Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "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 * Determine if the given gl_varying_slot appears in the fragment shader.
284 */
285 static inline GLboolean
286 _mesa_varying_slot_in_fs(gl_varying_slot slot)
287 {
288 switch (slot) {
289 case VARYING_SLOT_PSIZ:
290 case VARYING_SLOT_BFC0:
291 case VARYING_SLOT_BFC1:
292 case VARYING_SLOT_EDGE:
293 case VARYING_SLOT_CLIP_VERTEX:
294 case VARYING_SLOT_LAYER:
295 return GL_FALSE;
296 default:
297 return GL_TRUE;
298 }
299 }
300
301
302 /**
303 * Fragment program results
304 */
305 typedef enum
306 {
307 FRAG_RESULT_DEPTH = 0,
308 FRAG_RESULT_STENCIL = 1,
309 /* If a single color should be written to all render targets, this
310 * register is written. No FRAG_RESULT_DATAn will be written.
311 */
312 FRAG_RESULT_COLOR = 2,
313 FRAG_RESULT_SAMPLE_MASK = 3,
314
315 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
316 * or ARB_fragment_program fragment.color[n]) color results. If
317 * any are written, FRAG_RESULT_COLOR will not be written.
318 */
319 FRAG_RESULT_DATA0 = 4,
320 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
321 } gl_frag_result;
322
323
324 /**
325 * Indexes for all renderbuffers
326 */
327 typedef enum
328 {
329 /* the four standard color buffers */
330 BUFFER_FRONT_LEFT,
331 BUFFER_BACK_LEFT,
332 BUFFER_FRONT_RIGHT,
333 BUFFER_BACK_RIGHT,
334 BUFFER_DEPTH,
335 BUFFER_STENCIL,
336 BUFFER_ACCUM,
337 /* optional aux buffer */
338 BUFFER_AUX0,
339 /* generic renderbuffers */
340 BUFFER_COLOR0,
341 BUFFER_COLOR1,
342 BUFFER_COLOR2,
343 BUFFER_COLOR3,
344 BUFFER_COLOR4,
345 BUFFER_COLOR5,
346 BUFFER_COLOR6,
347 BUFFER_COLOR7,
348 BUFFER_COUNT
349 } gl_buffer_index;
350
351 /**
352 * Bit flags for all renderbuffers
353 */
354 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
355 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
356 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
357 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
358 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
359 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
360 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
361 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
362 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
363 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
364 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
365 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
366 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
367 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
368 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
369 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
370 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
371 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
372 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
373
374 /**
375 * Mask of all the color buffer bits (but not accum).
376 */
377 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
378 BUFFER_BIT_BACK_LEFT | \
379 BUFFER_BIT_FRONT_RIGHT | \
380 BUFFER_BIT_BACK_RIGHT | \
381 BUFFER_BIT_AUX0 | \
382 BUFFER_BIT_COLOR0 | \
383 BUFFER_BIT_COLOR1 | \
384 BUFFER_BIT_COLOR2 | \
385 BUFFER_BIT_COLOR3 | \
386 BUFFER_BIT_COLOR4 | \
387 BUFFER_BIT_COLOR5 | \
388 BUFFER_BIT_COLOR6 | \
389 BUFFER_BIT_COLOR7)
390
391 /**
392 * Framebuffer configuration (aka visual / pixelformat)
393 * Note: some of these fields should be boolean, but it appears that
394 * code in drivers/dri/common/util.c requires int-sized fields.
395 */
396 struct gl_config
397 {
398 GLboolean rgbMode;
399 GLboolean floatMode;
400 GLuint doubleBufferMode;
401 GLuint stereoMode;
402
403 GLboolean haveAccumBuffer;
404 GLboolean haveDepthBuffer;
405 GLboolean haveStencilBuffer;
406
407 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
408 GLuint redMask, greenMask, blueMask, alphaMask;
409 GLint rgbBits; /* total bits for rgb */
410 GLint indexBits; /* total bits for colorindex */
411
412 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
413 GLint depthBits;
414 GLint stencilBits;
415
416 GLint numAuxBuffers;
417
418 GLint level;
419
420 /* EXT_visual_rating / GLX 1.2 */
421 GLint visualRating;
422
423 /* EXT_visual_info / GLX 1.2 */
424 GLint transparentPixel;
425 /* colors are floats scaled to ints */
426 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
427 GLint transparentIndex;
428
429 /* ARB_multisample / SGIS_multisample */
430 GLint sampleBuffers;
431 GLint samples;
432
433 /* SGIX_pbuffer / GLX 1.3 */
434 GLint maxPbufferWidth;
435 GLint maxPbufferHeight;
436 GLint maxPbufferPixels;
437 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
438 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
439
440 /* OML_swap_method */
441 GLint swapMethod;
442
443 /* EXT_texture_from_pixmap */
444 GLint bindToTextureRgb;
445 GLint bindToTextureRgba;
446 GLint bindToMipmapTexture;
447 GLint bindToTextureTargets;
448 GLint yInverted;
449
450 /* EXT_framebuffer_sRGB */
451 GLint sRGBCapable;
452 };
453
454
455 /**
456 * \name Bit flags used for updating material values.
457 */
458 /*@{*/
459 #define MAT_ATTRIB_FRONT_AMBIENT 0
460 #define MAT_ATTRIB_BACK_AMBIENT 1
461 #define MAT_ATTRIB_FRONT_DIFFUSE 2
462 #define MAT_ATTRIB_BACK_DIFFUSE 3
463 #define MAT_ATTRIB_FRONT_SPECULAR 4
464 #define MAT_ATTRIB_BACK_SPECULAR 5
465 #define MAT_ATTRIB_FRONT_EMISSION 6
466 #define MAT_ATTRIB_BACK_EMISSION 7
467 #define MAT_ATTRIB_FRONT_SHININESS 8
468 #define MAT_ATTRIB_BACK_SHININESS 9
469 #define MAT_ATTRIB_FRONT_INDEXES 10
470 #define MAT_ATTRIB_BACK_INDEXES 11
471 #define MAT_ATTRIB_MAX 12
472
473 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
474 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
475 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
476 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
477 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
478 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
479
480 #define MAT_INDEX_AMBIENT 0
481 #define MAT_INDEX_DIFFUSE 1
482 #define MAT_INDEX_SPECULAR 2
483
484 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
485 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
486 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
487 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
488 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
489 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
490 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
491 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
492 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
493 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
494 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
495 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
496
497
498 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
499 MAT_BIT_FRONT_AMBIENT | \
500 MAT_BIT_FRONT_DIFFUSE | \
501 MAT_BIT_FRONT_SPECULAR | \
502 MAT_BIT_FRONT_SHININESS | \
503 MAT_BIT_FRONT_INDEXES)
504
505 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
506 MAT_BIT_BACK_AMBIENT | \
507 MAT_BIT_BACK_DIFFUSE | \
508 MAT_BIT_BACK_SPECULAR | \
509 MAT_BIT_BACK_SHININESS | \
510 MAT_BIT_BACK_INDEXES)
511
512 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
513 /*@}*/
514
515
516 /**
517 * Material state.
518 */
519 struct gl_material
520 {
521 GLfloat Attrib[MAT_ATTRIB_MAX][4];
522 };
523
524
525 /**
526 * Light state flags.
527 */
528 /*@{*/
529 #define LIGHT_SPOT 0x1
530 #define LIGHT_LOCAL_VIEWER 0x2
531 #define LIGHT_POSITIONAL 0x4
532 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
533 /*@}*/
534
535
536 /**
537 * Light source state.
538 */
539 struct gl_light
540 {
541 struct gl_light *next; /**< double linked list with sentinel */
542 struct gl_light *prev;
543
544 GLfloat Ambient[4]; /**< ambient color */
545 GLfloat Diffuse[4]; /**< diffuse color */
546 GLfloat Specular[4]; /**< specular color */
547 GLfloat EyePosition[4]; /**< position in eye coordinates */
548 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
549 GLfloat SpotExponent;
550 GLfloat SpotCutoff; /**< in degrees */
551 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
552 GLfloat ConstantAttenuation;
553 GLfloat LinearAttenuation;
554 GLfloat QuadraticAttenuation;
555 GLboolean Enabled; /**< On/off flag */
556
557 /**
558 * \name Derived fields
559 */
560 /*@{*/
561 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
562
563 GLfloat _Position[4]; /**< position in eye/obj coordinates */
564 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
565 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
566 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
567 GLfloat _VP_inf_spot_attenuation;
568
569 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
570 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
571 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
572 /*@}*/
573 };
574
575
576 /**
577 * Light model state.
578 */
579 struct gl_lightmodel
580 {
581 GLfloat Ambient[4]; /**< ambient color */
582 GLboolean LocalViewer; /**< Local (or infinite) view point? */
583 GLboolean TwoSide; /**< Two (or one) sided lighting? */
584 GLenum ColorControl; /**< either GL_SINGLE_COLOR
585 * or GL_SEPARATE_SPECULAR_COLOR */
586 };
587
588
589 /**
590 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
591 */
592 struct gl_accum_attrib
593 {
594 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
595 };
596
597
598 /**
599 * Used for storing clear color, texture border color, etc.
600 * The float values are typically unclamped.
