nir: Try to make sense of the nir_shader_compiler_options code.
[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 "util/simple_list.h" /* struct simple_node */
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97
98
99 /**
100 * Indexes for vertex program attributes.
101 * GL_NV_vertex_program aliases generic attributes over the conventional
102 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
103 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
104 * generic attributes are distinct/separate).
105 */
106 typedef enum
107 {
108 VERT_ATTRIB_POS = 0,
109 VERT_ATTRIB_WEIGHT = 1,
110 VERT_ATTRIB_NORMAL = 2,
111 VERT_ATTRIB_COLOR0 = 3,
112 VERT_ATTRIB_COLOR1 = 4,
113 VERT_ATTRIB_FOG = 5,
114 VERT_ATTRIB_COLOR_INDEX = 6,
115 VERT_ATTRIB_EDGEFLAG = 7,
116 VERT_ATTRIB_TEX0 = 8,
117 VERT_ATTRIB_TEX1 = 9,
118 VERT_ATTRIB_TEX2 = 10,
119 VERT_ATTRIB_TEX3 = 11,
120 VERT_ATTRIB_TEX4 = 12,
121 VERT_ATTRIB_TEX5 = 13,
122 VERT_ATTRIB_TEX6 = 14,
123 VERT_ATTRIB_TEX7 = 15,
124 VERT_ATTRIB_POINT_SIZE = 16,
125 VERT_ATTRIB_GENERIC0 = 17,
126 VERT_ATTRIB_GENERIC1 = 18,
127 VERT_ATTRIB_GENERIC2 = 19,
128 VERT_ATTRIB_GENERIC3 = 20,
129 VERT_ATTRIB_GENERIC4 = 21,
130 VERT_ATTRIB_GENERIC5 = 22,
131 VERT_ATTRIB_GENERIC6 = 23,
132 VERT_ATTRIB_GENERIC7 = 24,
133 VERT_ATTRIB_GENERIC8 = 25,
134 VERT_ATTRIB_GENERIC9 = 26,
135 VERT_ATTRIB_GENERIC10 = 27,
136 VERT_ATTRIB_GENERIC11 = 28,
137 VERT_ATTRIB_GENERIC12 = 29,
138 VERT_ATTRIB_GENERIC13 = 30,
139 VERT_ATTRIB_GENERIC14 = 31,
140 VERT_ATTRIB_GENERIC15 = 32,
141 VERT_ATTRIB_MAX = 33
142 } gl_vert_attrib;
143
144 /**
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
147 *
148 * VERT_ATTRIB_FF
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
151 * VERT_ATTRIB_TEX
152 * include the classic texture coordinate attributes.
153 * Is a subset of VERT_ATTRIB_FF.
154 * VERT_ATTRIB_GENERIC
155 * include the OpenGL 2.0+ GLSL generic shader attributes.
156 * These alias the generic GL_ARB_vertex_shader attributes.
157 */
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
166
167 /**
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
170 */
171 /*@{*/
172 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
173 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
174 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
175 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
176 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
177 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
178 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
179 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
180 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
181 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
182 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
183 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
184 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
185 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
186 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
187 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
188 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
189 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193
194 #define VERT_BIT_FF(i) VERT_BIT(i)
195 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
196 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
197 #define VERT_BIT_TEX_ALL \
198 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199
200 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
201 #define VERT_BIT_GENERIC_ALL \
202 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
203 /*@}*/
204
205
206 /**
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
209 *
210 * Note that some of these values are not available to all pipeline stages.
211 *
212 * When this enum is updated, the following code must be updated too:
213 * - vertResults (in prog_print.c's arb_output_attrib_string())
214 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
215 * - _mesa_varying_slot_in_fs()
216 */
217 typedef enum
218 {
219 VARYING_SLOT_POS,
220 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_COL1,
222 VARYING_SLOT_FOGC,
223 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_TEX1,
225 VARYING_SLOT_TEX2,
226 VARYING_SLOT_TEX3,
227 VARYING_SLOT_TEX4,
228 VARYING_SLOT_TEX5,
229 VARYING_SLOT_TEX6,
230 VARYING_SLOT_TEX7,
231 VARYING_SLOT_PSIZ, /* Does not appear in FS */
232 VARYING_SLOT_BFC0, /* Does not appear in FS */
233 VARYING_SLOT_BFC1, /* Does not appear in FS */
234 VARYING_SLOT_EDGE, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_DIST0,
237 VARYING_SLOT_CLIP_DIST1,
238 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
239 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
240 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
241 VARYING_SLOT_FACE, /* FS only */
242 VARYING_SLOT_PNTC, /* FS only */
243 VARYING_SLOT_VAR0, /* First generic varying slot */
244 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
245 } gl_varying_slot;
246
247
248 /**
249 * Bitflags for varying slots.
250 */
251 /*@{*/
252 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
253 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
254 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
255 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
256 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
257 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
258 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
259 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
260 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
261 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
262 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
263 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
264 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
265 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
266 MAX_TEXTURE_COORD_UNITS)
267 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
268 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
269 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
270 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
271 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
272 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
273 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
274 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
275 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
276 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
277 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
278 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
279 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
280 /*@}*/
281
282 /**
283 * Bitflags for system values.
284 */
285 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
286 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
287 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
288
289 /**
290 * Determine if the given gl_varying_slot appears in the fragment shader.
291 */
292 static inline GLboolean
293 _mesa_varying_slot_in_fs(gl_varying_slot slot)
294 {
295 switch (slot) {
296 case VARYING_SLOT_PSIZ:
297 case VARYING_SLOT_BFC0:
298 case VARYING_SLOT_BFC1:
299 case VARYING_SLOT_EDGE:
300 case VARYING_SLOT_CLIP_VERTEX:
301 case VARYING_SLOT_LAYER:
302 return GL_FALSE;
303 default:
304 return GL_TRUE;
305 }
306 }
307
308
309 /**
310 * Fragment program results
311 */
312 typedef enum
313 {
314 FRAG_RESULT_DEPTH = 0,
315 FRAG_RESULT_STENCIL = 1,
316 /* If a single color should be written to all render targets, this
317 * register is written. No FRAG_RESULT_DATAn will be written.
318 */
319 FRAG_RESULT_COLOR = 2,
320 FRAG_RESULT_SAMPLE_MASK = 3,
321
322 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
323 * or ARB_fragment_program fragment.color[n]) color results. If
324 * any are written, FRAG_RESULT_COLOR will not be written.
325 */
326 FRAG_RESULT_DATA0 = 4,
327 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
328 } gl_frag_result;
329
330
331 /**
332 * Indexes for all renderbuffers
333 */
334 typedef enum
335 {
336 /* the four standard color buffers */
337 BUFFER_FRONT_LEFT,
338 BUFFER_BACK_LEFT,
339 BUFFER_FRONT_RIGHT,
340 BUFFER_BACK_RIGHT,
341 BUFFER_DEPTH,
342 BUFFER_STENCIL,
343 BUFFER_ACCUM,
344 /* optional aux buffer */
345 BUFFER_AUX0,
346 /* generic renderbuffers */
347 BUFFER_COLOR0,
348 BUFFER_COLOR1,
349 BUFFER_COLOR2,
350 BUFFER_COLOR3,
351 BUFFER_COLOR4,
352 BUFFER_COLOR5,
353 BUFFER_COLOR6,
354 BUFFER_COLOR7,
355 BUFFER_COUNT
356 } gl_buffer_index;
357
358 /**
359 * Bit flags for all renderbuffers
360 */
361 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
362 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
363 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
364 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
365 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
366 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
367 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
368 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
369 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
370 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
371 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
372 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
373 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
374 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
375 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
376 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
377 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
378 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
379 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
380
381 /**
382 * Mask of all the color buffer bits (but not accum).
383 */
384 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
385 BUFFER_BIT_BACK_LEFT | \
386 BUFFER_BIT_FRONT_RIGHT | \
387 BUFFER_BIT_BACK_RIGHT | \
388 BUFFER_BIT_AUX0 | \
389 BUFFER_BIT_COLOR0 | \
390 BUFFER_BIT_COLOR1 | \
391 BUFFER_BIT_COLOR2 | \
392 BUFFER_BIT_COLOR3 | \
393 BUFFER_BIT_COLOR4 | \
394 BUFFER_BIT_COLOR5 | \
395 BUFFER_BIT_COLOR6 | \
396 BUFFER_BIT_COLOR7)
397
398
399 /**
400 * Shader stages. Note that these will become 5 with tessellation.
401 *
402 * The order must match how shaders are ordered in the pipeline.
403 * The GLSL linker assumes that if i<j, then the j-th shader is
404 * executed later than the i-th shader.
405 */
406 typedef enum
407 {
408 MESA_SHADER_VERTEX = 0,
409 MESA_SHADER_GEOMETRY = 1,
410 MESA_SHADER_FRAGMENT = 2,
411 MESA_SHADER_COMPUTE = 3,
412 } gl_shader_stage;
413
414 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
415
416
417 /**
418 * Framebuffer configuration (aka visual / pixelformat)
419 * Note: some of these fields should be boolean, but it appears that
420 * code in drivers/dri/common/util.c requires int-sized fields.
421 */
422 struct gl_config
423 {
424 GLboolean rgbMode;
425 GLboolean floatMode;
426 GLboolean colorIndexMode; /* XXX is this used anywhere? */
427 GLuint doubleBufferMode;
428 GLuint stereoMode;
429
430 GLboolean haveAccumBuffer;
431 GLboolean haveDepthBuffer;
432 GLboolean haveStencilBuffer;
433
434 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
435 GLuint redMask, greenMask, blueMask, alphaMask;
436 GLint rgbBits; /* total bits for rgb */
437 GLint indexBits; /* total bits for colorindex */
438
439 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
440 GLint depthBits;
441 GLint stencilBits;
442
443 GLint numAuxBuffers;
444
445 GLint level;
446
447 /* EXT_visual_rating / GLX 1.2 */
448 GLint visualRating;
449
450 /* EXT_visual_info / GLX 1.2 */
451 GLint transparentPixel;
452 /* colors are floats scaled to ints */
453 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
454 GLint transparentIndex;
455
456 /* ARB_multisample / SGIS_multisample */
457 GLint sampleBuffers;
458 GLint samples;
459
460 /* SGIX_pbuffer / GLX 1.3 */
461 GLint maxPbufferWidth;
462 GLint maxPbufferHeight;
463 GLint maxPbufferPixels;
464 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
465 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
466
467 /* OML_swap_method */
468 GLint swapMethod;
469
470 /* EXT_texture_from_pixmap */
471 GLint bindToTextureRgb;
472 GLint bindToTextureRgba;
473 GLint bindToMipmapTexture;
474 GLint bindToTextureTargets;
475 GLint yInverted;
476
477 /* EXT_framebuffer_sRGB */
478 GLint sRGBCapable;
479 };
480
481
482 /**
483 * \name Bit flags used for updating material values.
484 */
485 /*@{*/
486 #define MAT_ATTRIB_FRONT_AMBIENT 0
487 #define MAT_ATTRIB_BACK_AMBIENT 1
488 #define MAT_ATTRIB_FRONT_DIFFUSE 2
489 #define MAT_ATTRIB_BACK_DIFFUSE 3
490 #define MAT_ATTRIB_FRONT_SPECULAR 4
491 #define MAT_ATTRIB_BACK_SPECULAR 5
492 #define MAT_ATTRIB_FRONT_EMISSION 6
493 #define MAT_ATTRIB_BACK_EMISSION 7
494 #define MAT_ATTRIB_FRONT_SHININESS 8
495 #define MAT_ATTRIB_BACK_SHININESS 9
496 #define MAT_ATTRIB_FRONT_INDEXES 10
497 #define MAT_ATTRIB_BACK_INDEXES 11
498 #define MAT_ATTRIB_MAX 12
499
500 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
501 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
502 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
503 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
504 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
505 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
506
507 #define MAT_INDEX_AMBIENT 0
508 #define MAT_INDEX_DIFFUSE 1
509 #define MAT_INDEX_SPECULAR 2
510
511 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
512 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
513 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
514 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
515 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
516 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
517 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
518 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
519 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
520 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
521 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
522 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
523
524
525 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
526 MAT_BIT_FRONT_AMBIENT | \
527 MAT_BIT_FRONT_DIFFUSE | \
528 MAT_BIT_FRONT_SPECULAR | \
529 MAT_BIT_FRONT_SHININESS | \
530 MAT_BIT_FRONT_INDEXES)
531
532 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
533 MAT_BIT_BACK_AMBIENT | \
534 MAT_BIT_BACK_DIFFUSE | \
535 MAT_BIT_BACK_SPECULAR | \
536 MAT_BIT_BACK_SHININESS | \
537 MAT_BIT_BACK_INDEXES)
538
539 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
540 /*@}*/
541
542
543 /**
544 * Material state.
545 */
546 struct gl_material
547 {
548 GLfloat Attrib[MAT_ATTRIB_MAX][4];
549 };
550
551
552 /**
553 * Light state flags.
554 */
555 /*@{*/
556 #define LIGHT_SPOT 0x1
557 #define LIGHT_LOCAL_VIEWER 0x2
558 #define LIGHT_POSITIONAL 0x4
559 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
560 /*@}*/
561
562
563 /**
564 * Light source state.
565 */
566 struct gl_light
567 {
568 struct gl_light *next; /**< double linked list with sentinel */
569 struct gl_light *prev;
570
571 GLfloat Ambient[4]; /**< ambient color */
572 GLfloat Diffuse[4]; /**< diffuse color */
573 GLfloat Specular[4]; /**< specular color */
574 GLfloat EyePosition[4]; /**< position in eye coordinates */
575 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
576 GLfloat SpotExponent;
577 GLfloat SpotCutoff; /**< in degrees */
578 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
579 GLfloat ConstantAttenuation;
580 GLfloat LinearAttenuation;
581 GLfloat QuadraticAttenuation;
582 GLboolean Enabled; /**< On/off flag */
583
584 /**
585 * \name Derived fields
586 */
587 /*@{*/
588 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
589
590 GLfloat _Position[4]; /**< position in eye/obj coordinates */
591 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
592 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
593 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
594 GLfloat _VP_inf_spot_attenuation;
595
596 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
597 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
598 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
599 /*@}*/
600 };
601
602
603 /**
604 * Light model state.
605 */
606 struct gl_lightmodel
607 {
608 GLfloat Ambient[4]; /**< ambient color */
609 GLboolean LocalViewer; /**< Local (or infinite) view point? */
610 GLboolean TwoSide; /**< Two (or one) sided lighting? */
611 GLenum ColorControl; /**< either GL_SINGLE_COLOR
612 * or GL_SEPARATE_SPECULAR_COLOR */
613 };
614
615
616 /**
617 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
618 */
619 struct gl_accum_attrib
620 {
621 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
622 };
623
624
625 /**
626 * Used for storing clear color, texture border color, etc.
627 * The float values are typically unclamped.
