x0400,
4407 VERBOSE_VERTS = 0x0800,
4408 VERBOSE_DISASSEM = 0x1000,
4409 VERBOSE_DRAW = 0x2000,
4410 VERBOSE_SWAPBUFFERS = 0x4000
4411 };
4412
4413
4414 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4415 enum _debug
4416 {
4417 DEBUG_SILENT = (1 << 0),
4418 DEBUG_ALWAYS_FLUSH = (1 << 1),
4419 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4420 DEBUG_INCOMPLETE_FBO = (1 << 3)
4421 };
4422
4423
4424
4425 #ifdef __cplusplus
4426 }
4427 #endif
4428
4429 #endif /* MTYPES_H */