601 */
602 union gl_color_union
603 {
604 GLfloat f[4];
605 GLint i[4];
606 GLuint ui[4];
607 };
608
609
610 /**
611 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
612 */
613 struct gl_colorbuffer_attrib
614 {
615 GLuint ClearIndex; /**< Index for glClear */
616 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
617 GLuint IndexMask; /**< Color index write mask */
618 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
619
620 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
621
622 /**
623 * \name alpha testing
624 */
625 /*@{*/
626 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
627 GLenum AlphaFunc; /**< Alpha test function */
628 GLfloat AlphaRefUnclamped;
629 GLclampf AlphaRef; /**< Alpha reference value */
630 /*@}*/
631
632 /**
633 * \name Blending
634 */
635 /*@{*/
636 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
637
638 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
639 * control, only on the fixed-pointness of the render target.
640 * The query does however depend on fragment color clamping.
641 */
642 GLfloat BlendColorUnclamped[4]; /**< Blending color */
643 GLfloat BlendColor[4]; /**< Blending color */
644
645 struct
646 {
647 GLenum SrcRGB; /**< RGB blend source term */
648 GLenum DstRGB; /**< RGB blend dest term */
649 GLenum SrcA; /**< Alpha blend source term */
650 GLenum DstA; /**< Alpha blend dest term */
651 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
652 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
653 /**
654 * Set if any blend factor uses SRC1. Computed at the time blend factors
655 * get set.
656 */
657 GLboolean _UsesDualSrc;
658 } Blend[MAX_DRAW_BUFFERS];
659 /** Are the blend func terms currently different for each buffer/target? */
660 GLboolean _BlendFuncPerBuffer;
661 /** Are the blend equations currently different for each buffer/target? */
662 GLboolean _BlendEquationPerBuffer;
663 /*@}*/
664
665 /**
666 * \name Logic op
667 */
668 /*@{*/
669 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
670 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
671 GLenum LogicOp; /**< Logic operator */
672
673 /*@}*/
674
675 GLboolean DitherFlag; /**< Dither enable flag */
676
677 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
678 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
679 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
680
681 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
682 };
683
684
685 /**
686 * Current attribute group (GL_CURRENT_BIT).
687 */
688 struct gl_current_attrib
689 {
690 /**
691 * \name Current vertex attributes.
692 * \note Values are valid only after FLUSH_VERTICES has been called.
693 * \note Index and Edgeflag current values are stored as floats in the
694 * SIX and SEVEN attribute slots.
695 */
696 /* we need double storage for this for vertex attrib 64bit */
697 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
698
699 /**
700 * \name Current raster position attributes (always valid).
701 * \note This set of attributes is very similar to the SWvertex struct.
702 */
703 /*@{*/
704 GLfloat RasterPos[4];
705 GLfloat RasterDistance;
706 GLfloat RasterColor[4];
707 GLfloat RasterSecondaryColor[4];
708 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
709 GLboolean RasterPosValid;
710 /*@}*/
711 };
712
713
714 /**
715 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
716 */
717 struct gl_depthbuffer_attrib
718 {
719 GLenum Func; /**< Function for depth buffer compare */
720 GLclampd Clear; /**< Value to clear depth buffer to */
721 GLboolean Test; /**< Depth buffering enabled flag */
722 GLboolean Mask; /**< Depth buffer writable? */
723 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
724 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
725 };
726
727
728 /**
729 * Evaluator attribute group (GL_EVAL_BIT).
730 */
731 struct gl_eval_attrib
732 {
733 /**
734 * \name Enable bits
735 */
736 /*@{*/
737 GLboolean Map1Color4;
738 GLboolean Map1Index;
739 GLboolean Map1Normal;
740 GLboolean Map1TextureCoord1;
741 GLboolean Map1TextureCoord2;
742 GLboolean Map1TextureCoord3;
743 GLboolean Map1TextureCoord4;
744 GLboolean Map1Vertex3;
745 GLboolean Map1Vertex4;
746 GLboolean Map2Color4;
747 GLboolean Map2Index;
748 GLboolean Map2Normal;
749 GLboolean Map2TextureCoord1;
750 GLboolean Map2TextureCoord2;
751 GLboolean Map2TextureCoord3;
752 GLboolean Map2TextureCoord4;
753 GLboolean Map2Vertex3;
754 GLboolean Map2Vertex4;
755 GLboolean AutoNormal;
756 /*@}*/
757
758 /**
759 * \name Map Grid endpoints and divisions and calculated du values
760 */
761 /*@{*/
762 GLint MapGrid1un;
763 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
764 GLint MapGrid2un, MapGrid2vn;
765 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
766 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
767 /*@}*/
768 };
769
770
771 /**
772 * Fog attribute group (GL_FOG_BIT).
773 */
774 struct gl_fog_attrib
775 {
776 GLboolean Enabled; /**< Fog enabled flag */
777 GLboolean ColorSumEnabled;
778 GLfloat ColorUnclamped[4]; /**< Fog color */
779 GLfloat Color[4]; /**< Fog color */
780 GLfloat Density; /**< Density >= 0.0 */
781 GLfloat Start; /**< Start distance in eye coords */
782 GLfloat End; /**< End distance in eye coords */
783 GLfloat Index; /**< Fog index */
784 GLenum Mode; /**< Fog mode */
785 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
786 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
787 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
788 };
789
790
791 /**
792 * Hint attribute group (GL_HINT_BIT).
793 *
794 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
795 */
796 struct gl_hint_attrib
797 {
798 GLenum PerspectiveCorrection;
799 GLenum PointSmooth;
800 GLenum LineSmooth;
801 GLenum PolygonSmooth;
802 GLenum Fog;
803 GLenum TextureCompression; /**< GL_ARB_texture_compression */
804 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
805 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
806 };
807
808
809 /**
810 * Lighting attribute group (GL_LIGHT_BIT).
811 */
812 struct gl_light_attrib
813 {
814 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
815 struct gl_lightmodel Model; /**< Lighting model */
816
817 /**
818 * Front and back material values.
819 * Note: must call FLUSH_VERTICES() before using.
820 */
821 struct gl_material Material;
822
823 GLboolean Enabled; /**< Lighting enabled flag */
824 GLboolean ColorMaterialEnabled;
825
826 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
827 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
828 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
829 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
830 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
831
832
833 GLboolean _ClampVertexColor;
834 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
835
836 /**
837 * Derived state for optimizations:
838 */
839 /*@{*/
840 GLboolean _NeedEyeCoords;
841 GLboolean _NeedVertices; /**< Use fast shader? */
842 struct gl_light EnabledList; /**< List sentinel */
843
844 GLfloat _BaseColor[2][3];
845 /*@}*/
846 };
847
848
849 /**
850 * Line attribute group (GL_LINE_BIT).
851 */
852 struct gl_line_attrib
853 {
854 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
855 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
856 GLushort StipplePattern; /**< Stipple pattern */
857 GLint StippleFactor; /**< Stipple repeat factor */
858 GLfloat Width; /**< Line width */
859 };
860
861
862 /**
863 * Display list attribute group (GL_LIST_BIT).
864 */
865 struct gl_list_attrib
866 {
867 GLuint ListBase;
868 };
869
870
871 /**
872 * Multisample attribute group (GL_MULTISAMPLE_BIT).
873 */
874 struct gl_multisample_attrib
875 {
876 GLboolean Enabled;
877 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
878 GLboolean SampleAlphaToCoverage;
879 GLboolean SampleAlphaToOne;
880 GLboolean SampleCoverage;
881 GLboolean SampleCoverageInvert;
882 GLboolean SampleShading;
883
884 /* ARB_texture_multisample / GL3.2 additions */
885 GLboolean SampleMask;
886
887 GLfloat SampleCoverageValue;
888 GLfloat MinSampleShadingValue;
889
890 /** The GL spec defines this as an array but >32x MSAA is madness */
891 GLbitfield SampleMaskValue;
892 };
893
894
895 /**
896 * A pixelmap (see glPixelMap)
897 */
898 struct gl_pixelmap
899 {
900 GLint Size;
901 GLfloat Map[MAX_PIXEL_MAP_TABLE];
902 };
903
904
905 /**
906 * Collection of all pixelmaps
907 */
908 struct gl_pixelmaps
909 {
910 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
911 struct gl_pixelmap GtoG;
912 struct gl_pixelmap BtoB;
913 struct gl_pixelmap AtoA;
914 struct gl_pixelmap ItoR;
915 struct gl_pixelmap ItoG;
916 struct gl_pixelmap ItoB;
917 struct gl_pixelmap ItoA;
918 struct gl_pixelmap ItoI;
919 struct gl_pixelmap StoS;
920 };
921
922
923 /**
924 * Pixel attribute group (GL_PIXEL_MODE_BIT).
925 */
926 struct gl_pixel_attrib
927 {
928 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
929
930 /*--- Begin Pixel Transfer State ---*/
931 /* Fields are in the order in which they're applied... */
932
933 /** Scale & Bias (index shift, offset) */
934 /*@{*/
935 GLfloat RedBias, RedScale;
936 GLfloat GreenBias, GreenScale;
937 GLfloat BlueBias, BlueScale;
938 GLfloat AlphaBias, AlphaScale;
939 GLfloat DepthBias, DepthScale;
940 GLint IndexShift, IndexOffset;
941 /*@}*/
942
943 /* Pixel Maps */
944 /* Note: actual pixel maps are not part of this attrib group */
945 GLboolean MapColorFlag;
946 GLboolean MapStencilFlag;
947
948 /*--- End Pixel Transfer State ---*/
949
950 /** glPixelZoom */
951 GLfloat ZoomX, ZoomY;
952 };
953
954
955 /**
956 * Point attribute group (GL_POINT_BIT).