628 */
629 union gl_color_union
630 {
631 GLfloat f[4];
632 GLint i[4];
633 GLuint ui[4];
634 };
635
636
637 /**
638 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 */
640 struct gl_colorbuffer_attrib
641 {
642 GLuint ClearIndex; /**< Index for glClear */
643 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
644 GLuint IndexMask; /**< Color index write mask */
645 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
646
647 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
648
649 /**
650 * \name alpha testing
651 */
652 /*@{*/
653 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
654 GLenum AlphaFunc; /**< Alpha test function */
655 GLfloat AlphaRefUnclamped;
656 GLclampf AlphaRef; /**< Alpha reference value */
657 /*@}*/
658
659 /**
660 * \name Blending
661 */
662 /*@{*/
663 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
664
665 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
666 * control, only on the fixed-pointness of the render target.
667 * The query does however depend on fragment color clamping.
668 */
669 GLfloat BlendColorUnclamped[4]; /**< Blending color */
670 GLfloat BlendColor[4]; /**< Blending color */
671
672 struct
673 {
674 GLenum SrcRGB; /**< RGB blend source term */
675 GLenum DstRGB; /**< RGB blend dest term */
676 GLenum SrcA; /**< Alpha blend source term */
677 GLenum DstA; /**< Alpha blend dest term */
678 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
679 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
680 /**
681 * Set if any blend factor uses SRC1. Computed at the time blend factors
682 * get set.
683 */
684 GLboolean _UsesDualSrc;
685 } Blend[MAX_DRAW_BUFFERS];
686 /** Are the blend func terms currently different for each buffer/target? */
687 GLboolean _BlendFuncPerBuffer;
688 /** Are the blend equations currently different for each buffer/target? */
689 GLboolean _BlendEquationPerBuffer;
690 /*@}*/
691
692 /**
693 * \name Logic op
694 */
695 /*@{*/
696 GLenum LogicOp; /**< Logic operator */
697 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
698 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
699 /*@}*/
700
701 GLboolean DitherFlag; /**< Dither enable flag */
702
703 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
704 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
705 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
706
707 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
708 };
709
710
711 /**
712 * Current attribute group (GL_CURRENT_BIT).
713 */
714 struct gl_current_attrib
715 {
716 /**
717 * \name Current vertex attributes.
718 * \note Values are valid only after FLUSH_VERTICES has been called.
719 * \note Index and Edgeflag current values are stored as floats in the
720 * SIX and SEVEN attribute slots.
721 */
722 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
723
724 /**
725 * \name Current raster position attributes (always valid).
726 * \note This set of attributes is very similar to the SWvertex struct.
727 */
728 /*@{*/
729 GLfloat RasterPos[4];
730 GLfloat RasterDistance;
731 GLfloat RasterColor[4];
732 GLfloat RasterSecondaryColor[4];
733 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
734 GLboolean RasterPosValid;
735 /*@}*/
736 };
737
738
739 /**
740 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
741 */
742 struct gl_depthbuffer_attrib
743 {
744 GLenum Func; /**< Function for depth buffer compare */
745 GLclampd Clear; /**< Value to clear depth buffer to */
746 GLboolean Test; /**< Depth buffering enabled flag */
747 GLboolean Mask; /**< Depth buffer writable? */
748 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
749 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
750 };
751
752
753 /**
754 * Evaluator attribute group (GL_EVAL_BIT).
755 */
756 struct gl_eval_attrib
757 {
758 /**
759 * \name Enable bits
760 */
761 /*@{*/
762 GLboolean Map1Color4;
763 GLboolean Map1Index;
764 GLboolean Map1Normal;
765 GLboolean Map1TextureCoord1;
766 GLboolean Map1TextureCoord2;
767 GLboolean Map1TextureCoord3;
768 GLboolean Map1TextureCoord4;
769 GLboolean Map1Vertex3;
770 GLboolean Map1Vertex4;
771 GLboolean Map2Color4;
772 GLboolean Map2Index;
773 GLboolean Map2Normal;
774 GLboolean Map2TextureCoord1;
775 GLboolean Map2TextureCoord2;
776 GLboolean Map2TextureCoord3;
777 GLboolean Map2TextureCoord4;
778 GLboolean Map2Vertex3;
779 GLboolean Map2Vertex4;
780 GLboolean AutoNormal;
781 /*@}*/
782
783 /**
784 * \name Map Grid endpoints and divisions and calculated du values
785 */
786 /*@{*/
787 GLint MapGrid1un;
788 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
789 GLint MapGrid2un, MapGrid2vn;
790 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
791 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
792 /*@}*/
793 };
794
795
796 /**
797 * Fog attribute group (GL_FOG_BIT).
798 */
799 struct gl_fog_attrib
800 {
801 GLboolean Enabled; /**< Fog enabled flag */
802 GLfloat ColorUnclamped[4]; /**< Fog color */
803 GLfloat Color[4]; /**< Fog color */
804 GLfloat Density; /**< Density >= 0.0 */
805 GLfloat Start; /**< Start distance in eye coords */
806 GLfloat End; /**< End distance in eye coords */
807 GLfloat Index; /**< Fog index */
808 GLenum Mode; /**< Fog mode */
809 GLboolean ColorSumEnabled;
810 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
811 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
812 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
813 };
814
815
816 /**
817 * Hint attribute group (GL_HINT_BIT).
818 *
819 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
820 */
821 struct gl_hint_attrib
822 {
823 GLenum PerspectiveCorrection;
824 GLenum PointSmooth;
825 GLenum LineSmooth;
826 GLenum PolygonSmooth;
827 GLenum Fog;
828 GLenum TextureCompression; /**< GL_ARB_texture_compression */
829 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
830 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
831 };
832
833
834 /**
835 * Lighting attribute group (GL_LIGHT_BIT).
836 */
837 struct gl_light_attrib
838 {
839 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
840 struct gl_lightmodel Model; /**< Lighting model */
841
842 /**
843 * Front and back material values.
844 * Note: must call FLUSH_VERTICES() before using.
845 */
846 struct gl_material Material;
847
848 GLboolean Enabled; /**< Lighting enabled flag */
849 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
850 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
851 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
852 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
853 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
854 GLboolean ColorMaterialEnabled;
855 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
856 GLboolean _ClampVertexColor;
857
858 struct gl_light EnabledList; /**< List sentinel */
859
860 /**
861 * Derived state for optimizations:
862 */
863 /*@{*/
864 GLboolean _NeedEyeCoords;
865 GLboolean _NeedVertices; /**< Use fast shader? */
866 GLfloat _BaseColor[2][3];
867 /*@}*/
868 };
869
870
871 /**
872 * Line attribute group (GL_LINE_BIT).
873 */
874 struct gl_line_attrib
875 {
876 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
877 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
878 GLushort StipplePattern; /**< Stipple pattern */
879 GLint StippleFactor; /**< Stipple repeat factor */
880 GLfloat Width; /**< Line width */
881 };
882
883
884 /**
885 * Display list attribute group (GL_LIST_BIT).
886 */
887 struct gl_list_attrib
888 {
889 GLuint ListBase;
890 };
891
892
893 /**
894 * Multisample attribute group (GL_MULTISAMPLE_BIT).
895 */
896 struct gl_multisample_attrib
897 {
898 GLboolean Enabled;
899 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
900 GLboolean SampleAlphaToCoverage;
901 GLboolean SampleAlphaToOne;
902 GLboolean SampleCoverage;
903 GLfloat SampleCoverageValue;
904 GLboolean SampleCoverageInvert;
905 GLboolean SampleShading;
906 GLfloat MinSampleShadingValue;
907
908 /* ARB_texture_multisample / GL3.2 additions */
909 GLboolean SampleMask;
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 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
981 GLfloat Size; /**< User-specified point size */
982 GLfloat Params[3]; /**< GL_EXT_point_parameters */
983 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
984 GLfloat Threshold; /**< GL_EXT_point_parameters */
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 /** Current sampler object (GL_ARB_sampler_objects) */
1351 struct gl_sampler_object *Sampler;
1352
1353 /**
1354 * \name GL_EXT_texture_env_combine
1355 */
1356 struct gl_tex_env_combine_state Combine;
1357
1358 /**
1359 * Derived state based on \c EnvMode and the \c BaseFormat of the
1360 * currently enabled texture.
1361 */
1362 struct gl_tex_env_combine_state _EnvMode;
1363
1364 /**
1365 * Currently enabled combiner state. This will point to either
1366 * \c Combine or \c _EnvMode.
1367 */
1368 struct gl_tex_env_combine_state *_CurrentCombine;
1369
1370 /** Current texture object pointers */
1371 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1372
1373 /** Points to highest priority, complete and enabled texture object */
1374 struct gl_texture_object *_Current;
1375
1376 /** Texture targets that have a non-default texture bound */
1377 GLbitfield _BoundTextures;
1378 };
1379
1380
1381 /**
1382 * Texture attribute group (GL_TEXTURE_BIT).
1383 */
1384 struct gl_texture_attrib
1385 {
1386 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1387 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1388
1389 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1390
1391 /** GL_ARB_texture_buffer_object */
1392 struct gl_buffer_object *BufferObject;
1393
1394 /** GL_ARB_seamless_cubemap */
1395 GLboolean CubeMapSeamless;
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
1416
1417 /**
1418 * Data structure representing a single clip plane (e.g. one of the elements
1419 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1420 */
1421 typedef GLfloat gl_clip_plane[4];
1422
1423
1424 /**
1425 * Transformation attribute group (GL_TRANSFORM_BIT).
1426 */
1427 struct gl_transform_attrib
1428 {
1429 GLenum MatrixMode; /**< Matrix mode */
1430 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1431 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1432 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1433 GLboolean Normalize; /**< Normalize all normals? */
1434 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1435 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1436 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1437 /** GL_ARB_clip_control */
1438 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1439 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1440 };
1441
1442
1443 /**
1444 * Viewport attribute group (GL_VIEWPORT_BIT).
1445 */
1446 struct gl_viewport_attrib
1447 {
1448 GLfloat X, Y; /**< position */
1449 GLfloat Width, Height; /**< size */
1450 GLdouble Near, Far; /**< Depth buffer range */
1451 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1452 };
1453
1454
1455 typedef enum {
1456 MAP_USER,
1457 MAP_INTERNAL,
1458
1459 MAP_COUNT
1460 } gl_map_buffer_index;
1461
1462
1463 /**
1464 * Fields describing a mapped buffer range.
1465 */
1466 struct gl_buffer_mapping {
1467 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1468 GLvoid *Pointer; /**< User-space address of mapping */
1469 GLintptr Offset; /**< Mapped offset */
1470 GLsizeiptr Length; /**< Mapped length */
1471 };
1472
1473
1474 /**
1475 * Usages we've seen for a buffer object.
1476 */
1477 typedef enum {
1478 USAGE_UNIFORM_BUFFER = 0x1,
1479 USAGE_TEXTURE_BUFFER = 0x2,
1480 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1481 } gl_buffer_usage;
1482
1483
1484 /**
1485 * GL_ARB_vertex/pixel_buffer_object buffer object
1486 */
1487 struct gl_buffer_object
1488 {
1489 mtx_t Mutex;
1490 GLint RefCount;
1491 GLuint Name;
1492 GLchar *Label; /**< GL_KHR_debug */
1493 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1494 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1495 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1496 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1497 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1498 GLboolean Written; /**< Ever written to? (for debugging) */
1499 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1500 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1501 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1502
1503 struct gl_buffer_mapping Mappings[MAP_COUNT];
1504 };
1505
1506
1507 /**
1508 * Client pixel packing/unpacking attributes
1509 */
1510 struct gl_pixelstore_attrib
1511 {
1512 GLint Alignment;
1513 GLint RowLength;
1514 GLint SkipPixels;
1515 GLint SkipRows;
1516 GLint ImageHeight;
1517 GLint SkipImages;
1518 GLboolean SwapBytes;
1519 GLboolean LsbFirst;
1520 GLboolean Invert; /**< GL_MESA_pack_invert */
1521 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1522 GLint CompressedBlockHeight;
1523 GLint CompressedBlockDepth;
1524 GLint CompressedBlockSize;
1525 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1526 };
1527
1528
1529 /**
1530 * Client vertex array attributes
1531 */
1532 struct gl_client_array
1533 {
1534 GLint Size; /**< components per element (1,2,3,4) */
1535 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1536 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1537 GLsizei Stride; /**< user-specified stride */
1538 GLsizei StrideB; /**< actual stride in bytes */
1539 const GLubyte *Ptr; /**< Points to array data */
1540 GLboolean Enabled; /**< Enabled flag is a boolean */
1541 GLboolean Normalized; /**< GL_ARB_vertex_program */
1542 GLboolean Integer; /**< Integer-valued? */
1543 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1544 GLuint _ElementSize; /**< size of each element in bytes */
1545
1546 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1547 };
1548
1549
1550 /**
1551 * Vertex attribute array as seen by the client.
1552 *
1553 * Contains the size, type, format and normalization flag,
1554 * along with the index of a vertex buffer binding point.
1555 *
1556 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1557 * and is only present for backwards compatibility reasons.
1558 * Rendering always uses VERTEX_BINDING_STRIDE.
1559 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1560 * and VERTEX_BINDING_STRIDE to the same value, while
1561 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1562 */
1563 struct gl_vertex_attrib_array
1564 {
1565 GLint Size; /**< Components per element (1,2,3,4) */
1566 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1567 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1568 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1569 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1570 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1571 GLboolean Enabled; /**< Whether the array is enabled */
1572 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1573 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1574 GLuint _ElementSize; /**< Size of each element in bytes */
1575 GLuint VertexBinding; /**< Vertex buffer binding */
1576 };
1577
1578
1579 /**
1580 * This describes the buffer object used for a vertex array (or
1581 * multiple vertex arrays). If BufferObj points to the default/null
1582 * buffer object, then the vertex array lives in user memory and not a VBO.
1583 */
1584 struct gl_vertex_buffer_binding
1585 {
1586 GLintptr Offset; /**< User-specified offset */
1587 GLsizei Stride; /**< User-specified stride */
1588 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1589 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1590 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1591 };
1592
1593
1594 /**
1595 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1596 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1597 * extension.
1598 */
1599 struct gl_vertex_array_object
1600 {
1601 /** Name of the VAO as received from glGenVertexArray. */
1602 GLuint Name;
1603 GLchar *Label; /**< GL_KHR_debug */
1604
1605 GLint RefCount;
1606 mtx_t Mutex;
1607
1608 /**
1609 * Does the VAO use ARB semantics or Apple semantics?
1610 *
1611 * There are several ways in which ARB_vertex_array_object and
1612 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1613 * least,
1614 *
1615 * - ARB VAOs require that all array data be sourced from vertex buffer
1616 * objects, but Apple VAOs do not.
1617 *
1618 * - ARB VAOs require that names come from GenVertexArrays.
1619 *
1620 * This flag notes which behavior governs this VAO.
1621 */
1622 GLboolean ARBsemantics;
1623
1624 /**
1625 * Has this array object been bound?
1626 */
1627 GLboolean EverBound;
1628
1629 /**
1630 * Derived vertex attribute arrays
1631 *
1632 * This is a legacy data structure created from gl_vertex_attrib_array and
1633 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1634 */
1635 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1636
1637 /** Vertex attribute arrays */
1638 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1639
1640 /** Vertex buffer bindings */
1641 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1642
1643 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1644 GLbitfield64 _Enabled;
1645
1646 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1647 GLbitfield64 NewArrays;
1648
1649 /** The index buffer (also known as the element array buffer in OpenGL). */
1650 struct gl_buffer_object *IndexBufferObj;
1651 };
1652
1653
1654 /** Used to signal when transitioning from one kind of drawing method
1655 * to another.
1656 */
1657 typedef enum {
1658 DRAW_NONE, /**< Initial value only */
1659 DRAW_BEGIN_END,
1660 DRAW_DISPLAY_LIST,
1661 DRAW_ARRAYS
1662 } gl_draw_method;
1663
1664 /**
1665 * Enum for the OpenGL APIs we know about and may support.
1666 *
1667 * NOTE: This must match the api_enum table in
1668 * src/mesa/main/get_hash_generator.py
1669 */
1670 typedef enum
1671 {
1672 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1673 API_OPENGLES,
1674 API_OPENGLES2,
1675 API_OPENGL_CORE,
1676 API_OPENGL_LAST = API_OPENGL_CORE
1677 } gl_api;
1678
1679 /**
1680 * Vertex array state
1681 */
1682 struct gl_array_attrib
1683 {
1684 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1685 struct gl_vertex_array_object *VAO;
1686
1687 /** The default vertex array object */
1688 struct gl_vertex_array_object *DefaultVAO;
1689
1690 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1691 struct _mesa_HashTable *Objects;
1692
1693 GLint ActiveTexture; /**< Client Active Texture */
1694 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1695 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1696
1697 /**
1698 * \name Primitive restart controls
1699 *
1700 * Primitive restart is enabled if either \c PrimitiveRestart or
1701 * \c PrimitiveRestartFixedIndex is set.
1702 */
1703 /*@{*/
1704 GLboolean PrimitiveRestart;
1705 GLboolean PrimitiveRestartFixedIndex;
1706 GLboolean _PrimitiveRestart;
1707 GLuint RestartIndex;
1708 /*@}*/
1709
1710 /* GL_ARB_vertex_buffer_object */
1711 struct gl_buffer_object *ArrayBufferObj;
1712
1713 /**
1714 * Vertex arrays as consumed by a driver.
1715 * The array pointer is set up only by the VBO module.
1716 */
1717 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1718
1719 /** One of the DRAW_xxx flags, not consumed by drivers */
1720 gl_draw_method DrawMethod;
1721
1722 /** Legal array datatypes and the API for which they have been computed */
1723 GLbitfield LegalTypesMask;
1724 gl_api LegalTypesMaskAPI;
1725 };
1726
1727
1728 /**
1729 * Feedback buffer state
1730 */
1731 struct gl_feedback
1732 {
1733 GLenum Type;
1734 GLbitfield _Mask; /**< FB_* bits */
1735 GLfloat *Buffer;
1736 GLuint BufferSize;
1737 GLuint Count;
1738 };
1739
1740
1741 /**
1742 * Selection buffer state
1743 */
1744 struct gl_selection
1745 {
1746 GLuint *Buffer; /**< selection buffer */
1747 GLuint BufferSize; /**< size of the selection buffer */
1748 GLuint BufferCount; /**< number of values in the selection buffer */
1749 GLuint Hits; /**< number of records in the selection buffer */
1750 GLuint NameStackDepth; /**< name stack depth */
1751 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1752 GLboolean HitFlag; /**< hit flag */
1753 GLfloat HitMinZ; /**< minimum hit depth */
1754 GLfloat HitMaxZ; /**< maximum hit depth */
1755 };
1756
1757
1758 /**
1759 * 1-D Evaluator control points
1760 */
1761 struct gl_1d_map
1762 {
1763 GLuint Order; /**< Number of control points */
1764 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1765 GLfloat *Points; /**< Points to contiguous control points */
1766 };
1767
1768
1769 /**
1770 * 2-D Evaluator control points
1771 */
1772 struct gl_2d_map
1773 {
1774 GLuint Uorder; /**< Number of control points in U dimension */
1775 GLuint Vorder; /**< Number of control points in V dimension */
1776 GLfloat u1, u2, du;
1777 GLfloat v1, v2, dv;
1778 GLfloat *Points; /**< Points to contiguous control points */
1779 };
1780
1781
1782 /**
1783 * All evaluator control point state
1784 */
1785 struct gl_evaluators
1786 {
1787 /**
1788 * \name 1-D maps
1789 */
1790 /*@{*/
1791 struct gl_1d_map Map1Vertex3;
1792 struct gl_1d_map Map1Vertex4;
1793 struct gl_1d_map Map1Index;
1794 struct gl_1d_map Map1Color4;
1795 struct gl_1d_map Map1Normal;
1796 struct gl_1d_map Map1Texture1;
1797 struct gl_1d_map Map1Texture2;
1798 struct gl_1d_map Map1Texture3;
1799 struct gl_1d_map Map1Texture4;
1800 /*@}*/
1801
1802 /**
1803 * \name 2-D maps
1804 */
1805 /*@{*/
1806 struct gl_2d_map Map2Vertex3;
1807 struct gl_2d_map Map2Vertex4;
1808 struct gl_2d_map Map2Index;
1809 struct gl_2d_map Map2Color4;
1810 struct gl_2d_map Map2Normal;
1811 struct gl_2d_map Map2Texture1;
1812 struct gl_2d_map Map2Texture2;
1813 struct gl_2d_map Map2Texture3;
1814 struct gl_2d_map Map2Texture4;
1815 /*@}*/
1816 };
1817
1818
1819 struct gl_transform_feedback_varying_info
1820 {
1821 char *Name;
1822 GLenum Type;
1823 GLint Size;
1824 };
1825
1826
1827 /**
1828 * Per-output info vertex shaders for transform feedback.
1829 */
1830 struct gl_transform_feedback_output
1831 {
1832 unsigned OutputRegister;
1833 unsigned OutputBuffer;
1834 unsigned NumComponents;
1835 unsigned StreamId;
1836
1837 /** offset (in DWORDs) of this output within the interleaved structure */
1838 unsigned DstOffset;
1839
1840 /**
1841 * Offset into the output register of the data to output. For example,
1842 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1843 * offset is in the y and z components of the output register.
1844 */
1845 unsigned ComponentOffset;
1846 };
1847
1848
1849 /** Post-link transform feedback info. */
1850 struct gl_transform_feedback_info
1851 {
1852 unsigned NumOutputs;
1853
1854 /**
1855 * Number of transform feedback buffers in use by this program.
1856 */
1857 unsigned NumBuffers;
1858
1859 struct gl_transform_feedback_output *Outputs;
1860
1861 /** Transform feedback varyings used for the linking of this shader program.
1862 *
1863 * Use for glGetTransformFeedbackVarying().
1864 */
1865 struct gl_transform_feedback_varying_info *Varyings;
1866 GLint NumVarying;
1867
1868 /**
1869 * Total number of components stored in each buffer. This may be used by
1870 * hardware back-ends to determine the correct stride when interleaving
1871 * multiple transform feedback outputs in the same buffer.
1872 */
1873 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1874 };
1875
1876
1877 /**
1878 * Transform feedback object state
1879 */
1880 struct gl_transform_feedback_object
1881 {
1882 GLuint Name; /**< AKA the object ID */
1883 GLchar *Label; /**< GL_KHR_debug */
1884 GLint RefCount;
1885 GLboolean Active; /**< Is transform feedback enabled? */
1886 GLboolean Paused; /**< Is transform feedback paused? */
1887 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1888 at least once? */
1889 GLboolean EverBound; /**< Has this object been bound? */
1890
1891 /**
1892 * The shader program active when BeginTransformFeedback() was called.
1893 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1894 * where stage is the pipeline stage that is the source of data for
1895 * transform feedback.
1896 */
1897 struct gl_shader_program *shader_program;
1898
1899 /**
1900 * GLES: if Active is true, remaining number of primitives which can be
1901 * rendered without overflow. This is necessary to track because GLES
1902 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1903 * glDrawArraysInstanced would overflow transform feedback buffers.
1904 * Undefined if Active is false.
1905 *
1906 * Not tracked for desktop GL since it's unnecessary.
1907 */
1908 unsigned GlesRemainingPrims;
1909
1910 /** The feedback buffers */
1911 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1912 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1913
1914 /** Start of feedback data in dest buffer */
1915 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1916
1917 /**
1918 * Max data to put into dest buffer (in bytes). Computed based on
1919 * RequestedSize and the actual size of the buffer.
1920 */
1921 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1922
1923 /**
1924 * Size that was specified when the buffer was bound. If the buffer was
1925 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1926 * zero.
1927 */
1928 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1929 };
1930
1931
1932 /**
1933 * Context state for transform feedback.
1934 */
1935 struct gl_transform_feedback_state
1936 {
1937 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1938
1939 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1940 struct gl_buffer_object *CurrentBuffer;
1941
1942 /** The table of all transform feedback objects */
1943 struct _mesa_HashTable *Objects;
1944
1945 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1946 struct gl_transform_feedback_object *CurrentObject;
1947
1948 /** The default xform-fb object (Name==0) */
1949 struct gl_transform_feedback_object *DefaultObject;
1950 };
1951
1952
1953 /**
1954 * A "performance monitor" as described in AMD_performance_monitor.
1955 */
1956 struct gl_perf_monitor_object
1957 {
1958 GLuint Name;
1959
1960 /** True if the monitor is currently active (Begin called but not End). */
1961 GLboolean Active;
1962
1963 /**
1964 * True if the monitor has ended.
1965 *
1966 * This is distinct from !Active because it may never have began.
1967 */
1968 GLboolean Ended;
1969
1970 /**
1971 * A list of groups with currently active counters.
1972 *
1973 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1974 */
1975 unsigned *ActiveGroups;
1976
1977 /**
1978 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1979 *
1980 * Checking whether counter 'c' in group 'g' is active can be done via:
1981 *
1982 * BITSET_TEST(ActiveCounters[g], c)
1983 */
1984 GLuint **ActiveCounters;
1985 };
1986
1987
1988 union gl_perf_monitor_counter_value
1989 {
1990 float f;
1991 uint64_t u64;
1992 uint32_t u32;
1993 };
1994
1995
1996 struct gl_perf_monitor_counter
1997 {
1998 /** Human readable name for the counter. */
1999 const char *Name;
2000
2001 /**
2002 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2003 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2004 */
2005 GLenum Type;
2006
2007 /** Minimum counter value. */
2008 union gl_perf_monitor_counter_value Minimum;
2009
2010 /** Maximum counter value. */
2011 union gl_perf_monitor_counter_value Maximum;
2012 };
2013
2014
2015 struct gl_perf_monitor_group
2016 {
2017 /** Human readable name for the group. */
2018 const char *Name;
2019
2020 /**
2021 * Maximum number of counters in this group which can be active at the
2022 * same time.
2023 */
2024 GLuint MaxActiveCounters;
2025
2026 /** Array of counters within this group. */
2027 const struct gl_perf_monitor_counter *Counters;
2028 GLuint NumCounters;
2029 };
2030
2031
2032 /**
2033 * Context state for AMD_performance_monitor.
2034 */
2035 struct gl_perf_monitor_state
2036 {
2037 /** Array of performance monitor groups (indexed by group ID) */
2038 const struct gl_perf_monitor_group *Groups;
2039 GLuint NumGroups;
2040
2041 /** The table of all performance monitors. */
2042 struct _mesa_HashTable *Monitors;
2043 };
2044
2045
2046 /**
2047 * Names of the various vertex/fragment program register files, etc.
2048 *
2049 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2050 * All values should fit in a 4-bit field.
2051 *
2052 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2053 * considered to be "uniform" variables since they can only be set outside
2054 * glBegin/End. They're also all stored in the same Parameters array.
2055 */
2056 typedef enum
2057 {
2058 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2059 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2060 PROGRAM_INPUT, /**< machine->Inputs[] */
2061 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2062 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2063 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2064 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2065 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2066 PROGRAM_ADDRESS, /**< machine->AddressReg */
2067 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2068 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2069 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2070 PROGRAM_FILE_MAX
2071 } gl_register_file;
2072
2073
2074 /**
2075 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2076 * one of these values.
2077 */
2078 typedef enum
2079 {
2080 /**
2081 * \name Vertex shader system values
2082 */
2083 /*@{*/
2084 /**
2085 * OpenGL-style vertex ID.
2086 *
2087 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2088 * OpenGL 3.3 core profile spec says:
2089 *
2090 * "gl_VertexID holds the integer index i implicitly passed by
2091 * DrawArrays or one of the other drawing commands defined in section
2092 * 2.8.3."
2093 *
2094 * Section 2.8.3 (Drawing Commands) of the same spec says:
2095 *
2096 * "The commands....are equivalent to the commands with the same base
2097 * name (without the BaseVertex suffix), except that the ith element
2098 * transferred by the corresponding draw call will be taken from
2099 * element indices[i] + basevertex of each enabled array."
2100 *
2101 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2102 * says:
2103 *
2104 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2105 * gl_InstanceID, which contain, respectively the index of the vertex
2106 * and instance. The value of gl_VertexID is the implicitly passed
2107 * index of the vertex being processed, which includes the value of
2108 * baseVertex, for those commands that accept it."
2109 *
2110 * gl_VertexID gets basevertex added in. This differs from DirectX where
2111 * SV_VertexID does \b not get basevertex added in.
2112 *
2113 * \note
2114 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2115 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2116 * \c SYSTEM_VALUE_BASE_VERTEX.
2117 *
2118 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2119 */
2120 SYSTEM_VALUE_VERTEX_ID,
2121
2122 /**
2123 * Instanced ID as supplied to gl_InstanceID
2124 *
2125 * Values assigned to gl_InstanceID always begin with zero, regardless of
2126 * the value of baseinstance.
2127 *
2128 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2129 * says:
2130 *
2131 * "gl_InstanceID holds the integer instance number of the current
2132 * primitive in an instanced draw call (see section 10.5)."
2133 *
2134 * Through a big chain of pseudocode, section 10.5 describes that
2135 * baseinstance is not counted by gl_InstanceID. In that section, notice
2136 *
2137 * "If an enabled vertex attribute array is instanced (it has a
2138 * non-zero divisor as specified by VertexAttribDivisor), the element
2139 * index that is transferred to the GL, for all vertices, is given by
2140 *
2141 * floor(instance/divisor) + baseinstance
2142 *
2143 * If an array corresponding to an attribute required by a vertex
2144 * shader is not enabled, then the corresponding element is taken from
2145 * the current attribute state (see section 10.2)."