957 */
958 struct gl_point_attrib
959 {
960 GLfloat Size; /**< User-specified point size */
961 GLfloat Params[3]; /**< GL_EXT_point_parameters */
962 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
963 GLfloat Threshold; /**< GL_EXT_point_parameters */
964 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
965 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
966 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
967 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
968 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
969 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
970 };
971
972
973 /**
974 * Polygon attribute group (GL_POLYGON_BIT).
975 */
976 struct gl_polygon_attrib
977 {
978 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
979 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
980 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
981 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
982 GLboolean CullFlag; /**< Culling on/off flag */
983 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
984 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
985 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
986 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
987 GLfloat OffsetUnits; /**< Polygon offset units, from user */
988 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
989 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
990 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
991 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
992 };
993
994
995 /**
996 * Scissor attributes (GL_SCISSOR_BIT).
997 */
998 struct gl_scissor_rect
999 {
1000 GLint X, Y; /**< Lower left corner of box */
1001 GLsizei Width, Height; /**< Size of box */
1002 };
1003 struct gl_scissor_attrib
1004 {
1005 GLbitfield EnableFlags; /**< Scissor test enabled? */
1006 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1007 };
1008
1009
1010 /**
1011 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1012 *
1013 * Three sets of stencil data are tracked so that OpenGL 2.0,
1014 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1015 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1016 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1017 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1018 * GL_EXT_stencil_two_side GL_BACK state.
1019 *
1020 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1021 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1022 *
1023 * The derived value \c _TestTwoSide is set when the front-face and back-face
1024 * stencil state are different.
1025 */
1026 struct gl_stencil_attrib
1027 {
1028 GLboolean Enabled; /**< Enabled flag */
1029 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1030 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1031 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1032 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1033 GLboolean _TestTwoSide;
1034 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1035 GLenum Function[3]; /**< Stencil function */
1036 GLenum FailFunc[3]; /**< Fail function */
1037 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1038 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1039 GLint Ref[3]; /**< Reference value */
1040 GLuint ValueMask[3]; /**< Value mask */
1041 GLuint WriteMask[3]; /**< Write mask */
1042 GLuint Clear; /**< Clear value */
1043 };
1044
1045
1046 /**
1047 * An index for each type of texture object. These correspond to the GL
1048 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1049 * Note: the order is from highest priority to lowest priority.
1050 */
1051 typedef enum
1052 {
1053 TEXTURE_2D_MULTISAMPLE_INDEX,
1054 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1055 TEXTURE_CUBE_ARRAY_INDEX,
1056 TEXTURE_BUFFER_INDEX,
1057 TEXTURE_2D_ARRAY_INDEX,
1058 TEXTURE_1D_ARRAY_INDEX,
1059 TEXTURE_EXTERNAL_INDEX,
1060 TEXTURE_CUBE_INDEX,
1061 TEXTURE_3D_INDEX,
1062 TEXTURE_RECT_INDEX,
1063 TEXTURE_2D_INDEX,
1064 TEXTURE_1D_INDEX,
1065 NUM_TEXTURE_TARGETS
1066 } gl_texture_index;
1067
1068
1069 /**
1070 * Bit flags for each type of texture object
1071 */
1072 /*@{*/
1073 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1074 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1075 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1076 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1077 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1078 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1079 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1080 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1081 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1082 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1083 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1084 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1085 /*@}*/
1086
1087
1088 /**
1089 * Texture image state. Drivers will typically create a subclass of this
1090 * with extra fields for memory buffers, etc.
1091 */
1092 struct gl_texture_image
1093 {
1094 GLint InternalFormat; /**< Internal format as given by the user */
1095 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1096 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1097 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1098 * GL_DEPTH_STENCIL_EXT only. Used for
1099 * choosing TexEnv arithmetic.
1100 */
1101 mesa_format TexFormat; /**< The actual texture memory format */
1102
1103 GLuint Border; /**< 0 or 1 */
1104 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1105 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1106 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1107 GLuint Width2; /**< = Width - 2*Border */
1108 GLuint Height2; /**< = Height - 2*Border */
1109 GLuint Depth2; /**< = Depth - 2*Border */
1110 GLuint WidthLog2; /**< = log2(Width2) */
1111 GLuint HeightLog2; /**< = log2(Height2) */
1112 GLuint DepthLog2; /**< = log2(Depth2) */
1113 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1114 levels, computed from the dimensions */
1115
1116 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1117 GLuint Level; /**< Which mipmap level am I? */
1118 /** Cube map face: index into gl_texture_object::Image[] array */
1119 GLuint Face;
1120
1121 /** GL_ARB_texture_multisample */
1122 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1123 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1124 };
1125
1126
1127 /**
1128 * Indexes for cube map faces.
1129 */
1130 typedef enum
1131 {
1132 FACE_POS_X = 0,
1133 FACE_NEG_X = 1,
1134 FACE_POS_Y = 2,
1135 FACE_NEG_Y = 3,
1136 FACE_POS_Z = 4,
1137 FACE_NEG_Z = 5,
1138 MAX_FACES = 6
1139 } gl_face_index;
1140
1141
1142 /**
1143 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1144 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1145 */
1146 struct gl_sampler_object
1147 {
1148 GLuint Name;
1149 GLint RefCount;
1150 GLchar *Label; /**< GL_KHR_debug */
1151
1152 GLenum WrapS; /**< S-axis texture image wrap mode */
1153 GLenum WrapT; /**< T-axis texture image wrap mode */
1154 GLenum WrapR; /**< R-axis texture image wrap mode */
1155 GLenum MinFilter; /**< minification filter */
1156 GLenum MagFilter; /**< magnification filter */
1157 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1158 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1159 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1160 GLfloat LodBias; /**< OpenGL 1.4 */
1161 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1162 GLenum CompareMode; /**< GL_ARB_shadow */
1163 GLenum CompareFunc; /**< GL_ARB_shadow */
1164 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1165 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1166 };
1167
1168
1169 /**
1170 * Texture object state. Contains the array of mipmap images, border color,
1171 * wrap modes, filter modes, and shadow/texcompare state.
1172 */
1173 struct gl_texture_object
1174 {
1175 mtx_t Mutex; /**< for thread safety */
1176 GLint RefCount; /**< reference count */
1177 GLuint Name; /**< the user-visible texture object ID */
1178 GLchar *Label; /**< GL_KHR_debug */
1179 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1180 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1181 Only valid when Target is valid. */
1182
1183 struct gl_sampler_object Sampler;
1184
1185 GLenum DepthMode; /**< GL_ARB_depth_texture */
1186 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1187
1188 GLfloat Priority; /**< in [0,1] */
1189 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1190 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1191 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1192 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1193 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1194 GLint CropRect[4]; /**< GL_OES_draw_texture */
1195 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1196 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1197 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1198 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1199 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1200 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1201 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1202 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1203 pressure? */
1204 GLboolean Immutable; /**< GL_ARB_texture_storage */
1205 GLboolean _IsFloat; /**< GL_OES_float_texture */
1206 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1207
1208 GLuint MinLevel; /**< GL_ARB_texture_view */
1209 GLuint MinLayer; /**< GL_ARB_texture_view */
1210 GLuint NumLevels; /**< GL_ARB_texture_view */
1211 GLuint NumLayers; /**< GL_ARB_texture_view */
1212
1213 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1214 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1215
1216 /** GL_ARB_texture_buffer_object */
1217 struct gl_buffer_object *BufferObject;
1218 GLenum BufferObjectFormat;
1219 /** Equivalent Mesa format for BufferObjectFormat. */
1220 mesa_format _BufferObjectFormat;
1221 /** GL_ARB_texture_buffer_range */
1222 GLintptr BufferOffset;
1223 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1224
1225 /** GL_OES_EGL_image_external */
1226 GLint RequiredTextureImageUnits;
1227
1228 /** GL_ARB_shader_image_load_store */
1229 GLenum ImageFormatCompatibilityType;
1230 };
1231
1232
1233 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1234 #define MAX_COMBINER_TERMS 4
1235
1236
1237 /**
1238 * Texture combine environment state.
1239 */
1240 struct gl_tex_env_combine_state
1241 {
1242 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1243 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1244 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1245 GLenum SourceRGB[MAX_COMBINER_TERMS];
1246 GLenum SourceA[MAX_COMBINER_TERMS];
1247 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1248 GLenum OperandRGB[MAX_COMBINER_TERMS];
1249 GLenum OperandA[MAX_COMBINER_TERMS];
1250 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1251 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1252 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1253 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1254 };
1255
1256
1257 /**
1258 * TexGenEnabled flags.
1259 */
1260 /*@{*/
1261 #define S_BIT 1
1262 #define T_BIT 2
1263 #define R_BIT 4
1264 #define Q_BIT 8
1265 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1266 /*@}*/
1267
1268
1269 /**
1270 * Bit flag versions of the corresponding GL_ constants.