2146 *
2147 * Note that baseinstance is \b not included in the value of instance.
2148 */
2149 SYSTEM_VALUE_INSTANCE_ID,
2150
2151 /**
2152 * DirectX-style vertex ID.
2153 *
2154 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2155 * the value of basevertex.
2156 *
2157 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2158 */
2159 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
2160
2161 /**
2162 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2163 * functions.
2164 *
2165 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2166 */
2167 SYSTEM_VALUE_BASE_VERTEX,
2168 /*@}*/
2169
2170 /**
2171 * \name Geometry shader system values
2172 */
2173 /*@{*/
2174 SYSTEM_VALUE_INVOCATION_ID,
2175 /*@}*/
2176
2177 /**
2178 * \name Fragment shader system values
2179 */
2180 /*@{*/
2181 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2182 SYSTEM_VALUE_SAMPLE_ID,
2183 SYSTEM_VALUE_SAMPLE_POS,
2184 SYSTEM_VALUE_SAMPLE_MASK_IN,
2185 /*@}*/
2186
2187 SYSTEM_VALUE_MAX /**< Number of values */
2188 } gl_system_value;
2189
2190
2191 /**
2192 * The possible interpolation qualifiers that can be applied to a fragment
2193 * shader input in GLSL.
2194 *
2195 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2196 * gl_fragment_program data structure to 0 causes the default behavior.
2197 */
2198 enum glsl_interp_qualifier
2199 {
2200 INTERP_QUALIFIER_NONE = 0,
2201 INTERP_QUALIFIER_SMOOTH,
2202 INTERP_QUALIFIER_FLAT,
2203 INTERP_QUALIFIER_NOPERSPECTIVE,
2204 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2205 };
2206
2207
2208 /**
2209 * \brief Layout qualifiers for gl_FragDepth.
2210 *
2211 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2212 * a layout qualifier.
2213 *
2214 * \see enum ir_depth_layout
2215 */
2216 enum gl_frag_depth_layout
2217 {
2218 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2219 FRAG_DEPTH_LAYOUT_ANY,
2220 FRAG_DEPTH_LAYOUT_GREATER,
2221 FRAG_DEPTH_LAYOUT_LESS,
2222 FRAG_DEPTH_LAYOUT_UNCHANGED
2223 };
2224
2225
2226 /**
2227 * Base class for any kind of program object
2228 */
2229 struct gl_program
2230 {
2231 GLuint Id;
2232 GLubyte *String; /**< Null-terminated program text */
2233 GLint RefCount;
2234 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2235 GLenum Format; /**< String encoding format */
2236
2237 struct prog_instruction *Instructions;
2238
2239 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2240 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2241 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2242 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2243 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2244 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2245 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2246 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2247
2248 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2249
2250 /**
2251 * For vertex and geometry shaders, true if the program uses the
2252 * gl_ClipDistance output. Ignored for fragment shaders.
2253 */
2254 GLboolean UsesClipDistanceOut;
2255
2256
2257 /** Named parameters, constants, etc. from program text */
2258 struct gl_program_parameter_list *Parameters;
2259
2260 /**
2261 * Local parameters used by the program.
2262 *
2263 * It's dynamically allocated because it is rarely used (just
2264 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2265 * allocated.
2266 */
2267 GLfloat (*LocalParams)[4];
2268
2269 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2270 GLubyte SamplerUnits[MAX_SAMPLERS];
2271
2272 /** Bitmask of which register files are read/written with indirect
2273 * addressing. Mask of (1 << PROGRAM_x) bits.
2274 */
2275 GLbitfield IndirectRegisterFiles;
2276
2277 /** Logical counts */
2278 /*@{*/
2279 GLuint NumInstructions;
2280 GLuint NumTemporaries;
2281 GLuint NumParameters;
2282 GLuint NumAttributes;
2283 GLuint NumAddressRegs;
2284 GLuint NumAluInstructions;
2285 GLuint NumTexInstructions;
2286 GLuint NumTexIndirections;
2287 /*@}*/
2288 /** Native, actual h/w counts */
2289 /*@{*/
2290 GLuint NumNativeInstructions;
2291 GLuint NumNativeTemporaries;
2292 GLuint NumNativeParameters;
2293 GLuint NumNativeAttributes;
2294 GLuint NumNativeAddressRegs;
2295 GLuint NumNativeAluInstructions;
2296 GLuint NumNativeTexInstructions;
2297 GLuint NumNativeTexIndirections;
2298 /*@}*/
2299 };
2300
2301
2302 /** Vertex program object */
2303 struct gl_vertex_program
2304 {
2305 struct gl_program Base; /**< base class */
2306 GLboolean IsPositionInvariant;
2307 };
2308
2309
2310 /** Geometry program object */
2311 struct gl_geometry_program
2312 {
2313 struct gl_program Base; /**< base class */
2314
2315 GLint VerticesIn;
2316 GLint VerticesOut;
2317 GLint Invocations;
2318 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2319 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2320 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2321 bool UsesEndPrimitive;
2322 bool UsesStreams;
2323 };
2324
2325
2326 /** Fragment program object */
2327 struct gl_fragment_program
2328 {
2329 struct gl_program Base; /**< base class */
2330 GLboolean UsesKill; /**< shader uses KIL instruction */
2331 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2332 GLboolean OriginUpperLeft;
2333 GLboolean PixelCenterInteger;
2334 enum gl_frag_depth_layout FragDepthLayout;
2335
2336 /**
2337 * GLSL interpolation qualifier associated with each fragment shader input.
2338 * For inputs that do not have an interpolation qualifier specified in
2339 * GLSL, the value is INTERP_QUALIFIER_NONE.
2340 */
2341 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2342
2343 /**
2344 * Bitfield indicating, for each fragment shader input, 1 if that input
2345 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2346 */
2347 GLbitfield64 IsCentroid;
2348
2349 /**
2350 * Bitfield indicating, for each fragment shader input, 1 if that input
2351 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2352 */
2353 GLbitfield64 IsSample;
2354 };
2355
2356
2357 /** Compute program object */
2358 struct gl_compute_program
2359 {
2360 struct gl_program Base; /**< base class */
2361
2362 /**
2363 * Size specified using local_size_{x,y,z}.
2364 */
2365 unsigned LocalSize[3];
2366 };
2367
2368
2369 /**
2370 * State common to vertex and fragment programs.
2371 */
2372 struct gl_program_state
2373 {
2374 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2375 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2376 };
2377
2378
2379 /**
2380 * Context state for vertex programs.
2381 */
2382 struct gl_vertex_program_state
2383 {
2384 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2385 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2386 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2387 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2388 /** Computed two sided lighting for fixed function/programs. */
2389 GLboolean _TwoSideEnabled;
2390 struct gl_vertex_program *Current; /**< User-bound vertex program */
2391
2392 /** Currently enabled and valid vertex program (including internal
2393 * programs, user-defined vertex programs and GLSL vertex shaders).
2394 * This is the program we must use when rendering.
2395 */
2396 struct gl_vertex_program *_Current;
2397
2398 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2399
2400 /** Should fixed-function T&L be implemented with a vertex prog? */
2401 GLboolean _MaintainTnlProgram;
2402
2403 /** Program to emulate fixed-function T&L (see above) */
2404 struct gl_vertex_program *_TnlProgram;
2405
2406 /** Cache of fixed-function programs */
2407 struct gl_program_cache *Cache;
2408
2409 GLboolean _Overriden;
2410 };
2411
2412
2413 /**
2414 * Context state for geometry programs.
2415 */
2416 struct gl_geometry_program_state
2417 {
2418 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2419 GLboolean _Enabled; /**< Enabled and valid program? */
2420 struct gl_geometry_program *Current; /**< user-bound geometry program */
2421
2422 /** Currently enabled and valid program (including internal programs
2423 * and compiled shader programs).
2424 */
2425 struct gl_geometry_program *_Current;
2426
2427 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2428 };
2429
2430 /**
2431 * Context state for fragment programs.
2432 */
2433 struct gl_fragment_program_state
2434 {
2435 GLboolean Enabled; /**< User-set fragment program enable flag */
2436 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2437 struct gl_fragment_program *Current; /**< User-bound fragment program */
2438
2439 /** Currently enabled and valid fragment program (including internal
2440 * programs, user-defined fragment programs and GLSL fragment shaders).
2441 * This is the program we must use when rendering.
2442 */
2443 struct gl_fragment_program *_Current;
2444
2445 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2446
2447 /** Should fixed-function texturing be implemented with a fragment prog? */
2448 GLboolean _MaintainTexEnvProgram;
2449
2450 /** Program to emulate fixed-function texture env/combine (see above) */
2451 struct gl_fragment_program *_TexEnvProgram;
2452
2453 /** Cache of fixed-function programs */
2454 struct gl_program_cache *Cache;
2455 };
2456
2457
2458 /**
2459 * Context state for compute programs.
2460 */
2461 struct gl_compute_program_state
2462 {
2463 struct gl_compute_program *Current; /**< user-bound compute program */
2464
2465 /** Currently enabled and valid program (including internal programs
2466 * and compiled shader programs).
2467 */
2468 struct gl_compute_program *_Current;
2469 };
2470
2471
2472 /**
2473 * ATI_fragment_shader runtime state
2474 */
2475 #define ATI_FS_INPUT_PRIMARY 0
2476 #define ATI_FS_INPUT_SECONDARY 1
2477
2478 struct atifs_instruction;
2479 struct atifs_setupinst;
2480
2481 /**
2482 * ATI fragment shader
2483 */
2484 struct ati_fragment_shader
2485 {
2486 GLuint Id;
2487 GLint RefCount;
2488 struct atifs_instruction *Instructions[2];
2489 struct atifs_setupinst *SetupInst[2];
2490 GLfloat Constants[8][4];
2491 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2492 GLubyte numArithInstr[2];
2493 GLubyte regsAssigned[2];
2494 GLubyte NumPasses; /**< 1 or 2 */
2495 GLubyte cur_pass;
2496 GLubyte last_optype;
2497 GLboolean interpinp1;
2498 GLboolean isValid;
2499 GLuint swizzlerq;
2500 };
2501
2502 /**
2503 * Context state for GL_ATI_fragment_shader
2504 */
2505 struct gl_ati_fragment_shader_state
2506 {
2507 GLboolean Enabled;
2508 GLboolean _Enabled; /**< enabled and valid shader? */
2509 GLboolean Compiling;
2510 GLfloat GlobalConstants[8][4];
2511 struct ati_fragment_shader *Current;
2512 };
2513
2514
2515 /** Set by #pragma directives */
2516 struct gl_sl_pragmas
2517 {
2518 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2519 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2520 GLboolean Optimize; /**< defaults on */
2521 GLboolean Debug; /**< defaults off */
2522 };
2523
2524
2525 /**
2526 * A GLSL vertex or fragment shader object.
2527 */
2528 struct gl_shader
2529 {
2530 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2531 * Must be the first field.
2532 */
2533 GLenum Type;
2534 gl_shader_stage Stage;
2535 GLuint Name; /**< AKA the handle */
2536 GLchar *Label; /**< GL_KHR_debug */
2537 GLint RefCount; /**< Reference count */
2538 GLboolean DeletePending;
2539 GLboolean CompileStatus;
2540 const GLchar *Source; /**< Source code string */
2541 GLuint SourceChecksum; /**< for debug/logging purposes */
2542 struct gl_program *Program; /**< Post-compile assembly code */
2543 GLchar *InfoLog;
2544 struct gl_sl_pragmas Pragmas;
2545
2546 unsigned Version; /**< GLSL version used for linking */
2547 GLboolean IsES; /**< True if this shader uses GLSL ES */
2548
2549 /**
2550 * \name Sampler tracking
2551 *
2552 * \note Each of these fields is only set post-linking.
2553 */
2554 /*@{*/
2555 unsigned num_samplers; /**< Number of samplers used by this shader. */
2556 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2557 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2558 /*@}*/
2559
2560 /**
2561 * Map from sampler unit to texture unit (set by glUniform1i())
2562 *
2563 * A sampler unit is associated with each sampler uniform by the linker.
2564 * The sampler unit associated with each uniform is stored in the
2565 * \c gl_uniform_storage::sampler field.
2566 */
2567 GLubyte SamplerUnits[MAX_SAMPLERS];
2568 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2569 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2570
2571 /**
2572 * Number of default uniform block components used by this shader.
2573 *
2574 * This field is only set post-linking.
2575 */
2576 unsigned num_uniform_components;
2577
2578 /**
2579 * Number of combined uniform components used by this shader.
2580 *
2581 * This field is only set post-linking. It is the sum of the uniform block
2582 * sizes divided by sizeof(float), and num_uniform_compoennts.
2583 */
2584 unsigned num_combined_uniform_components;
2585
2586 /**
2587 * This shader's uniform block information.
2588 *
2589 * These fields are only set post-linking.
2590 */
2591 struct gl_uniform_block *UniformBlocks;
2592 unsigned NumUniformBlocks;
2593
2594 struct exec_list *ir;
2595 struct glsl_symbol_table *symbols;
2596
2597 bool uses_builtin_functions;
2598 bool uses_gl_fragcoord;
2599 bool redeclares_gl_fragcoord;
2600 bool ARB_fragment_coord_conventions_enable;
2601
2602 /**
2603 * Fragment shader state from GLSL 1.50 layout qualifiers.
2604 */
2605 bool origin_upper_left;
2606 bool pixel_center_integer;
2607
2608 /**
2609 * Geometry shader state from GLSL 1.50 layout qualifiers.
2610 */
2611 struct {
2612 GLint VerticesOut;
2613 /**
2614 * 0 - Invocations count not declared in shader, or
2615 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2616 */
2617 GLint Invocations;
2618 /**
2619 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2620 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2621 * shader.
2622 */
2623 GLenum InputType;
2624 /**
2625 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2626 * it's not set in this shader.
2627 */
2628 GLenum OutputType;
2629 } Geom;
2630
2631 /**
2632 * Map from image uniform index to image unit (set by glUniform1i())
2633 *
2634 * An image uniform index is associated with each image uniform by
2635 * the linker. The image index associated with each uniform is
2636 * stored in the \c gl_uniform_storage::image field.
2637 */
2638 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2639
2640 /**
2641 * Access qualifier specified in the shader for each image uniform
2642 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2643 * GL_READ_WRITE.
2644 *
2645 * It may be different, though only more strict than the value of
2646 * \c gl_image_unit::Access for the corresponding image unit.
2647 */
2648 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2649
2650 /**
2651 * Number of image uniforms defined in the shader. It specifies
2652 * the number of valid elements in the \c ImageUnits and \c
2653 * ImageAccess arrays above.
2654 */
2655 GLuint NumImages;
2656
2657 /**
2658 * Compute shader state from ARB_compute_shader layout qualifiers.
2659 */
2660 struct {
2661 /**
2662 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2663 * it's not set in this shader.
2664 */
2665 unsigned LocalSize[3];
2666 } Comp;
2667 };
2668
2669
2670 struct gl_uniform_buffer_variable
2671 {
2672 char *Name;
2673
2674 /**
2675 * Name of the uniform as seen by glGetUniformIndices.
2676 *
2677 * glGetUniformIndices requires that the block instance index \b not be
2678 * present in the name of queried uniforms.
2679 *
2680 * \note
2681 * \c gl_uniform_buffer_variable::IndexName and
2682 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2683 */
2684 char *IndexName;
2685
2686 const struct glsl_type *Type;
2687 unsigned int Offset;
2688 GLboolean RowMajor;
2689 };
2690
2691
2692 enum gl_uniform_block_packing
2693 {
2694 ubo_packing_std140,
2695 ubo_packing_shared,
2696 ubo_packing_packed
2697 };
2698
2699
2700 struct gl_uniform_block
2701 {
2702 /** Declared name of the uniform block */
2703 char *Name;
2704
2705 /** Array of supplemental information about UBO ir_variables. */
2706 struct gl_uniform_buffer_variable *Uniforms;
2707 GLuint NumUniforms;
2708
2709 /**
2710 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2711 * with glBindBufferBase to bind a buffer object to this uniform block. When
2712 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2713 */
2714 GLuint Binding;
2715
2716 /**
2717 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2718 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2719 */
2720 GLuint UniformBufferSize;
2721
2722 /**
2723 * Layout specified in the shader
2724 *
2725 * This isn't accessible through the API, but it is used while
2726 * cross-validating uniform blocks.
2727 */
2728 enum gl_uniform_block_packing _Packing;
2729 };
2730
2731 /**
2732 * Structure that represents a reference to an atomic buffer from some
2733 * shader program.
2734 */
2735 struct gl_active_atomic_buffer
2736 {
2737 /** Uniform indices of the atomic counters declared within it. */
2738 GLuint *Uniforms;
2739 GLuint NumUniforms;
2740
2741 /** Binding point index associated with it. */
2742 GLuint Binding;
2743
2744 /** Minimum reasonable size it is expected to have. */
2745 GLuint MinimumSize;
2746
2747 /** Shader stages making use of it. */
2748 GLboolean StageReferences[MESA_SHADER_STAGES];
2749 };
2750
2751 /**
2752 * A GLSL program object.
2753 * Basically a linked collection of vertex and fragment shaders.
2754 */
2755 struct gl_shader_program
2756 {
2757 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2758 GLuint Name; /**< aka handle or ID */
2759 GLchar *Label; /**< GL_KHR_debug */
2760 GLint RefCount; /**< Reference count */
2761 GLboolean DeletePending;
2762
2763 /**
2764 * Is the application intending to glGetProgramBinary this program?
2765 */
2766 GLboolean BinaryRetreivableHint;
2767
2768 /**
2769 * Indicates whether program can be bound for individual pipeline stages
2770 * using UseProgramStages after it is next linked.
2771 */
2772 GLboolean SeparateShader;
2773
2774 GLuint NumShaders; /**< number of attached shaders */
2775 struct gl_shader **Shaders; /**< List of attached the shaders */
2776
2777 /**
2778 * User-defined attribute bindings
2779 *
2780 * These are set via \c glBindAttribLocation and are used to direct the
2781 * GLSL linker. These are \b not the values used in the compiled shader,
2782 * and they are \b not the values returned by \c glGetAttribLocation.
2783 */
2784 struct string_to_uint_map *AttributeBindings;
2785
2786 /**
2787 * User-defined fragment data bindings
2788 *
2789 * These are set via \c glBindFragDataLocation and are used to direct the
2790 * GLSL linker. These are \b not the values used in the compiled shader,
2791 * and they are \b not the values returned by \c glGetFragDataLocation.
2792 */
2793 struct string_to_uint_map *FragDataBindings;
2794 struct string_to_uint_map *FragDataIndexBindings;
2795
2796 /**
2797 * Transform feedback varyings last specified by
2798 * glTransformFeedbackVaryings().
2799 *
2800 * For the current set of transform feedback varyings used for transform
2801 * feedback output, see LinkedTransformFeedback.
2802 */
2803 struct {
2804 GLenum BufferMode;
2805 GLuint NumVarying;
2806 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2807 } TransformFeedback;
2808
2809 /** Post-link transform feedback info. */
2810 struct gl_transform_feedback_info LinkedTransformFeedback;
2811
2812 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2813 enum gl_frag_depth_layout FragDepthLayout;
2814
2815 /**
2816 * Geometry shader state - copied into gl_geometry_program by
2817 * _mesa_copy_linked_program_data().
2818 */
2819 struct {
2820 GLint VerticesIn;
2821 GLint VerticesOut;
2822 /**
2823 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2824 */
2825 GLint Invocations;
2826 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2827 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2828 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2829 /**
2830 * True if gl_ClipDistance is written to. Copied into
2831 * gl_geometry_program by _mesa_copy_linked_program_data().
2832 */
2833 GLboolean UsesClipDistance;
2834 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2835 0 if not present. */
2836 bool UsesEndPrimitive;
2837 bool UsesStreams;
2838 } Geom;
2839
2840 /** Vertex shader state */
2841 struct {
2842 /**
2843 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2844 * by _mesa_copy_linked_program_data().
2845 */
2846 GLboolean UsesClipDistance;
2847 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2848 0 if not present. */
2849 } Vert;
2850
2851 /**
2852 * Compute shader state - copied into gl_compute_program by
2853 * _mesa_copy_linked_program_data().
2854 */
2855 struct {
2856 /**
2857 * If this shader contains a compute stage, size specified using
2858 * local_size_{x,y,z}. Otherwise undefined.
2859 */
2860 unsigned LocalSize[3];
2861 } Comp;
2862
2863 /* post-link info: */
2864 unsigned NumUserUniformStorage;
2865 unsigned NumHiddenUniforms;
2866 struct gl_uniform_storage *UniformStorage;
2867
2868 /**
2869 * Mapping from GL uniform locations returned by \c glUniformLocation to
2870 * UniformStorage entries. Arrays will have multiple contiguous slots
2871 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2872 */
2873 unsigned NumUniformRemapTable;
2874 struct gl_uniform_storage **UniformRemapTable;
2875
2876 /**
2877 * Size of the gl_ClipDistance array that is output from the last pipeline
2878 * stage before the fragment shader.
2879 */
2880 unsigned LastClipDistanceArraySize;
2881
2882 struct gl_uniform_block *UniformBlocks;
2883 unsigned NumUniformBlocks;
2884
2885 /**
2886 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2887 * they're used in, or -1.
2888 *
2889 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2890 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2891 */
2892 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2893
2894 /**
2895 * Map of active uniform names to locations
2896 *
2897 * Maps any active uniform that is not an array element to a location.
2898 * Each active uniform, including individual structure members will appear
2899 * in this map. This roughly corresponds to the set of names that would be
2900 * enumerated by \c glGetActiveUniform.
2901 */
2902 struct string_to_uint_map *UniformHash;
2903
2904 struct gl_active_atomic_buffer *AtomicBuffers;
2905 unsigned NumAtomicBuffers;
2906
2907 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2908 GLboolean Validated;
2909 GLboolean _Used; /**< Ever used for drawing? */
2910 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2911 GLchar *InfoLog;
2912
2913 unsigned Version; /**< GLSL version used for linking */
2914 GLboolean IsES; /**< True if this program uses GLSL ES */
2915
2916 /**
2917 * Per-stage shaders resulting from the first stage of linking.
2918 *
2919 * Set of linked shaders for this program. The array is accessed using the
2920 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2921 * \c NULL.
2922 */
2923 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2924
2925 /* True if any of the fragment shaders attached to this program use:
2926 * #extension ARB_fragment_coord_conventions: enable
2927 */
2928 GLboolean ARB_fragment_coord_conventions_enable;
2929 };
2930
2931
2932 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2933 #define GLSL_LOG 0x2 /**< Write shaders to files */
2934 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2935 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2936 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2937 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2938 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2939 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2940 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2941 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2942
2943
2944 /**
2945 * Context state for GLSL vertex/fragment shaders.
2946 * Extended to support pipeline object
2947 */
2948 struct gl_pipeline_object
2949 {
2950 /** Name of the pipeline object as received from glGenProgramPipelines.
2951 * It would be 0 for shaders without separate shader objects.
2952 */
2953 GLuint Name;
2954
2955 GLint RefCount;
2956
2957 mtx_t Mutex;
2958
2959 /**
2960 * Programs used for rendering
2961 *
2962 * There is a separate program set for each shader stage.
2963 */
2964 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2965
2966 struct gl_shader_program *_CurrentFragmentProgram;
2967
2968 /**
2969 * Program used by glUniform calls.
2970 *
2971 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2972 */
2973 struct gl_shader_program *ActiveProgram;
2974
2975 GLbitfield Flags; /**< Mask of GLSL_x flags */
2976
2977 GLboolean EverBound; /**< Has the pipeline object been created */
2978
2979 GLboolean Validated; /**< Pipeline Validation status */
2980
2981 GLchar *InfoLog;
2982 };
2983
2984 /**
2985 * Context state for GLSL pipeline shaders.
2986 */
2987 struct gl_pipeline_shader_state
2988 {
2989 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2990 struct gl_pipeline_object *Current;
2991
2992 /* Default Object to ensure that _Shader is never NULL */
2993 struct gl_pipeline_object *Default;
2994
2995 /** Pipeline objects */
2996 struct _mesa_HashTable *Objects;
2997 };
2998
2999 /**
3000 * Compiler options for a single GLSL shaders type
3001 */
3002 struct gl_shader_compiler_options
3003 {
3004 /** Driver-selectable options: */
3005 GLboolean EmitCondCodes; /**< Use condition codes? */
3006 GLboolean EmitNoLoops;
3007 GLboolean EmitNoFunctions;
3008 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3009 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3010 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
3011 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3012 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3013 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
3014
3015 /**
3016 * \name Forms of indirect addressing the driver cannot do.
3017 */
3018 /*@{*/
3019 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3020 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3021 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3022 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3023 /*@}*/
3024
3025 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3026 GLuint MaxUnrollIterations;
3027
3028 /**
3029 * Optimize code for array of structures backends.
3030 *
3031 * This is a proxy for:
3032 * - preferring DP4 instructions (rather than MUL/MAD) for
3033 * matrix * vector operations, such as position transformation.
3034 */
3035 GLboolean OptimizeForAOS;
3036
3037 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
3038
3039 const struct nir_shader_compiler_options *NirOptions;
3040 };
3041
3042
3043 /**
3044 * Occlusion/timer query object.
3045 */
3046 struct gl_query_object
3047 {
3048 GLenum Target; /**< The query target, when active */
3049 GLuint Id; /**< hash table ID/name */
3050 GLchar *Label; /**< GL_KHR_debug */
3051 GLuint64EXT Result; /**< the counter */
3052 GLboolean Active; /**< inside Begin/EndQuery */
3053 GLboolean Ready; /**< result is ready? */
3054 GLboolean EverBound;/**< has query object ever been bound */
3055 GLuint Stream; /**< The stream */
3056 };
3057
3058
3059 /**
3060 * Context state for query objects.
3061 */
3062 struct gl_query_state
3063 {
3064 struct _mesa_HashTable *QueryObjects;
3065 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3066 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3067
3068 /** GL_NV_conditional_render */
3069 struct gl_query_object *CondRenderQuery;
3070
3071 /** GL_EXT_transform_feedback */
3072 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3073 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3074
3075 /** GL_ARB_timer_query */
3076 struct gl_query_object *TimeElapsed;
3077
3078 /** GL_ARB_pipeline_statistics_query */
3079 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3080
3081 GLenum CondRenderMode;
3082 };
3083
3084
3085 /** Sync object state */
3086 struct gl_sync_object
3087 {
3088 GLenum Type; /**< GL_SYNC_FENCE */
3089 GLuint Name; /**< Fence name */
3090 GLchar *Label; /**< GL_KHR_debug */
3091 GLint RefCount; /**< Reference count */
3092 GLboolean DeletePending; /**< Object was deleted while there were still
3093 * live references (e.g., sync not yet finished)
3094 */
3095 GLenum SyncCondition;
3096 GLbitfield Flags; /**< Flags passed to glFenceSync */
3097 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3098 };
3099
3100
3101 /**
3102 * State which can be shared by multiple contexts:
3103 */
3104 struct gl_shared_state
3105 {
3106 mtx_t Mutex; /**< for thread safety */
3107 GLint RefCount; /**< Reference count */
3108 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3109 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3110
3111 /** Default texture objects (shared by all texture units) */
3112 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3113
3114 /** Fallback texture used when a bound texture is incomplete */
3115 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3116
3117 /**
3118 * \name Thread safety and statechange notification for texture
3119 * objects.
3120 *
3121 * \todo Improve the granularity of locking.
3122 */
3123 /*@{*/
3124 mtx_t TexMutex; /**< texobj thread safety */
3125 GLuint TextureStateStamp; /**< state notification for shared tex */
3126 /*@}*/
3127
3128 /** Default buffer object for vertex arrays that aren't in VBOs */
3129 struct gl_buffer_object *NullBufferObj;
3130
3131 /**
3132 * \name Vertex/geometry/fragment programs
3133 */
3134 /*@{*/
3135 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3136 struct gl_vertex_program *DefaultVertexProgram;
3137 struct gl_fragment_program *DefaultFragmentProgram;
3138 struct gl_geometry_program *DefaultGeometryProgram;
3139 /*@}*/
3140
3141 /* GL_ATI_fragment_shader */
3142 struct _mesa_HashTable *ATIShaders;
3143 struct ati_fragment_shader *DefaultFragmentShader;
3144
3145 struct _mesa_HashTable *BufferObjects;
3146
3147 /** Table of both gl_shader and gl_shader_program objects */
3148 struct _mesa_HashTable *ShaderObjects;
3149
3150 /* GL_EXT_framebuffer_object */
3151 struct _mesa_HashTable *RenderBuffers;
3152 struct _mesa_HashTable *FrameBuffers;
3153
3154 /* GL_ARB_sync */
3155 struct set *SyncObjects;
3156
3157 /** GL_ARB_sampler_objects */
3158 struct _mesa_HashTable *SamplerObjects;
3159
3160 /**
3161 * Some context in this share group was affected by a GPU reset
3162 *
3163 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3164 * been affected by a GPU reset must also return
3165 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3166 *
3167 * Once this field becomes true, it is never reset to false.
3168 */
3169 bool ShareGroupReset;
3170 };
3171
3172
3173
3174 /**
3175 * Renderbuffers represent drawing surfaces such as color, depth and/or
3176 * stencil. A framebuffer object has a set of renderbuffers.
3177 * Drivers will typically derive subclasses of this type.