1271 */
1272 /*@{*/
1273 #define TEXGEN_SPHERE_MAP 0x1
1274 #define TEXGEN_OBJ_LINEAR 0x2
1275 #define TEXGEN_EYE_LINEAR 0x4
1276 #define TEXGEN_REFLECTION_MAP_NV 0x8
1277 #define TEXGEN_NORMAL_MAP_NV 0x10
1278
1279 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1280 TEXGEN_REFLECTION_MAP_NV | \
1281 TEXGEN_NORMAL_MAP_NV)
1282 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1283 TEXGEN_REFLECTION_MAP_NV | \
1284 TEXGEN_NORMAL_MAP_NV | \
1285 TEXGEN_EYE_LINEAR)
1286 /*@}*/
1287
1288
1289
1290 /** Tex-gen enabled for texture unit? */
1291 #define ENABLE_TEXGEN(unit) (1 << (unit))
1292
1293 /** Non-identity texture matrix for texture unit? */
1294 #define ENABLE_TEXMAT(unit) (1 << (unit))
1295
1296
1297 /**
1298 * Texture coord generation state.
1299 */
1300 struct gl_texgen
1301 {
1302 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1303 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1304 GLfloat ObjectPlane[4];
1305 GLfloat EyePlane[4];
1306 };
1307
1308
1309 /**
1310 * Texture unit state. Contains enable flags, texture environment/function/
1311 * combiners, texgen state, and pointers to current texture objects.
1312 */
1313 struct gl_texture_unit
1314 {
1315 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1316
1317 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1318 GLclampf EnvColor[4];
1319 GLfloat EnvColorUnclamped[4];
1320
1321 struct gl_texgen GenS;
1322 struct gl_texgen GenT;
1323 struct gl_texgen GenR;
1324 struct gl_texgen GenQ;
1325 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1326 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1327
1328 GLfloat LodBias; /**< for biasing mipmap levels */
1329
1330 /** Texture targets that have a non-default texture bound */
1331 GLbitfield _BoundTextures;
1332
1333 /** Current sampler object (GL_ARB_sampler_objects) */
1334 struct gl_sampler_object *Sampler;
1335
1336 /**
1337 * \name GL_EXT_texture_env_combine
1338 */
1339 struct gl_tex_env_combine_state Combine;
1340
1341 /**
1342 * Derived state based on \c EnvMode and the \c BaseFormat of the
1343 * currently enabled texture.
1344 */
1345 struct gl_tex_env_combine_state _EnvMode;
1346
1347 /**
1348 * Currently enabled combiner state. This will point to either
1349 * \c Combine or \c _EnvMode.
1350 */
1351 struct gl_tex_env_combine_state *_CurrentCombine;
1352
1353 /** Current texture object pointers */
1354 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1355
1356 /** Points to highest priority, complete and enabled texture object */
1357 struct gl_texture_object *_Current;
1358
1359 };
1360
1361
1362 /**
1363 * Texture attribute group (GL_TEXTURE_BIT).
1364 */
1365 struct gl_texture_attrib
1366 {
1367 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1368
1369 /** GL_ARB_seamless_cubemap */
1370 GLboolean CubeMapSeamless;
1371
1372 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1373
1374 /** GL_ARB_texture_buffer_object */
1375 struct gl_buffer_object *BufferObject;
1376
1377 /** Texture coord units/sets used for fragment texturing */
1378 GLbitfield _EnabledCoordUnits;
1379
1380 /** Texture coord units that have texgen enabled */
1381 GLbitfield _TexGenEnabled;
1382
1383 /** Texture coord units that have non-identity matrices */
1384 GLbitfield _TexMatEnabled;
1385
1386 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1387 GLbitfield _GenFlags;
1388
1389 /** Largest index of a texture unit with _Current != NULL. */
1390 GLint _MaxEnabledTexImageUnit;
1391
1392 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1393 GLint NumCurrentTexUsed;
1394
1395 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1396 };
1397
1398
1399 /**
1400 * Data structure representing a single clip plane (e.g. one of the elements
1401 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1402 */
1403 typedef GLfloat gl_clip_plane[4];
1404
1405
1406 /**
1407 * Transformation attribute group (GL_TRANSFORM_BIT).
1408 */
1409 struct gl_transform_attrib
1410 {
1411 GLenum MatrixMode; /**< Matrix mode */
1412 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1413 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1414 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1415 GLboolean Normalize; /**< Normalize all normals? */
1416 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1417 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1418 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1419 /** GL_ARB_clip_control */
1420 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1421 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1422 };
1423
1424
1425 /**
1426 * Viewport attribute group (GL_VIEWPORT_BIT).
1427 */
1428 struct gl_viewport_attrib
1429 {
1430 GLfloat X, Y; /**< position */
1431 GLfloat Width, Height; /**< size */
1432 GLdouble Near, Far; /**< Depth buffer range */
1433 };
1434
1435
1436 typedef enum {
1437 MAP_USER,
1438 MAP_INTERNAL,
1439
1440 MAP_COUNT
1441 } gl_map_buffer_index;
1442
1443
1444 /**
1445 * Fields describing a mapped buffer range.
1446 */
1447 struct gl_buffer_mapping {
1448 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1449 GLvoid *Pointer; /**< User-space address of mapping */
1450 GLintptr Offset; /**< Mapped offset */
1451 GLsizeiptr Length; /**< Mapped length */
1452 };
1453
1454
1455 /**
1456 * Usages we've seen for a buffer object.
1457 */
1458 typedef enum {
1459 USAGE_UNIFORM_BUFFER = 0x1,
1460 USAGE_TEXTURE_BUFFER = 0x2,
1461 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1462 } gl_buffer_usage;
1463
1464
1465 /**
1466 * GL_ARB_vertex/pixel_buffer_object buffer object
1467 */
1468 struct gl_buffer_object
1469 {
1470 mtx_t Mutex;
1471 GLint RefCount;
1472 GLuint Name;
1473 GLchar *Label; /**< GL_KHR_debug */
1474 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1475 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1476 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1477 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1478 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1479 GLboolean Written; /**< Ever written to? (for debugging) */
1480 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1481 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1482 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1483
1484 struct gl_buffer_mapping Mappings[MAP_COUNT];
1485 };
1486
1487
1488 /**
1489 * Client pixel packing/unpacking attributes
1490 */
1491 struct gl_pixelstore_attrib
1492 {
1493 GLint Alignment;
1494 GLint RowLength;
1495 GLint SkipPixels;
1496 GLint SkipRows;
1497 GLint ImageHeight;
1498 GLint SkipImages;
1499 GLboolean SwapBytes;
1500 GLboolean LsbFirst;
1501 GLboolean Invert; /**< GL_MESA_pack_invert */
1502 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1503 GLint CompressedBlockHeight;
1504 GLint CompressedBlockDepth;
1505 GLint CompressedBlockSize;
1506 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1507 };
1508
1509
1510 /**
1511 * Client vertex array attributes
1512 */
1513 struct gl_client_array
1514 {
1515 GLint Size; /**< components per element (1,2,3,4) */
1516 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1517 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1518 GLsizei Stride; /**< user-specified stride */
1519 GLsizei StrideB; /**< actual stride in bytes */
1520 GLuint _ElementSize; /**< size of each element in bytes */
1521 const GLubyte *Ptr; /**< Points to array data */
1522 GLboolean Enabled; /**< Enabled flag is a boolean */
1523 GLboolean Normalized; /**< GL_ARB_vertex_program */
1524 GLboolean Integer; /**< Integer-valued? */
1525 GLboolean Doubles; /**< double precision values are not converted to floats */
1526 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1527
1528 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1529 };
1530
1531
1532 /**
1533 * Vertex attribute array as seen by the client.
1534 *
1535 * Contains the size, type, format and normalization flag,
1536 * along with the index of a vertex buffer binding point.
1537 *
1538 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1539 * and is only present for backwards compatibility reasons.
1540 * Rendering always uses VERTEX_BINDING_STRIDE.
1541 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1542 * and VERTEX_BINDING_STRIDE to the same value, while
1543 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1544 */
1545 struct gl_vertex_attrib_array
1546 {
1547 GLint Size; /**< Components per element (1,2,3,4) */
1548 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1549 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1550 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1551 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1552 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1553 GLboolean Enabled; /**< Whether the array is enabled */
1554 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1555 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1556 GLboolean Doubles; /**< double precision values are not converted to floats */
1557 GLuint _ElementSize; /**< Size of each element in bytes */
1558 GLuint VertexBinding; /**< Vertex buffer binding */
1559 };
1560
1561
1562 /**
1563 * This describes the buffer object used for a vertex array (or
1564 * multiple vertex arrays). If BufferObj points to the default/null
1565 * buffer object, then the vertex array lives in user memory and not a VBO.
1566 */
1567 struct gl_vertex_buffer_binding
1568 {
1569 GLintptr Offset; /**< User-specified offset */
1570 GLsizei Stride; /**< User-specified stride */
1571 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1572 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1573 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1574 };
1575
1576
1577 /**
1578 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1579 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1580 * extension.
1581 */
1582 struct gl_vertex_array_object
1583 {
1584 /** Name of the VAO as received from glGenVertexArray. */
1585 GLuint Name;
1586
1587 GLint RefCount;
1588
1589 GLchar *Label; /**< GL_KHR_debug */
1590
1591 mtx_t Mutex;
1592
1593 /**
1594 * Does the VAO use ARB semantics or Apple semantics?
1595 *
1596 * There are several ways in which ARB_vertex_array_object and
1597 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1598 * least,
1599 *
1600 * - ARB VAOs require that all array data be sourced from vertex buffer
1601 * objects, but Apple VAOs do not.