3178 */
3179 struct gl_renderbuffer
3180 {
3181 mtx_t Mutex; /**< for thread safety */
3182 GLuint ClassID; /**< Useful for drivers */
3183 GLuint Name;
3184 GLchar *Label; /**< GL_KHR_debug */
3185 GLint RefCount;
3186 GLuint Width, Height;
3187 GLuint Depth;
3188 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3189 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3190 /**
3191 * True for renderbuffers that wrap textures, giving the driver a chance to
3192 * flush render caches through the FinishRenderTexture hook.
3193 *
3194 * Drivers may also set this on renderbuffers other than those generated by
3195 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3196 * called without a rb->TexImage.
3197 */
3198 GLboolean NeedsFinishRenderTexture;
3199 GLubyte NumSamples;
3200 GLenum InternalFormat; /**< The user-specified format */
3201 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3202 GL_STENCIL_INDEX. */
3203 mesa_format Format; /**< The actual renderbuffer memory format */
3204 /**
3205 * Pointer to the texture image if this renderbuffer wraps a texture,
3206 * otherwise NULL.
3207 *
3208 * Note that the reference on the gl_texture_object containing this
3209 * TexImage is held by the gl_renderbuffer_attachment.
3210 */
3211 struct gl_texture_image *TexImage;
3212
3213 /** Delete this renderbuffer */
3214 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3215
3216 /** Allocate new storage for this renderbuffer */
3217 GLboolean (*AllocStorage)(struct gl_context *ctx,
3218 struct gl_renderbuffer *rb,
3219 GLenum internalFormat,
3220 GLuint width, GLuint height);
3221 };
3222
3223
3224 /**
3225 * A renderbuffer attachment points to either a texture object (and specifies
3226 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3227 */
3228 struct gl_renderbuffer_attachment
3229 {
3230 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3231 GLboolean Complete;
3232
3233 /**
3234 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3235 * application supplied renderbuffer object.
3236 */
3237 struct gl_renderbuffer *Renderbuffer;
3238
3239 /**
3240 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3241 * supplied texture object.
3242 */
3243 struct gl_texture_object *Texture;
3244 GLuint TextureLevel; /**< Attached mipmap level. */
3245 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3246 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3247 * and 2D array textures */
3248 GLboolean Layered;
3249 };
3250
3251
3252 /**
3253 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3254 * In C++ terms, think of this as a base class from which device drivers
3255 * will make derived classes.
3256 */
3257 struct gl_framebuffer
3258 {
3259 mtx_t Mutex; /**< for thread safety */
3260 /**
3261 * If zero, this is a window system framebuffer. If non-zero, this
3262 * is a FBO framebuffer; note that for some devices (i.e. those with
3263 * a natural pixel coordinate system for FBOs that differs from the
3264 * OpenGL/Mesa coordinate system), this means that the viewport,
3265 * polygon face orientation, and polygon stipple will have to be inverted.
3266 */
3267 GLuint Name;
3268 GLchar *Label; /**< GL_KHR_debug */
3269
3270 GLint RefCount;
3271 GLboolean DeletePending;
3272
3273 /**
3274 * The framebuffer's visual. Immutable if this is a window system buffer.
3275 * Computed from attachments if user-made FBO.
3276 */
3277 struct gl_config Visual;
3278
3279 GLuint Width, Height; /**< size of frame buffer in pixels */
3280
3281 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3282 /*@{*/
3283 GLint _Xmin, _Xmax; /**< inclusive */
3284 GLint _Ymin, _Ymax; /**< exclusive */
3285 /*@}*/
3286
3287 /** \name Derived Z buffer stuff */
3288 /*@{*/
3289 GLuint _DepthMax; /**< Max depth buffer value */
3290 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3291 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3292 /*@}*/
3293
3294 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3295 GLenum _Status;
3296
3297 /** Integer color values */
3298 GLboolean _IntegerColor;
3299
3300 /* ARB_color_buffer_float */
3301 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3302 GLboolean _HasSNormOrFloatColorBuffer;
3303
3304 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3305 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3306
3307 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3308 * attribute group and GL_PIXEL attribute group, respectively.
3309 */
3310 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3311 GLenum ColorReadBuffer;
3312
3313 /** Computed from ColorDraw/ReadBuffer above */
3314 GLuint _NumColorDrawBuffers;
3315 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3316 GLint _ColorReadBufferIndex; /* -1 = None */
3317 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3318 struct gl_renderbuffer *_ColorReadBuffer;
3319
3320 /**
3321 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3322 * is not layered. For cube maps and cube map arrays, each cube face
3323 * counts as a layer.
3324 */
3325 GLuint MaxNumLayers;
3326
3327 /** Delete this framebuffer */
3328 void (*Delete)(struct gl_framebuffer *fb);
3329 };
3330
3331
3332 /**
3333 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3334 */
3335 struct gl_precision
3336 {
3337 GLushort RangeMin; /**< min value exponent */
3338 GLushort RangeMax; /**< max value exponent */
3339 GLushort Precision; /**< number of mantissa bits */
3340 };
3341
3342
3343 /**
3344 * Limits for vertex, geometry and fragment programs/shaders.
3345 */
3346 struct gl_program_constants
3347 {
3348 /* logical limits */
3349 GLuint MaxInstructions;
3350 GLuint MaxAluInstructions;
3351 GLuint MaxTexInstructions;
3352 GLuint MaxTexIndirections;
3353 GLuint MaxAttribs;
3354 GLuint MaxTemps;
3355 GLuint MaxAddressRegs;
3356 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3357 GLuint MaxParameters;
3358 GLuint MaxLocalParams;
3359 GLuint MaxEnvParams;
3360 /* native/hardware limits */
3361 GLuint MaxNativeInstructions;
3362 GLuint MaxNativeAluInstructions;
3363 GLuint MaxNativeTexInstructions;
3364 GLuint MaxNativeTexIndirections;
3365 GLuint MaxNativeAttribs;
3366 GLuint MaxNativeTemps;
3367 GLuint MaxNativeAddressRegs;
3368 GLuint MaxNativeParameters;
3369 /* For shaders */
3370 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3371
3372 /**
3373 * \name Per-stage input / output limits
3374 *
3375 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3376 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3377 * ES). This is stored as \c gl_constants::MaxVarying.
3378 *
3379 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3380 * variables. Each stage as a certain number of outputs that it can feed
3381 * to the next stage and a certain number inputs that it can consume from
3382 * the previous stage.
3383 *
3384 * Vertex shader inputs do not participate this in this accounting.
3385 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3386 *
3387 * Fragment shader outputs do not participate this in this accounting.
3388 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3389 */
3390 /*@{*/
3391 GLuint MaxInputComponents;
3392 GLuint MaxOutputComponents;
3393 /*@}*/
3394
3395 /* ES 2.0 and GL_ARB_ES2_compatibility */
3396 struct gl_precision LowFloat, MediumFloat, HighFloat;
3397 struct gl_precision LowInt, MediumInt, HighInt;
3398 /* GL_ARB_uniform_buffer_object */
3399 GLuint MaxUniformBlocks;
3400 GLuint MaxCombinedUniformComponents;
3401 GLuint MaxTextureImageUnits;
3402
3403 /* GL_ARB_shader_atomic_counters */
3404 GLuint MaxAtomicBuffers;
3405 GLuint MaxAtomicCounters;
3406
3407 /* GL_ARB_shader_image_load_store */
3408 GLuint MaxImageUniforms;
3409 };
3410
3411
3412 /**
3413 * Constants which may be overridden by device driver during context creation
3414 * but are never changed after that.
3415 */
3416 struct gl_constants
3417 {
3418 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3419 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3420 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3421 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3422 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3423 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3424 GLuint MaxTextureCoordUnits;
3425 GLuint MaxCombinedTextureImageUnits;
3426 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3427 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3428 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3429 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3430
3431 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3432
3433 GLuint MaxArrayLockSize;
3434
3435 GLint SubPixelBits;
3436
3437 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3438 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3439 GLfloat PointSizeGranularity;
3440 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3441 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3442 GLfloat LineWidthGranularity;
3443
3444 GLuint MaxClipPlanes;
3445 GLuint MaxLights;
3446 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3447 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3448
3449 GLuint MaxViewportWidth, MaxViewportHeight;
3450 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3451 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3452 struct {
3453 GLfloat Min;
3454 GLfloat Max;
3455 } ViewportBounds; /**< GL_ARB_viewport_array */
3456
3457 struct gl_program_constants Program[MESA_SHADER_STAGES];
3458 GLuint MaxProgramMatrices;
3459 GLuint MaxProgramMatrixStackDepth;
3460
3461 struct {
3462 GLuint SamplesPassed;
3463 GLuint TimeElapsed;
3464 GLuint Timestamp;
3465 GLuint PrimitivesGenerated;
3466 GLuint PrimitivesWritten;
3467 GLuint VerticesSubmitted;
3468 GLuint PrimitivesSubmitted;
3469 GLuint VsInvocations;
3470 GLuint TessPatches;
3471 GLuint TessInvocations;
3472 GLuint GsInvocations;
3473 GLuint GsPrimitives;
3474 GLuint FsInvocations;
3475 GLuint ComputeInvocations;
3476 GLuint ClInPrimitives;
3477 GLuint ClOutPrimitives;
3478 } QueryCounterBits;
3479
3480 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3481
3482 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3483 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3484 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3485
3486 /** Number of varying vectors between any two shader stages. */
3487 GLuint MaxVarying;
3488
3489 /** @{
3490 * GL_ARB_uniform_buffer_object
3491 */
3492 GLuint MaxCombinedUniformBlocks;
3493 GLuint MaxUniformBufferBindings;
3494 GLuint MaxUniformBlockSize;
3495 GLuint UniformBufferOffsetAlignment;
3496 /** @} */
3497
3498 /**
3499 * GL_ARB_explicit_uniform_location
3500 */
3501 GLuint MaxUserAssignableUniformLocations;
3502
3503 /** GL_ARB_geometry_shader4 */
3504 GLuint MaxGeometryOutputVertices;
3505 GLuint MaxGeometryTotalOutputComponents;
3506
3507 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3508
3509 /**
3510 * Changes default GLSL extension behavior from "error" to "warn". It's out
3511 * of spec, but it can make some apps work that otherwise wouldn't.
3512 */
3513 GLboolean ForceGLSLExtensionsWarn;
3514
3515 /**
3516 * If non-zero, forces GLSL shaders without the #version directive to behave
3517 * as if they began with "#version ForceGLSLVersion".
3518 */
3519 GLuint ForceGLSLVersion;
3520
3521 /**
3522 * Allow GLSL #extension directives in the middle of shaders.
3523 */
3524 GLboolean AllowGLSLExtensionDirectiveMidShader;
3525
3526 /**
3527 * Does the driver support real 32-bit integers? (Otherwise, integers are
3528 * simulated via floats.)
3529 */
3530 GLboolean NativeIntegers;
3531
3532 /**
3533 * Does VertexID count from zero or from base vertex?
3534 *
3535 * \note
3536 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3537 * ignored and need not be set.
3538 */
3539 bool VertexID_is_zero_based;
3540
3541 /**
3542 * If the driver supports real 32-bit integers, what integer value should be
3543 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3544 */
3545 GLuint UniformBooleanTrue;
3546
3547 /**
3548 * Maximum amount of time, measured in nanseconds, that the server can wait.
3549 */
3550 GLuint64 MaxServerWaitTimeout;
3551
3552 /** GL_EXT_provoking_vertex */
3553 GLboolean QuadsFollowProvokingVertexConvention;
3554
3555 /** OpenGL version 3.0 */
3556 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3557
3558 /** OpenGL version 3.2 */
3559 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3560
3561 /** OpenGL version 4.4 */
3562 GLuint MaxVertexAttribStride;
3563
3564 /** GL_EXT_transform_feedback */
3565 GLuint MaxTransformFeedbackBuffers;
3566 GLuint MaxTransformFeedbackSeparateComponents;
3567 GLuint MaxTransformFeedbackInterleavedComponents;
3568 GLuint MaxVertexStreams;
3569
3570 /** GL_EXT_gpu_shader4 */
3571 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3572
3573 /** GL_ARB_texture_gather */
3574 GLuint MinProgramTextureGatherOffset;
3575 GLuint MaxProgramTextureGatherOffset;
3576 GLuint MaxProgramTextureGatherComponents;
3577
3578 /* GL_ARB_robustness */
3579 GLenum ResetStrategy;
3580
3581 /* GL_ARB_blend_func_extended */
3582 GLuint MaxDualSourceDrawBuffers;
3583
3584 /**
3585 * Whether the implementation strips out and ignores texture borders.
3586 *
3587 * Many GPU hardware implementations don't support rendering with texture
3588 * borders and mipmapped textures. (Note: not static border color, but the
3589 * old 1-pixel border around each edge). Implementations then have to do
3590 * slow fallbacks to be correct, or just ignore the border and be fast but
3591 * wrong. Setting the flag strips the border off of TexImage calls,
3592 * providing "fast but wrong" at significantly reduced driver complexity.
3593 *
3594 * Texture borders are deprecated in GL 3.0.
3595 **/
3596 GLboolean StripTextureBorder;
3597
3598 /**
3599 * For drivers which can do a better job at eliminating unused uniforms
3600 * than the GLSL compiler.
3601 *
3602 * XXX Remove these as soon as a better solution is available.
3603 */
3604 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3605
3606 /**
3607 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3608 * than passing the transform feedback object to the drawing function.
3609 */
3610 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3611
3612 /** GL_ARB_map_buffer_alignment */
3613 GLuint MinMapBufferAlignment;
3614
3615 /**
3616 * Disable varying packing. This is out of spec, but potentially useful
3617 * for older platforms that supports a limited number of texture
3618 * indirections--on these platforms, unpacking the varyings in the fragment
3619 * shader increases the number of texture indirections by 1, which might
3620 * make some shaders not executable at all.
3621 *
3622 * Drivers that support transform feedback must set this value to GL_FALSE.
3623 */
3624 GLboolean DisableVaryingPacking;
3625
3626 /**
3627 * Should meaningful names be generated for compiler temporary variables?
3628 *
3629 * Generally, it is not useful to have the compiler generate "meaningful"
3630 * names for temporary variables that it creates. This can, however, be a
3631 * useful debugging aid. In Mesa debug builds or release builds when
3632 * MESA_GLSL is set at run-time, meaningful names will be generated.
3633 * Drivers can also force names to be generated by setting this field.
3634 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3635 * vertex shader assembly) is set at run-time.
3636 */
3637 bool GenerateTemporaryNames;
3638
3639 /*
3640 * Maximum value supported for an index in DrawElements and friends.
3641 *
3642 * This must be at least (1ull<<24)-1. The default value is
3643 * (1ull<<32)-1.
3644 *
3645 * \since ES 3.0 or GL_ARB_ES3_compatibility
3646 * \sa _mesa_init_constants
3647 */
3648 GLuint64 MaxElementIndex;
3649
3650 /**
3651 * Disable interpretation of line continuations (lines ending with a
3652 * backslash character ('\') in GLSL source.