1602 *
1603 * - ARB VAOs require that names come from GenVertexArrays.
1604 *
1605 * This flag notes which behavior governs this VAO.
1606 */
1607 GLboolean ARBsemantics;
1608
1609 /**
1610 * Has this array object been bound?
1611 */
1612 GLboolean EverBound;
1613
1614 /**
1615 * Derived vertex attribute arrays
1616 *
1617 * This is a legacy data structure created from gl_vertex_attrib_array and
1618 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1619 */
1620 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1621
1622 /** Vertex attribute arrays */
1623 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1624
1625 /** Vertex buffer bindings */
1626 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1627
1628 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1629 GLbitfield64 _Enabled;
1630
1631 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1632 GLbitfield64 NewArrays;
1633
1634 /** The index buffer (also known as the element array buffer in OpenGL). */
1635 struct gl_buffer_object *IndexBufferObj;
1636 };
1637
1638
1639 /** Used to signal when transitioning from one kind of drawing method
1640 * to another.
1641 */
1642 typedef enum {
1643 DRAW_NONE, /**< Initial value only */
1644 DRAW_BEGIN_END,
1645 DRAW_DISPLAY_LIST,
1646 DRAW_ARRAYS
1647 } gl_draw_method;
1648
1649 /**
1650 * Enum for the OpenGL APIs we know about and may support.
1651 *
1652 * NOTE: This must match the api_enum table in
1653 * src/mesa/main/get_hash_generator.py
1654 */
1655 typedef enum
1656 {
1657 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1658 API_OPENGLES,
1659 API_OPENGLES2,
1660 API_OPENGL_CORE,
1661 API_OPENGL_LAST = API_OPENGL_CORE
1662 } gl_api;
1663
1664 /**
1665 * Vertex array state
1666 */
1667 struct gl_array_attrib
1668 {
1669 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1670 struct gl_vertex_array_object *VAO;
1671
1672 /** The default vertex array object */
1673 struct gl_vertex_array_object *DefaultVAO;
1674
1675 /** The last VAO accessed by a DSA function */
1676 struct gl_vertex_array_object *LastLookedUpVAO;
1677
1678 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1679 struct _mesa_HashTable *Objects;
1680
1681 GLint ActiveTexture; /**< Client Active Texture */
1682 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1683 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1684
1685 /**
1686 * \name Primitive restart controls
1687 *
1688 * Primitive restart is enabled if either \c PrimitiveRestart or
1689 * \c PrimitiveRestartFixedIndex is set.
1690 */
1691 /*@{*/
1692 GLboolean PrimitiveRestart;
1693 GLboolean PrimitiveRestartFixedIndex;
1694 GLboolean _PrimitiveRestart;
1695 GLuint RestartIndex;
1696 /*@}*/
1697
1698 /** One of the DRAW_xxx flags, not consumed by drivers */
1699 gl_draw_method DrawMethod;
1700
1701 /* GL_ARB_vertex_buffer_object */
1702 struct gl_buffer_object *ArrayBufferObj;
1703
1704 /**
1705 * Vertex arrays as consumed by a driver.
1706 * The array pointer is set up only by the VBO module.
1707 */
1708 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1709
1710 /** Legal array datatypes and the API for which they have been computed */
1711 GLbitfield LegalTypesMask;
1712 gl_api LegalTypesMaskAPI;
1713 };
1714
1715
1716 /**
1717 * Feedback buffer state
1718 */
1719 struct gl_feedback
1720 {
1721 GLenum Type;
1722 GLbitfield _Mask; /**< FB_* bits */
1723 GLfloat *Buffer;
1724 GLuint BufferSize;
1725 GLuint Count;
1726 };
1727
1728
1729 /**
1730 * Selection buffer state
1731 */
1732 struct gl_selection
1733 {
1734 GLuint *Buffer; /**< selection buffer */
1735 GLuint BufferSize; /**< size of the selection buffer */
1736 GLuint BufferCount; /**< number of values in the selection buffer */
1737 GLuint Hits; /**< number of records in the selection buffer */
1738 GLuint NameStackDepth; /**< name stack depth */
1739 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1740 GLboolean HitFlag; /**< hit flag */
1741 GLfloat HitMinZ; /**< minimum hit depth */
1742 GLfloat HitMaxZ; /**< maximum hit depth */
1743 };
1744
1745
1746 /**
1747 * 1-D Evaluator control points
1748 */
1749 struct gl_1d_map
1750 {
1751 GLuint Order; /**< Number of control points */
1752 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1753 GLfloat *Points; /**< Points to contiguous control points */
1754 };
1755
1756
1757 /**
1758 * 2-D Evaluator control points
1759 */
1760 struct gl_2d_map
1761 {
1762 GLuint Uorder; /**< Number of control points in U dimension */
1763 GLuint Vorder; /**< Number of control points in V dimension */
1764 GLfloat u1, u2, du;
1765 GLfloat v1, v2, dv;
1766 GLfloat *Points; /**< Points to contiguous control points */
1767 };
1768
1769
1770 /**
1771 * All evaluator control point state
1772 */
1773 struct gl_evaluators
1774 {
1775 /**
1776 * \name 1-D maps
1777 */
1778 /*@{*/
1779 struct gl_1d_map Map1Vertex3;
1780 struct gl_1d_map Map1Vertex4;
1781 struct gl_1d_map Map1Index;
1782 struct gl_1d_map Map1Color4;
1783 struct gl_1d_map Map1Normal;
1784 struct gl_1d_map Map1Texture1;
1785 struct gl_1d_map Map1Texture2;
1786 struct gl_1d_map Map1Texture3;
1787 struct gl_1d_map Map1Texture4;
1788 /*@}*/
1789
1790 /**
1791 * \name 2-D maps
1792 */
1793 /*@{*/
1794 struct gl_2d_map Map2Vertex3;
1795 struct gl_2d_map Map2Vertex4;
1796 struct gl_2d_map Map2Index;
1797 struct gl_2d_map Map2Color4;
1798 struct gl_2d_map Map2Normal;
1799 struct gl_2d_map Map2Texture1;
1800 struct gl_2d_map Map2Texture2;
1801 struct gl_2d_map Map2Texture3;
1802 struct gl_2d_map Map2Texture4;
1803 /*@}*/
1804 };
1805
1806
1807 struct gl_transform_feedback_varying_info
1808 {
1809 char *Name;
1810 GLenum Type;
1811 GLint Size;
1812 };
1813
1814
1815 /**
1816 * Per-output info vertex shaders for transform feedback.
1817 */
1818 struct gl_transform_feedback_output
1819 {
1820 unsigned OutputRegister;
1821 unsigned OutputBuffer;
1822 unsigned NumComponents;
1823 unsigned StreamId;
1824
1825 /** offset (in DWORDs) of this output within the interleaved structure */
1826 unsigned DstOffset;
1827
1828 /**
1829 * Offset into the output register of the data to output. For example,
1830 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1831 * offset is in the y and z components of the output register.
1832 */
1833 unsigned ComponentOffset;
1834 };
1835
1836
1837 /** Post-link transform feedback info. */
1838 struct gl_transform_feedback_info
1839 {
1840 unsigned NumOutputs;
1841
1842 /**
1843 * Number of transform feedback buffers in use by this program.
1844 */
1845 unsigned NumBuffers;
1846
1847 struct gl_transform_feedback_output *Outputs;
1848
1849 /** Transform feedback varyings used for the linking of this shader program.
1850 *
1851 * Use for glGetTransformFeedbackVarying().
1852 */
1853 struct gl_transform_feedback_varying_info *Varyings;
1854 GLint NumVarying;
1855
1856 /**
1857 * Total number of components stored in each buffer. This may be used by
1858 * hardware back-ends to determine the correct stride when interleaving
1859 * multiple transform feedback outputs in the same buffer.
1860 */
1861 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1862 };
1863
1864
1865 /**
1866 * Transform feedback object state
1867 */
1868 struct gl_transform_feedback_object
1869 {
1870 GLuint Name; /**< AKA the object ID */
1871 GLint RefCount;
1872 GLchar *Label; /**< GL_KHR_debug */
1873 GLboolean Active; /**< Is transform feedback enabled? */
1874 GLboolean Paused; /**< Is transform feedback paused? */
1875 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1876 at least once? */
1877 GLboolean EverBound; /**< Has this object been bound? */
1878
1879 /**
1880 * GLES: if Active is true, remaining number of primitives which can be
1881 * rendered without overflow. This is necessary to track because GLES
1882 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1883 * glDrawArraysInstanced would overflow transform feedback buffers.
1884 * Undefined if Active is false.
1885 *
1886 * Not tracked for desktop GL since it's unnecessary.
1887 */
1888 unsigned GlesRemainingPrims;
1889
1890 /**
1891 * The shader program active when BeginTransformFeedback() was called.
1892 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1893 * where stage is the pipeline stage that is the source of data for
1894 * transform feedback.
1895 */
1896 struct gl_shader_program *shader_program;
1897
1898 /** The feedback buffers */
1899 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1900 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1901
1902 /** Start of feedback data in dest buffer */
1903 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1904
1905 /**
1906 * Max data to put into dest buffer (in bytes). Computed based on
1907 * RequestedSize and the actual size of the buffer.
1908 */
1909 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1910
1911 /**
1912 * Size that was specified when the buffer was bound. If the buffer was
1913 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1914 * zero.
1915 */
1916 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1917 };
1918
1919
1920 /**
1921 * Context state for transform feedback.
1922 */
1923 struct gl_transform_feedback_state
1924 {
1925 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1926
1927 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1928 struct gl_buffer_object *CurrentBuffer;
1929
1930 /** The table of all transform feedback objects */
1931 struct _mesa_HashTable *Objects;
1932
1933 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1934 struct gl_transform_feedback_object *CurrentObject;
1935
1936 /** The default xform-fb object (Name==0) */
1937 struct gl_transform_feedback_object *DefaultObject;
1938 };
1939
1940
1941 /**
1942 * A "performance monitor" as described in AMD_performance_monitor.
1943 */
1944 struct gl_perf_monitor_object
1945 {
1946 GLuint Name;
1947
1948 /** True if the monitor is currently active (Begin called but not End). */
1949 GLboolean Active;
1950
1951 /**
1952 * True if the monitor has ended.
1953 *
1954 * This is distinct from !Active because it may never have began.
1955 */
1956 GLboolean Ended;
1957
1958 /**
1959 * A list of groups with currently active counters.
1960 *
1961 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1962 */
1963 unsigned *ActiveGroups;
1964
1965 /**
1966 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1967 *
1968 * Checking whether counter 'c' in group 'g' is active can be done via:
1969 *
1970 * BITSET_TEST(ActiveCounters[g], c)
1971 */
1972 GLuint **ActiveCounters;
1973 };
1974
1975
1976 union gl_perf_monitor_counter_value
1977 {
1978 float f;
1979 uint64_t u64;
1980 uint32_t u32;
1981 };
1982
1983
1984 struct gl_perf_monitor_counter
1985 {
1986 /** Human readable name for the counter. */
1987 const char *Name;
1988
1989 /**
1990 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1991 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1992 */
1993 GLenum Type;
1994
1995 /** Minimum counter value. */
1996 union gl_perf_monitor_counter_value Minimum;
1997
1998 /** Maximum counter value. */
1999 union gl_perf_monitor_counter_value Maximum;
2000 };
2001
2002
2003 struct gl_perf_monitor_group
2004 {
2005 /** Human readable name for the group. */
2006 const char *Name;
2007
2008 /**
2009 * Maximum number of counters in this group which can be active at the
2010 * same time.
2011 */
2012 GLuint MaxActiveCounters;
2013
2014 /** Array of counters within this group. */
2015 const struct gl_perf_monitor_counter *Counters;
2016 GLuint NumCounters;
2017 };
2018
2019
2020 /**
2021 * Context state for AMD_performance_monitor.
2022 */
2023 struct gl_perf_monitor_state
2024 {
2025 /** Array of performance monitor groups (indexed by group ID) */
2026 const struct gl_perf_monitor_group *Groups;
2027 GLuint NumGroups;
2028
2029 /** The table of all performance monitors. */
2030 struct _mesa_HashTable *Monitors;
2031 };
2032
2033
2034 /**
2035 * Names of the various vertex/fragment program register files, etc.
2036 *
2037 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2038 * All values should fit in a 4-bit field.
2039 *
2040 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2041 * considered to be "uniform" variables since they can only be set outside
2042 * glBegin/End. They're also all stored in the same Parameters array.
2043 */
2044 typedef enum
2045 {
2046 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2047 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2048 PROGRAM_INPUT, /**< machine->Inputs[] */
2049 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2050 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2051 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2052 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2053 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2054 PROGRAM_ADDRESS, /**< machine->AddressReg */
2055 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2056 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2057 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2058 PROGRAM_FILE_MAX
2059 } gl_register_file;
2060
2061
2062 /**
2063 * \brief Layout qualifiers for gl_FragDepth.
2064 *
2065 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2066 * a layout qualifier.
2067 *
2068 * \see enum ir_depth_layout
2069 */
2070 enum gl_frag_depth_layout
2071 {
2072 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2073 FRAG_DEPTH_LAYOUT_ANY,
2074 FRAG_DEPTH_LAYOUT_GREATER,
2075 FRAG_DEPTH_LAYOUT_LESS,
2076 FRAG_DEPTH_LAYOUT_UNCHANGED
2077 };
2078
2079
2080 /**
2081 * Base class for any kind of program object
2082 */
2083 struct gl_program
2084 {
2085 GLuint Id;
2086 GLint RefCount;
2087 GLubyte *String; /**< Null-terminated program text */
2088
2089 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2090 GLenum Format; /**< String encoding format */
2091
2092 struct prog_instruction *Instructions;
2093
2094 struct nir_shader *nir;
2095
2096 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2097 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
2098 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2099 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2100 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2101 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2102 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2103
2104 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2105
2106 /**
2107 * For vertex and geometry shaders, true if the program uses the
2108 * gl_ClipDistance output. Ignored for fragment shaders.
2109 */
2110 GLboolean UsesClipDistanceOut;
2111
2112
2113 /** Named parameters, constants, etc. from program text */
2114 struct gl_program_parameter_list *Parameters;
2115
2116 /**
2117 * Local parameters used by the program.
2118 *
2119 * It's dynamically allocated because it is rarely used (just
2120 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2121 * allocated.
2122 */
2123 GLfloat (*LocalParams)[4];
2124
2125 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2126 GLubyte SamplerUnits[MAX_SAMPLERS];
2127
2128 /** Bitmask of which register files are read/written with indirect
2129 * addressing. Mask of (1 << PROGRAM_x) bits.
2130 */
2131 GLbitfield IndirectRegisterFiles;
2132
2133 /** Logical counts */
2134 /*@{*/
2135 GLuint NumInstructions;
2136 GLuint NumTemporaries;
2137 GLuint NumParameters;
2138 GLuint NumAttributes;
2139 GLuint NumAddressRegs;
2140 GLuint NumAluInstructions;
2141 GLuint NumTexInstructions;
2142 GLuint NumTexIndirections;
2143 /*@}*/
2144 /** Native, actual h/w counts */
2145 /*@{*/
2146 GLuint NumNativeInstructions;
2147 GLuint NumNativeTemporaries;
2148 GLuint NumNativeParameters;
2149 GLuint NumNativeAttributes;
2150 GLuint NumNativeAddressRegs;
2151 GLuint NumNativeAluInstructions;
2152 GLuint NumNativeTexInstructions;
2153 GLuint NumNativeTexIndirections;
2154 /*@}*/
2155 };
2156
2157
2158 /** Vertex program object */
2159 struct gl_vertex_program
2160 {
2161 struct gl_program Base; /**< base class */
2162 GLboolean IsPositionInvariant;
2163 };
2164
2165
2166 /** Geometry program object */
2167 struct gl_geometry_program
2168 {
2169 struct gl_program Base; /**< base class */
2170
2171 GLint VerticesIn;
2172 GLint VerticesOut;
2173 GLint Invocations;
2174 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2175 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2176 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2177 bool UsesEndPrimitive;
2178 bool UsesStreams;
2179 };
2180
2181
2182 /** Fragment program object */
2183 struct gl_fragment_program
2184 {
2185 struct gl_program Base; /**< base class */
2186 GLboolean UsesKill; /**< shader uses KIL instruction */
2187 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2188 GLboolean OriginUpperLeft;
2189 GLboolean PixelCenterInteger;
2190 enum gl_frag_depth_layout FragDepthLayout;
2191
2192 /**
2193 * GLSL interpolation qualifier associated with each fragment shader input.
2194 * For inputs that do not have an interpolation qualifier specified in
2195 * GLSL, the value is INTERP_QUALIFIER_NONE.
2196 */
2197 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2198
2199 /**
2200 * Bitfield indicating, for each fragment shader input, 1 if that input
2201 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2202 */
2203 GLbitfield64 IsCentroid;
2204
2205 /**
2206 * Bitfield indicating, for each fragment shader input, 1 if that input
2207 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2208 */
2209 GLbitfield64 IsSample;
2210 };
2211
2212
2213 /** Compute program object */
2214 struct gl_compute_program
2215 {
2216 struct gl_program Base; /**< base class */
2217
2218 /**
2219 * Size specified using local_size_{x,y,z}.
2220 */
2221 unsigned LocalSize[3];
2222 };
2223
2224
2225 /**
2226 * State common to vertex and fragment programs.
2227 */
2228 struct gl_program_state
2229 {
2230 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2231 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2232 };
2233
2234
2235 /**
2236 * Context state for vertex programs.
2237 */
2238 struct gl_vertex_program_state
2239 {
2240 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2241 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2242 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2243 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2244 /** Computed two sided lighting for fixed function/programs. */
2245 GLboolean _TwoSideEnabled;
2246 struct gl_vertex_program *Current; /**< User-bound vertex program */
2247
2248 /** Currently enabled and valid vertex program (including internal
2249 * programs, user-defined vertex programs and GLSL vertex shaders).
2250 * This is the program we must use when rendering.
2251 */
2252 struct gl_vertex_program *_Current;
2253
2254 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2255
2256 /** Should fixed-function T&L be implemented with a vertex prog? */
2257 GLboolean _MaintainTnlProgram;
2258
2259 /** Program to emulate fixed-function T&L (see above) */
2260 struct gl_vertex_program *_TnlProgram;
2261
2262 /** Cache of fixed-function programs */
2263 struct gl_program_cache *Cache;
2264
2265 GLboolean _Overriden;
2266 };
2267
2268
2269 /**
2270 * Context state for geometry programs.