3653 */
3654 GLboolean DisableGLSLLineContinuations;
3655
3656 /** GL_ARB_texture_multisample */
3657 GLint MaxColorTextureSamples;
3658 GLint MaxDepthTextureSamples;
3659 GLint MaxIntegerSamples;
3660
3661 /**
3662 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3663 * samples are laid out in a rectangular grid roughly corresponding to
3664 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3665 * are used to map indices of rectangular grid to sample numbers within
3666 * a pixel. This mapping of indices to sample numbers must be initialized
3667 * by the driver for the target hardware. For example, if we have the 8X
3668 * MSAA sample number layout (sample positions) for XYZ hardware:
3669 *
3670 * sample indices layout sample number layout
3671 * --------- ---------
3672 * | 0 | 1 | | a | b |
3673 * --------- ---------
3674 * | 2 | 3 | | c | d |
3675 * --------- ---------
3676 * | 4 | 5 | | e | f |
3677 * --------- ---------
3678 * | 6 | 7 | | g | h |
3679 * --------- ---------
3680 *
3681 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3682 *
3683 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3684 * below:
3685 * SampleMap8x = {a, b, c, d, e, f, g, h};
3686 *
3687 * Follow the logic for other sample counts.
3688 */
3689 uint8_t SampleMap2x[2];
3690 uint8_t SampleMap4x[4];
3691 uint8_t SampleMap8x[8];
3692
3693 /** GL_ARB_shader_atomic_counters */
3694 GLuint MaxAtomicBufferBindings;
3695 GLuint MaxAtomicBufferSize;
3696 GLuint MaxCombinedAtomicBuffers;
3697 GLuint MaxCombinedAtomicCounters;
3698
3699 /** GL_ARB_vertex_attrib_binding */
3700 GLint MaxVertexAttribRelativeOffset;
3701 GLint MaxVertexAttribBindings;
3702
3703 /* GL_ARB_shader_image_load_store */
3704 GLuint MaxImageUnits;
3705 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3706 GLuint MaxImageSamples;
3707 GLuint MaxCombinedImageUniforms;
3708
3709 /** GL_ARB_compute_shader */
3710 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3711 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3712 GLuint MaxComputeWorkGroupInvocations;
3713
3714 /** GL_ARB_gpu_shader5 */
3715 GLfloat MinFragmentInterpolationOffset;
3716 GLfloat MaxFragmentInterpolationOffset;
3717
3718 GLboolean FakeSWMSAA;
3719
3720 /** GL_KHR_context_flush_control */
3721 GLenum ContextReleaseBehavior;
3722
3723 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3724 };
3725
3726
3727 /**
3728 * Enable flag for each OpenGL extension. Different device drivers will
3729 * enable different extensions at runtime.
3730 */
3731 struct gl_extensions
3732 {
3733 GLboolean dummy; /* don't remove this! */
3734 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3735 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3736 GLboolean ANGLE_texture_compression_dxt;
3737 GLboolean ARB_ES2_compatibility;
3738 GLboolean ARB_ES3_compatibility;
3739 GLboolean ARB_arrays_of_arrays;
3740 GLboolean ARB_base_instance;
3741 GLboolean ARB_blend_func_extended;
3742 GLboolean ARB_buffer_storage;
3743 GLboolean ARB_clear_texture;
3744 GLboolean ARB_clip_control;
3745 GLboolean ARB_color_buffer_float;
3746 GLboolean ARB_compute_shader;
3747 GLboolean ARB_conditional_render_inverted;
3748 GLboolean ARB_conservative_depth;
3749 GLboolean ARB_copy_image;
3750 GLboolean ARB_depth_buffer_float;
3751 GLboolean ARB_depth_clamp;
3752 GLboolean ARB_depth_texture;
3753 GLboolean ARB_derivative_control;
3754 GLboolean ARB_draw_buffers_blend;
3755 GLboolean ARB_draw_elements_base_vertex;
3756 GLboolean ARB_draw_indirect;
3757 GLboolean ARB_draw_instanced;
3758 GLboolean ARB_fragment_coord_conventions;
3759 GLboolean ARB_fragment_layer_viewport;
3760 GLboolean ARB_fragment_program;
3761 GLboolean ARB_fragment_program_shadow;
3762 GLboolean ARB_fragment_shader;
3763 GLboolean ARB_framebuffer_object;
3764 GLboolean ARB_explicit_attrib_location;
3765 GLboolean ARB_explicit_uniform_location;
3766 GLboolean ARB_geometry_shader4;
3767 GLboolean ARB_gpu_shader5;
3768 GLboolean ARB_gpu_shader_fp64;
3769 GLboolean ARB_half_float_vertex;
3770 GLboolean ARB_instanced_arrays;
3771 GLboolean ARB_internalformat_query;
3772 GLboolean ARB_map_buffer_range;
3773 GLboolean ARB_occlusion_query;
3774 GLboolean ARB_occlusion_query2;
3775 GLboolean ARB_pipeline_statistics_query;
3776 GLboolean ARB_point_sprite;
3777 GLboolean ARB_sample_shading;
3778 GLboolean ARB_seamless_cube_map;
3779 GLboolean ARB_shader_atomic_counters;
3780 GLboolean ARB_shader_bit_encoding;
3781 GLboolean ARB_shader_image_load_store;
3782 GLboolean ARB_shader_precision;
3783 GLboolean ARB_shader_stencil_export;
3784 GLboolean ARB_shader_texture_lod;
3785 GLboolean ARB_shading_language_packing;
3786 GLboolean ARB_shading_language_420pack;
3787 GLboolean ARB_shadow;
3788 GLboolean ARB_stencil_texturing;
3789 GLboolean ARB_sync;
3790 GLboolean ARB_tessellation_shader;
3791 GLboolean ARB_texture_border_clamp;
3792 GLboolean ARB_texture_buffer_object;
3793 GLboolean ARB_texture_buffer_object_rgb32;
3794 GLboolean ARB_texture_buffer_range;
3795 GLboolean ARB_texture_compression_bptc;
3796 GLboolean ARB_texture_compression_rgtc;
3797 GLboolean ARB_texture_cube_map;
3798 GLboolean ARB_texture_cube_map_array;
3799 GLboolean ARB_texture_env_combine;
3800 GLboolean ARB_texture_env_crossbar;
3801 GLboolean ARB_texture_env_dot3;
3802 GLboolean ARB_texture_float;
3803 GLboolean ARB_texture_gather;
3804 GLboolean ARB_texture_mirror_clamp_to_edge;
3805 GLboolean ARB_texture_multisample;
3806 GLboolean ARB_texture_non_power_of_two;
3807 GLboolean ARB_texture_stencil8;
3808 GLboolean ARB_texture_query_levels;
3809 GLboolean ARB_texture_query_lod;
3810 GLboolean ARB_texture_rg;
3811 GLboolean ARB_texture_rgb10_a2ui;
3812 GLboolean ARB_texture_view;
3813 GLboolean ARB_timer_query;
3814 GLboolean ARB_transform_feedback2;
3815 GLboolean ARB_transform_feedback3;
3816 GLboolean ARB_transform_feedback_instanced;
3817 GLboolean ARB_uniform_buffer_object;
3818 GLboolean ARB_vertex_program;
3819 GLboolean ARB_vertex_shader;
3820 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3821 GLboolean ARB_vertex_type_2_10_10_10_rev;
3822 GLboolean ARB_viewport_array;
3823 GLboolean EXT_blend_color;
3824 GLboolean EXT_blend_equation_separate;
3825 GLboolean EXT_blend_func_separate;
3826 GLboolean EXT_blend_minmax;
3827 GLboolean EXT_depth_bounds_test;
3828 GLboolean EXT_draw_buffers2;
3829 GLboolean EXT_framebuffer_multisample;
3830 GLboolean EXT_framebuffer_multisample_blit_scaled;
3831 GLboolean EXT_framebuffer_sRGB;
3832 GLboolean EXT_gpu_program_parameters;
3833 GLboolean EXT_gpu_shader4;
3834 GLboolean EXT_packed_float;
3835 GLboolean EXT_pixel_buffer_object;
3836 GLboolean EXT_point_parameters;
3837 GLboolean EXT_polygon_offset_clamp;
3838 GLboolean EXT_provoking_vertex;
3839 GLboolean EXT_shader_integer_mix;
3840 GLboolean EXT_stencil_two_side;
3841 GLboolean EXT_texture3D;
3842 GLboolean EXT_texture_array;
3843 GLboolean EXT_texture_compression_latc;
3844 GLboolean EXT_texture_compression_s3tc;
3845 GLboolean EXT_texture_env_dot3;
3846 GLboolean EXT_texture_filter_anisotropic;
3847 GLboolean EXT_texture_integer;
3848 GLboolean EXT_texture_mirror_clamp;
3849 GLboolean EXT_texture_shared_exponent;
3850 GLboolean EXT_texture_snorm;
3851 GLboolean EXT_texture_sRGB;
3852 GLboolean EXT_texture_sRGB_decode;
3853 GLboolean EXT_texture_swizzle;
3854 GLboolean EXT_transform_feedback;
3855 GLboolean EXT_timer_query;
3856 GLboolean EXT_vertex_array_bgra;
3857 GLboolean OES_standard_derivatives;
3858 /* vendor extensions */
3859 GLboolean AMD_performance_monitor;
3860 GLboolean AMD_pinned_memory;
3861 GLboolean AMD_seamless_cubemap_per_texture;
3862 GLboolean AMD_vertex_shader_layer;
3863 GLboolean AMD_vertex_shader_viewport_index;
3864 GLboolean APPLE_object_purgeable;
3865 GLboolean ATI_texture_compression_3dc;
3866 GLboolean ATI_texture_mirror_once;
3867 GLboolean ATI_texture_env_combine3;
3868 GLboolean ATI_fragment_shader;
3869 GLboolean ATI_separate_stencil;
3870 GLboolean INTEL_performance_query;
3871 GLboolean MESA_pack_invert;
3872 GLboolean MESA_ycbcr_texture;
3873 GLboolean NV_conditional_render;
3874 GLboolean NV_fog_distance;
3875 GLboolean NV_fragment_program_option;
3876 GLboolean NV_point_sprite;
3877 GLboolean NV_primitive_restart;
3878 GLboolean NV_texture_barrier;
3879 GLboolean NV_texture_env_combine4;
3880 GLboolean NV_texture_rectangle;
3881 GLboolean NV_vdpau_interop;
3882 GLboolean TDFX_texture_compression_FXT1;
3883 GLboolean OES_EGL_image;
3884 GLboolean OES_draw_texture;
3885 GLboolean OES_depth_texture_cube_map;
3886 GLboolean OES_EGL_image_external;
3887 GLboolean OES_texture_float;
3888 GLboolean OES_texture_float_linear;
3889 GLboolean OES_texture_half_float;
3890 GLboolean OES_texture_half_float_linear;
3891 GLboolean OES_compressed_ETC1_RGB8_texture;
3892 GLboolean extension_sentinel;
3893 /** The extension string */
3894 const GLubyte *String;
3895 /** Number of supported extensions */
3896 GLuint Count;
3897 };
3898
3899
3900 /**
3901 * A stack of matrices (projection, modelview, color, texture, etc).
3902 */
3903 struct gl_matrix_stack
3904 {
3905 GLmatrix *Top; /**< points into Stack */
3906 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3907 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3908 GLuint MaxDepth; /**< size of Stack[] array */
3909 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3910 };
3911
3912
3913 /**
3914 * \name Bits for image transfer operations
3915 * \sa __struct gl_contextRec::ImageTransferState.
3916 */
3917 /*@{*/
3918 #define IMAGE_SCALE_BIAS_BIT 0x1
3919 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3920 #define IMAGE_MAP_COLOR_BIT 0x4
3921 #define IMAGE_CLAMP_BIT 0x800
3922
3923
3924 /** Pixel Transfer ops */
3925 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3926 IMAGE_SHIFT_OFFSET_BIT | \
3927 IMAGE_MAP_COLOR_BIT)
3928
3929 /**
3930 * \name Bits to indicate what state has changed.
3931 */
3932 /*@{*/
3933 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3934 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3935 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3936 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3937 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3938 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3939 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3940 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3941 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3942 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3943 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3944 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3945 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3946 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3947 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3948 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3949 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3950 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3951 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3952 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3953 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3954 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3955 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3956 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3957 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3958 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3959 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3960 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3961 #define _NEW_BUFFER_OBJECT (1 << 28)
3962 #define _NEW_FRAG_CLAMP (1 << 29)
3963 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3964 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3965 #define _NEW_ALL ~0
3966 /*@}*/
3967
3968
3969 /**
3970 * Composite state flags
3971 */
3972 /*@{*/
3973 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3974 _NEW_TEXTURE | \
3975 _NEW_POINT | \
3976 _NEW_PROGRAM | \
3977 _NEW_MODELVIEW)
3978
3979 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3980 _NEW_FOG | \
3981 _NEW_PROGRAM)
3982
3983
3984 /*@}*/
3985
3986
3987
3988
3989 /* This has to be included here. */
3990 #include "dd.h"
3991
3992
3993 /**
3994 * Display list flags.
3995 * Strictly this is a tnl-private concept, but it doesn't seem
3996 * worthwhile adding a tnl private structure just to hold this one bit
3997 * of information:
3998 */
3999 #define DLIST_DANGLING_REFS 0x1
4000
4001
4002 /** Opaque declaration of display list payload data type */
4003 union gl_dlist_node;
4004
4005
4006 /**
4007 * Provide a location where information about a display list can be
4008 * collected. Could be extended with driverPrivate structures,
4009 * etc. in the future.
4010 */
4011 struct gl_display_list
4012 {
4013 GLuint Name;
4014 GLchar *Label; /**< GL_KHR_debug */
4015 GLbitfield Flags; /**< DLIST_x flags */
4016 /** The dlist commands are in a linked list of nodes */
4017 union gl_dlist_node *Head;
4018 };
4019
4020
4021 /**
4022 * State used during display list compilation and execution.
4023 */
4024 struct gl_dlist_state
4025 {
4026 GLuint CallDepth; /**< Current recursion calling depth */
4027
4028 struct gl_display_list *CurrentList; /**< List currently being compiled */
4029 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4030 GLuint CurrentPos; /**< Index into current block of nodes */
4031
4032 GLvertexformat ListVtxfmt;
4033
4034 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4035 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4036
4037 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4038 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4039
4040 struct {
4041 /* State known to have been set by the currently-compiling display
4042 * list. Used to eliminate some redundant state changes.
4043 */
4044 GLenum ShadeModel;
4045 } Current;
4046 };
4047
4048 /** @{
4049 *
4050 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4051 * to small enums suitable for use as an array index.