2271 */
2272 struct gl_geometry_program_state
2273 {
2274 /** Currently enabled and valid program (including internal programs
2275 * and compiled shader programs).
2276 */
2277 struct gl_geometry_program *_Current;
2278 };
2279
2280 /**
2281 * Context state for fragment programs.
2282 */
2283 struct gl_fragment_program_state
2284 {
2285 GLboolean Enabled; /**< User-set fragment program enable flag */
2286 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2287 struct gl_fragment_program *Current; /**< User-bound fragment program */
2288
2289 /** Currently enabled and valid fragment program (including internal
2290 * programs, user-defined fragment programs and GLSL fragment shaders).
2291 * This is the program we must use when rendering.
2292 */
2293 struct gl_fragment_program *_Current;
2294
2295 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2296
2297 /** Should fixed-function texturing be implemented with a fragment prog? */
2298 GLboolean _MaintainTexEnvProgram;
2299
2300 /** Program to emulate fixed-function texture env/combine (see above) */
2301 struct gl_fragment_program *_TexEnvProgram;
2302
2303 /** Cache of fixed-function programs */
2304 struct gl_program_cache *Cache;
2305 };
2306
2307
2308 /**
2309 * Context state for compute programs.
2310 */
2311 struct gl_compute_program_state
2312 {
2313 /** Currently enabled and valid program (including internal programs
2314 * and compiled shader programs).
2315 */
2316 struct gl_compute_program *_Current;
2317 };
2318
2319
2320 /**
2321 * ATI_fragment_shader runtime state
2322 */
2323 #define ATI_FS_INPUT_PRIMARY 0
2324 #define ATI_FS_INPUT_SECONDARY 1
2325
2326 struct atifs_instruction;
2327 struct atifs_setupinst;
2328
2329 /**
2330 * ATI fragment shader
2331 */
2332 struct ati_fragment_shader
2333 {
2334 GLuint Id;
2335 GLint RefCount;
2336 struct atifs_instruction *Instructions[2];
2337 struct atifs_setupinst *SetupInst[2];
2338 GLfloat Constants[8][4];
2339 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2340 GLubyte numArithInstr[2];
2341 GLubyte regsAssigned[2];
2342 GLubyte NumPasses; /**< 1 or 2 */
2343 GLubyte cur_pass;
2344 GLubyte last_optype;
2345 GLboolean interpinp1;
2346 GLboolean isValid;
2347 GLuint swizzlerq;
2348 };
2349
2350 /**
2351 * Context state for GL_ATI_fragment_shader
2352 */
2353 struct gl_ati_fragment_shader_state
2354 {
2355 GLboolean Enabled;
2356 GLboolean _Enabled; /**< enabled and valid shader? */
2357 GLboolean Compiling;
2358 GLfloat GlobalConstants[8][4];
2359 struct ati_fragment_shader *Current;
2360 };
2361
2362
2363 /**
2364 * A GLSL vertex or fragment shader object.
2365 */
2366 struct gl_shader
2367 {
2368 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2369 * Must be the first field.
2370 */
2371 GLenum Type;
2372 gl_shader_stage Stage;
2373 GLuint Name; /**< AKA the handle */
2374 GLint RefCount; /**< Reference count */
2375 GLchar *Label; /**< GL_KHR_debug */
2376 GLboolean DeletePending;
2377 GLboolean CompileStatus;
2378 bool IsES; /**< True if this shader uses GLSL ES */
2379
2380 GLuint SourceChecksum; /**< for debug/logging purposes */
2381 const GLchar *Source; /**< Source code string */
2382
2383 struct gl_program *Program; /**< Post-compile assembly code */
2384 GLchar *InfoLog;
2385
2386 unsigned Version; /**< GLSL version used for linking */
2387
2388 /**
2389 * \name Sampler tracking
2390 *
2391 * \note Each of these fields is only set post-linking.
2392 */
2393 /*@{*/
2394 unsigned num_samplers; /**< Number of samplers used by this shader. */
2395 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2396 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2397 /*@}*/
2398
2399 /**
2400 * Map from sampler unit to texture unit (set by glUniform1i())
2401 *
2402 * A sampler unit is associated with each sampler uniform by the linker.
2403 * The sampler unit associated with each uniform is stored in the
2404 * \c gl_uniform_storage::sampler field.
2405 */
2406 GLubyte SamplerUnits[MAX_SAMPLERS];
2407 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2408 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2409
2410 /**
2411 * Number of default uniform block components used by this shader.
2412 *
2413 * This field is only set post-linking.
2414 */
2415 unsigned num_uniform_components;
2416
2417 /**
2418 * Number of combined uniform components used by this shader.
2419 *
2420 * This field is only set post-linking. It is the sum of the uniform block
2421 * sizes divided by sizeof(float), and num_uniform_compoennts.
2422 */
2423 unsigned num_combined_uniform_components;
2424
2425 /**
2426 * This shader's uniform block information.
2427 *
2428 * These fields are only set post-linking.
2429 */
2430 unsigned NumUniformBlocks;
2431 struct gl_uniform_block *UniformBlocks;
2432
2433 struct exec_list *ir;
2434 struct glsl_symbol_table *symbols;
2435
2436 bool uses_builtin_functions;
2437 bool uses_gl_fragcoord;
2438 bool redeclares_gl_fragcoord;
2439 bool ARB_fragment_coord_conventions_enable;
2440
2441 /**
2442 * Fragment shader state from GLSL 1.50 layout qualifiers.
2443 */
2444 bool origin_upper_left;
2445 bool pixel_center_integer;
2446
2447 /**
2448 * Geometry shader state from GLSL 1.50 layout qualifiers.
2449 */
2450 struct {
2451 GLint VerticesOut;
2452 /**
2453 * 0 - Invocations count not declared in shader, or
2454 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2455 */
2456 GLint Invocations;
2457 /**
2458 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2459 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2460 * shader.
2461 */
2462 GLenum InputType;
2463 /**
2464 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2465 * it's not set in this shader.
2466 */
2467 GLenum OutputType;
2468 } Geom;
2469
2470 /**
2471 * Map from image uniform index to image unit (set by glUniform1i())
2472 *
2473 * An image uniform index is associated with each image uniform by
2474 * the linker. The image index associated with each uniform is
2475 * stored in the \c gl_uniform_storage::image field.
2476 */
2477 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2478
2479 /**
2480 * Access qualifier specified in the shader for each image uniform
2481 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2482 * GL_READ_WRITE.
2483 *
2484 * It may be different, though only more strict than the value of
2485 * \c gl_image_unit::Access for the corresponding image unit.
2486 */
2487 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2488
2489 /**
2490 * Number of image uniforms defined in the shader. It specifies
2491 * the number of valid elements in the \c ImageUnits and \c
2492 * ImageAccess arrays above.
2493 */
2494 GLuint NumImages;
2495
2496 /**
2497 * Whether early fragment tests are enabled as defined by
2498 * ARB_shader_image_load_store.
2499 */
2500 bool EarlyFragmentTests;
2501
2502 /**
2503 * Compute shader state from ARB_compute_shader layout qualifiers.
2504 */
2505 struct {
2506 /**
2507 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2508 * it's not set in this shader.
2509 */
2510 unsigned LocalSize[3];
2511 } Comp;
2512 };
2513
2514
2515 struct gl_uniform_buffer_variable
2516 {
2517 char *Name;
2518
2519 /**
2520 * Name of the uniform as seen by glGetUniformIndices.
2521 *
2522 * glGetUniformIndices requires that the block instance index \b not be
2523 * present in the name of queried uniforms.
2524 *
2525 * \note
2526 * \c gl_uniform_buffer_variable::IndexName and
2527 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2528 */
2529 char *IndexName;
2530
2531 const struct glsl_type *Type;
2532 unsigned int Offset;
2533 GLboolean RowMajor;
2534 };
2535
2536
2537 enum gl_uniform_block_packing
2538 {
2539 ubo_packing_std140,
2540 ubo_packing_shared,
2541 ubo_packing_packed
2542 };
2543
2544
2545 struct gl_uniform_block
2546 {
2547 /** Declared name of the uniform block */
2548 char *Name;
2549
2550 /** Array of supplemental information about UBO ir_variables. */
2551 struct gl_uniform_buffer_variable *Uniforms;
2552 GLuint NumUniforms;
2553
2554 /**
2555 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2556 * with glBindBufferBase to bind a buffer object to this uniform block. When
2557 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2558 */
2559 GLuint Binding;
2560
2561 /**
2562 * Vulkan descriptor set qualifier for this block.
2563 */
2564 GLuint Set;
2565
2566 /**
2567 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2568 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2569 */
2570 GLuint UniformBufferSize;
2571
2572 /**
2573 * Layout specified in the shader
2574 *
2575 * This isn't accessible through the API, but it is used while
2576 * cross-validating uniform blocks.
2577 */
2578 enum gl_uniform_block_packing _Packing;
2579 };
2580
2581 /**
2582 * Structure that represents a reference to an atomic buffer from some
2583 * shader program.