4052 */
4053
4054 enum mesa_debug_source {
4055 MESA_DEBUG_SOURCE_API,
4056 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4057 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4058 MESA_DEBUG_SOURCE_THIRD_PARTY,
4059 MESA_DEBUG_SOURCE_APPLICATION,
4060 MESA_DEBUG_SOURCE_OTHER,
4061 MESA_DEBUG_SOURCE_COUNT
4062 };
4063
4064 enum mesa_debug_type {
4065 MESA_DEBUG_TYPE_ERROR,
4066 MESA_DEBUG_TYPE_DEPRECATED,
4067 MESA_DEBUG_TYPE_UNDEFINED,
4068 MESA_DEBUG_TYPE_PORTABILITY,
4069 MESA_DEBUG_TYPE_PERFORMANCE,
4070 MESA_DEBUG_TYPE_OTHER,
4071 MESA_DEBUG_TYPE_MARKER,
4072 MESA_DEBUG_TYPE_PUSH_GROUP,
4073 MESA_DEBUG_TYPE_POP_GROUP,
4074 MESA_DEBUG_TYPE_COUNT
4075 };
4076
4077 enum mesa_debug_severity {
4078 MESA_DEBUG_SEVERITY_LOW,
4079 MESA_DEBUG_SEVERITY_MEDIUM,
4080 MESA_DEBUG_SEVERITY_HIGH,
4081 MESA_DEBUG_SEVERITY_NOTIFICATION,
4082 MESA_DEBUG_SEVERITY_COUNT
4083 };
4084
4085 /** @} */
4086
4087 /**
4088 * Driver-specific state flags.
4089 *
4090 * These are or'd with gl_context::NewDriverState to notify a driver about
4091 * a state change. The driver sets the flags at context creation and
4092 * the meaning of the bits set is opaque to core Mesa.
4093 */
4094 struct gl_driver_flags
4095 {
4096 /** gl_context::Array::_DrawArrays (vertex array state) */
4097 uint64_t NewArray;
4098
4099 /** gl_context::TransformFeedback::CurrentObject */
4100 uint64_t NewTransformFeedback;
4101
4102 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4103 uint64_t NewTransformFeedbackProg;
4104
4105 /** gl_context::RasterDiscard */
4106 uint64_t NewRasterizerDiscard;
4107
4108 /**
4109 * gl_context::UniformBufferBindings
4110 * gl_shader_program::UniformBlocks
4111 */
4112 uint64_t NewUniformBuffer;
4113
4114 uint64_t NewTextureBuffer;
4115
4116 /**
4117 * gl_context::AtomicBufferBindings
4118 */
4119 uint64_t NewAtomicBuffer;
4120
4121 /**
4122 * gl_context::ImageUnits
4123 */
4124 uint64_t NewImageUnits;
4125 };
4126
4127 struct gl_uniform_buffer_binding
4128 {
4129 struct gl_buffer_object *BufferObject;
4130 /** Start of uniform block data in the buffer */
4131 GLintptr Offset;
4132 /** Size of data allowed to be referenced from the buffer (in bytes) */
4133 GLsizeiptr Size;
4134 /**
4135 * glBindBufferBase() indicates that the Size should be ignored and only
4136 * limited by the current size of the BufferObject.
4137 */
4138 GLboolean AutomaticSize;
4139 };
4140
4141 /**
4142 * ARB_shader_image_load_store image unit.
4143 */
4144 struct gl_image_unit
4145 {
4146 /**
4147 * Texture object bound to this unit.
4148 */
4149 struct gl_texture_object *TexObj;
4150
4151 /**
4152 * Level of the texture object bound to this unit.
4153 */
4154 GLuint Level;
4155
4156 /**
4157 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4158 * GL_FALSE if only some specific layer of the texture is bound.
4159 * \sa Layer
4160 */
4161 GLboolean Layered;
4162
4163 /**
4164 * Layer of the texture object bound to this unit, or zero if the
4165 * whole level is bound.
4166 */
4167 GLuint Layer;
4168
4169 /**
4170 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4171 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4172 */
4173 GLenum Access;
4174
4175 /**
4176 * GL internal format that determines the interpretation of the
4177 * image memory when shader image operations are performed through
4178 * this unit.
4179 */
4180 GLenum Format;
4181
4182 /**
4183 * Mesa format corresponding to \c Format.
4184 */
4185 mesa_format _ActualFormat;
4186
4187 /**
4188 * GL_TRUE if the state of this image unit is valid and access from
4189 * the shader is allowed. Otherwise loads from this unit should
4190 * return zero and stores should have no effect.
4191 */
4192 GLboolean _Valid;
4193 };
4194
4195 /**
4196 * Binding point for an atomic counter buffer object.
4197 */
4198 struct gl_atomic_buffer_binding
4199 {
4200 struct gl_buffer_object *BufferObject;
4201 GLintptr Offset;
4202 GLsizeiptr Size;
4203 };
4204
4205 /**
4206 * Mesa rendering context.
4207 *
4208 * This is the central context data structure for Mesa. Almost all
4209 * OpenGL state is contained in this structure.
4210 * Think of this as a base class from which device drivers will derive
4211 * sub classes.
4212 */
4213 struct gl_context
4214 {
4215 /** State possibly shared with other contexts in the address space */
4216 struct gl_shared_state *Shared;
4217
4218 /** \name API function pointer tables */
4219 /*@{*/
4220 gl_api API;
4221 /**
4222 * The current dispatch table for non-displaylist-saving execution, either
4223 * BeginEnd or OutsideBeginEnd
4224 */
4225 struct _glapi_table *Exec;
4226 /**
4227 * The normal dispatch table for non-displaylist-saving, non-begin/end
4228 */
4229 struct _glapi_table *OutsideBeginEnd;
4230 /** The dispatch table used between glNewList() and glEndList() */
4231 struct _glapi_table *Save;
4232 /**
4233 * The dispatch table used between glBegin() and glEnd() (outside of a
4234 * display list). Only valid functions between those two are set, which is
4235 * mostly just the set in a GLvertexformat struct.
4236 */
4237 struct _glapi_table *BeginEnd;
4238 /**
4239 * Tracks the current dispatch table out of the 3 above, so that it can be
4240 * re-set on glXMakeCurrent().
4241 */
4242 struct _glapi_table *CurrentDispatch;
4243 /*@}*/
4244
4245 struct gl_config Visual;
4246 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4247 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4248 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4249 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4250
4251 /**
4252 * Device driver function pointer table
4253 */
4254 struct dd_function_table Driver;
4255
4256 /** Core/Driver constants */
4257 struct gl_constants Const;
4258
4259 /** \name The various 4x4 matrix stacks */
4260 /*@{*/
4261 struct gl_matrix_stack ModelviewMatrixStack;
4262 struct gl_matrix_stack ProjectionMatrixStack;
4263 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4264 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4265 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4266 /*@}*/
4267
4268 /** Combined modelview and projection matrix */
4269 GLmatrix _ModelProjectMatrix;
4270
4271 /** \name Display lists */
4272 struct gl_dlist_state ListState;
4273
4274 GLboolean ExecuteFlag; /**< Execute GL commands? */
4275 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4276
4277 /** Extension information */
4278 struct gl_extensions Extensions;
4279
4280 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4281 GLuint Version;
4282 char *VersionString;
4283
4284 /** \name State attribute stack (for glPush/PopAttrib) */
4285 /*@{*/
4286 GLuint AttribStackDepth;
4287 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4288 /*@}*/
4289
4290 /** \name Renderer attribute groups
4291 *
4292 * We define a struct for each attribute group to make pushing and popping
4293 * attributes easy. Also it's a good organization.
4294 */
4295 /*@{*/
4296 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4297 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4298 struct gl_current_attrib Current; /**< Current attributes */
4299 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4300 struct gl_eval_attrib Eval; /**< Eval attributes */
4301 struct gl_fog_attrib Fog; /**< Fog attributes */
4302 struct gl_hint_attrib Hint; /**< Hint attributes */
4303 struct gl_light_attrib Light; /**< Light attributes */
4304 struct gl_line_attrib Line; /**< Line attributes */
4305 struct gl_list_attrib List; /**< List attributes */
4306 struct gl_multisample_attrib Multisample;
4307 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4308 struct gl_point_attrib Point; /**< Point attributes */
4309 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4310 GLuint PolygonStipple[32]; /**< Polygon stipple */
4311 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4312 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4313 struct gl_texture_attrib Texture; /**< Texture attributes */
4314 struct gl_transform_attrib Transform; /**< Transformation attributes */
4315 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4316 /*@}*/
4317
4318 /** \name Client attribute stack */
4319 /*@{*/
4320 GLuint ClientAttribStackDepth;
4321 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4322 /*@}*/
4323
4324 /** \name Client attribute groups */
4325 /*@{*/
4326 struct gl_array_attrib Array; /**< Vertex arrays */
4327 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4328 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4329 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4330 /*@}*/
4331
4332 /** \name Other assorted state (not pushed/popped on attribute stack) */
4333 /*@{*/
4334 struct gl_pixelmaps PixelMaps;
4335
4336 struct gl_evaluators EvalMap; /**< All evaluators */
4337 struct gl_feedback Feedback; /**< Feedback */
4338 struct gl_selection Select; /**< Selection */
4339
4340 struct gl_program_state Program; /**< general program state */
4341 struct gl_vertex_program_state VertexProgram;
4342 struct gl_fragment_program_state FragmentProgram;
4343 struct gl_geometry_program_state GeometryProgram;
4344 struct gl_compute_program_state ComputeProgram;
4345 struct gl_ati_fragment_shader_state ATIFragmentShader;
4346
4347 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4348 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4349
4350 /**
4351 * Current active shader pipeline state
4352 *
4353 * Almost all internal users want ::_Shader instead of ::Shader. The
4354 * exceptions are bits of legacy GLSL API that do not know about separate
4355 * shader objects.
4356 *
4357 * If a program is active via \c glUseProgram, this will point to
4358 * \c ::Shader.
4359 *
4360 * If a program pipeline is active via \c glBindProgramPipeline, this will
4361 * point to \c ::Pipeline.Current.
4362 *
4363 * If neither a program nor a program pipeline is active, this will point to
4364 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4365 * \c NULL.
4366 */
4367 struct gl_pipeline_object *_Shader;
4368
4369 struct gl_query_state Query; /**< occlusion, timer queries */
4370
4371 struct gl_transform_feedback_state TransformFeedback;
4372
4373 struct gl_perf_monitor_state PerfMonitor;
4374
4375 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4376
4377 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4378 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4379
4380 /**
4381 * Current GL_ARB_uniform_buffer_object binding referenced by
4382 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4383 */
4384 struct gl_buffer_object *UniformBuffer;
4385
4386 /**
4387 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4388 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4389 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4390 * shader program.
4391 */
4392 struct gl_uniform_buffer_binding
4393 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4394
4395 /**
4396 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4397 * target.
4398 */
4399 struct gl_buffer_object *AtomicBuffer;
4400
4401 /**
4402 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4403 * target.
4404 */
4405 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4406
4407 /**
4408 * Array of atomic counter buffer binding points.
4409 */
4410 struct gl_atomic_buffer_binding
4411 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4412
4413 /**
4414 * Array of image units for ARB_shader_image_load_store.
4415 */
4416 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4417
4418 /*@}*/
4419
4420 struct gl_meta_state *Meta; /**< for "meta" operations */
4421
4422 /* GL_EXT_framebuffer_object */
4423 struct gl_renderbuffer *CurrentRenderbuffer;
4424
4425 GLenum ErrorValue; /**< Last error code */
4426
4427 /**
4428 * Recognize and silence repeated error debug messages in buggy apps.
4429 */
4430 const char *ErrorDebugFmtString;
4431 GLuint ErrorDebugCount;
4432
4433 /* GL_ARB_debug_output/GL_KHR_debug */
4434 mtx_t DebugMutex;
4435 struct gl_debug_state *Debug;
4436
4437 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4438 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4439 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4440
4441 struct gl_driver_flags DriverFlags;
4442
4443 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4444
4445 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4446
4447 /** \name Derived state */
4448 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4449 GLfloat _EyeZDir[3];
4450 GLfloat _ModelViewInvScale;
4451 GLboolean _NeedEyeCoords;
4452 GLboolean _ForceEyeCoords;
4453
4454 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4455
4456 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4457
4458 /** \name For debugging/development only */
4459 /*@{*/
4460 GLboolean FirstTimeCurrent;
4461 /*@}*/
4462
4463 /**
4464 * False if this context was created without a config. This is needed
4465 * because the initial state of glDrawBuffers depends on this
4466 */
4467 GLboolean HasConfig;
4468
4469 /** software compression/decompression supported or not */
4470 GLboolean Mesa_DXTn;
4471
4472 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4473
4474 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4475
4476 /**
4477 * \name Hooks for module contexts.
4478 *
4479 * These will eventually live in the driver or elsewhere.
4480 */
4481 /*@{*/
4482 void *swrast_context;
4483 void *swsetup_context;
4484 void *swtnl_context;
4485 struct vbo_context *vbo_context;
4486 struct st_context *st;
4487 void *aelt_context;
4488 /*@}*/
4489
4490 /**
4491 * \name NV_vdpau_interop
4492 */
4493 /*@{*/
4494 const void *vdpDevice;
4495 const void *vdpGetProcAddress;
4496 struct set *vdpSurfaces;
4497 /*@}*/
4498
4499 /**
4500 * Has this context observed a GPU reset in any context in the share group?
4501 *
4502 * Once this field becomes true, it is never reset to false.
4503 */
4504 GLboolean ShareGroupReset;
4505 };
4506
4507
4508 #ifdef DEBUG
4509 extern int MESA_VERBOSE;
4510 extern int MESA_DEBUG_FLAGS;
4511 # define MESA_FUNCTION __FUNCTION__
4512 #else
4513 # define MESA_VERBOSE 0
4514 # define MESA_DEBUG_FLAGS 0
4515 # define MESA_FUNCTION "a function"
4516 #endif
4517
4518
4519 /** The MESA_VERBOSE var is a bitmask of these flags */
4520 enum _verbose
4521 {
4522 VERBOSE_VARRAY = 0x0001,
4523 VERBOSE_TEXTURE = 0x0002,
4524 VERBOSE_MATERIAL = 0x0004,
4525 VERBOSE_PIPELINE = 0x0008,
4526 VERBOSE_DRIVER = 0x0010,
4527 VERBOSE_STATE = 0x0020,
4528 VERBOSE_API = 0x0040,
4529 VERBOSE_DISPLAY_LIST = 0x0100,
4530 VERBOSE_LIGHTING = 0x0200,
4531 VERBOSE_PRIMS = 0x0400,
4532 VERBOSE_VERTS = 0x0800,
4533 VERBOSE_DISASSEM = 0x1000,
4534 VERBOSE_DRAW = 0x2000,
4535 VERBOSE_SWAPBUFFERS = 0x4000
4536 };
4537
4538
4539 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4540 enum _debug
4541 {
4542 DEBUG_SILENT = (1 << 0),
4543 DEBUG_ALWAYS_FLUSH = (1 << 1),
4544 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4545 DEBUG_INCOMPLETE_FBO = (1 << 3)
4546 };
4547
4548
4549
4550 #ifdef __cplusplus
4551 }
4552 #endif
4553
4554 #endif /* MTYPES_H */