2584 */
2585 struct gl_active_atomic_buffer
2586 {
2587 /** Uniform indices of the atomic counters declared within it. */
2588 GLuint *Uniforms;
2589 GLuint NumUniforms;
2590
2591 /** Binding point index associated with it. */
2592 GLuint Binding;
2593
2594 /** Minimum reasonable size it is expected to have. */
2595 GLuint MinimumSize;
2596
2597 /** Shader stages making use of it. */
2598 GLboolean StageReferences[MESA_SHADER_STAGES];
2599 };
2600
2601 /**
2602 * Active resource in a gl_shader_program
2603 */
2604 struct gl_program_resource
2605 {
2606 GLenum Type; /** Program interface type. */
2607 const void *Data; /** Pointer to resource associated data structure. */
2608 uint8_t StageReferences; /** Bitmask of shader stage references. */
2609 };
2610
2611 /**
2612 * A GLSL program object.
2613 * Basically a linked collection of vertex and fragment shaders.
2614 */
2615 struct gl_shader_program
2616 {
2617 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2618 GLuint Name; /**< aka handle or ID */
2619 GLchar *Label; /**< GL_KHR_debug */
2620 GLint RefCount; /**< Reference count */
2621 GLboolean DeletePending;
2622
2623 /**
2624 * Is the application intending to glGetProgramBinary this program?
2625 */
2626 GLboolean BinaryRetreivableHint;
2627
2628 /**
2629 * Indicates whether program can be bound for individual pipeline stages
2630 * using UseProgramStages after it is next linked.
2631 */
2632 GLboolean SeparateShader;
2633
2634 GLuint NumShaders; /**< number of attached shaders */
2635 struct gl_shader **Shaders; /**< List of attached the shaders */
2636
2637 /**
2638 * User-defined attribute bindings
2639 *
2640 * These are set via \c glBindAttribLocation and are used to direct the
2641 * GLSL linker. These are \b not the values used in the compiled shader,
2642 * and they are \b not the values returned by \c glGetAttribLocation.
2643 */
2644 struct string_to_uint_map *AttributeBindings;
2645
2646 /**
2647 * User-defined fragment data bindings
2648 *
2649 * These are set via \c glBindFragDataLocation and are used to direct the
2650 * GLSL linker. These are \b not the values used in the compiled shader,
2651 * and they are \b not the values returned by \c glGetFragDataLocation.
2652 */
2653 struct string_to_uint_map *FragDataBindings;
2654 struct string_to_uint_map *FragDataIndexBindings;
2655
2656 /**
2657 * Transform feedback varyings last specified by
2658 * glTransformFeedbackVaryings().
2659 *
2660 * For the current set of transform feedback varyings used for transform
2661 * feedback output, see LinkedTransformFeedback.
2662 */
2663 struct {
2664 GLenum BufferMode;
2665 GLuint NumVarying;
2666 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2667 } TransformFeedback;
2668
2669 /** Post-link transform feedback info. */
2670 struct gl_transform_feedback_info LinkedTransformFeedback;
2671
2672 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2673 enum gl_frag_depth_layout FragDepthLayout;
2674
2675 /**
2676 * Geometry shader state - copied into gl_geometry_program by
2677 * _mesa_copy_linked_program_data().
2678 */
2679 struct {
2680 GLint VerticesIn;
2681 GLint VerticesOut;
2682 /**
2683 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2684 */
2685 GLint Invocations;
2686 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2687 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2688 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2689 /**
2690 * True if gl_ClipDistance is written to. Copied into
2691 * gl_geometry_program by _mesa_copy_linked_program_data().
2692 */
2693 GLboolean UsesClipDistance;
2694 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2695 0 if not present. */
2696 bool UsesEndPrimitive;
2697 bool UsesStreams;
2698 } Geom;
2699
2700 /** Vertex shader state */
2701 struct {
2702 /**
2703 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2704 * by _mesa_copy_linked_program_data().
2705 */
2706 GLboolean UsesClipDistance;
2707 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2708 0 if not present. */
2709 } Vert;
2710
2711 /**
2712 * Compute shader state - copied into gl_compute_program by
2713 * _mesa_copy_linked_program_data().
2714 */
2715 struct {
2716 /**
2717 * If this shader contains a compute stage, size specified using
2718 * local_size_{x,y,z}. Otherwise undefined.
2719 */
2720 unsigned LocalSize[3];
2721 } Comp;
2722
2723 /* post-link info: */
2724 unsigned NumUniformStorage;
2725 unsigned NumHiddenUniforms;
2726 struct gl_uniform_storage *UniformStorage;
2727
2728 /**
2729 * Mapping from GL uniform locations returned by \c glUniformLocation to
2730 * UniformStorage entries. Arrays will have multiple contiguous slots
2731 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2732 */
2733 unsigned NumUniformRemapTable;
2734 struct gl_uniform_storage **UniformRemapTable;
2735
2736 /**
2737 * Size of the gl_ClipDistance array that is output from the last pipeline
2738 * stage before the fragment shader.
2739 */
2740 unsigned LastClipDistanceArraySize;
2741
2742 unsigned NumUniformBlocks;
2743 struct gl_uniform_block *UniformBlocks;
2744
2745 /**
2746 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2747 * they're used in, or -1.
2748 *
2749 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2750 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2751 */
2752 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2753
2754 /**
2755 * Map of active uniform names to locations
2756 *
2757 * Maps any active uniform that is not an array element to a location.
2758 * Each active uniform, including individual structure members will appear
2759 * in this map. This roughly corresponds to the set of names that would be
2760 * enumerated by \c glGetActiveUniform.
2761 */
2762 struct string_to_uint_map *UniformHash;
2763
2764 struct gl_active_atomic_buffer *AtomicBuffers;
2765 unsigned NumAtomicBuffers;
2766
2767 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2768 GLboolean Validated;
2769 GLboolean _Used; /**< Ever used for drawing? */
2770 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2771 GLchar *InfoLog;
2772
2773 unsigned Version; /**< GLSL version used for linking */
2774 bool IsES; /**< True if this program uses GLSL ES */
2775
2776 /**
2777 * Per-stage shaders resulting from the first stage of linking.
2778 *
2779 * Set of linked shaders for this program. The array is accessed using the
2780 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2781 * \c NULL.
2782 */
2783 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2784
2785 /** List of all active resources after linking. */
2786 struct gl_program_resource *ProgramResourceList;
2787 unsigned NumProgramResourceList;
2788
2789 /* True if any of the fragment shaders attached to this program use:
2790 * #extension ARB_fragment_coord_conventions: enable
2791 */
2792 GLboolean ARB_fragment_coord_conventions_enable;
2793 };
2794
2795
2796 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2797 #define GLSL_LOG 0x2 /**< Write shaders to files */
2798 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2799 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2800 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2801 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2802 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2803 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2804 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2805 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2806
2807
2808 /**
2809 * Context state for GLSL vertex/fragment shaders.
2810 * Extended to support pipeline object
2811 */
2812 struct gl_pipeline_object
2813 {
2814 /** Name of the pipeline object as received from glGenProgramPipelines.
2815 * It would be 0 for shaders without separate shader objects.
2816 */
2817 GLuint Name;
2818
2819 GLint RefCount;
2820
2821 mtx_t Mutex;
2822
2823 GLchar *Label; /**< GL_KHR_debug */
2824
2825 /**
2826 * Programs used for rendering
2827 *
2828 * There is a separate program set for each shader stage.
2829 */
2830 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2831
2832 struct gl_shader_program *_CurrentFragmentProgram;
2833
2834 /**
2835 * Program used by glUniform calls.
2836 *
2837 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2838 */
2839 struct gl_shader_program *ActiveProgram;
2840
2841 GLbitfield Flags; /**< Mask of GLSL_x flags */
2842
2843 GLboolean EverBound; /**< Has the pipeline object been created */
2844
2845 GLboolean Validated; /**< Pipeline Validation status */
2846
2847 GLchar *InfoLog;
2848 };
2849
2850 /**
2851 * Context state for GLSL pipeline shaders.
2852 */
2853 struct gl_pipeline_shader_state
2854 {
2855 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2856 struct gl_pipeline_object *Current;
2857
2858 /* Default Object to ensure that _Shader is never NULL */
2859 struct gl_pipeline_object *Default;
2860
2861 /** Pipeline objects */
2862 struct _mesa_HashTable *Objects;
2863 };
2864
2865 /**
2866 * Compiler options for a single GLSL shaders type
2867 */
2868 struct gl_shader_compiler_options
2869 {
2870 /** Driver-selectable options: */
2871 GLboolean EmitCondCodes; /**< Use condition codes? */
2872 GLboolean EmitNoLoops;
2873 GLboolean EmitNoFunctions;
2874 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2875 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2876 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2877 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2878 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2879 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2880
2881 /**
2882 * \name Forms of indirect addressing the driver cannot do.
2883 */
2884 /*@{*/
2885 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2886 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2887 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2888 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2889 /*@}*/
2890
2891 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2892 GLuint MaxUnrollIterations;
2893
2894 /**
2895 * Optimize code for array of structures backends.
2896 *
2897 * This is a proxy for:
2898 * - preferring DP4 instructions (rather than MUL/MAD) for
2899 * matrix * vector operations, such as position transformation.
2900 */
2901 GLboolean OptimizeForAOS;
2902
2903 const struct nir_shader_compiler_options *NirOptions;
2904 };
2905
2906
2907 /**
2908 * Occlusion/timer query object.
2909 */
2910 struct gl_query_object
2911 {
2912 GLenum Target; /**< The query target, when active */
2913 GLuint Id; /**< hash table ID/name */
2914 GLchar *Label; /**< GL_KHR_debug */
2915 GLuint64EXT Result; /**< the counter */
2916 GLboolean Active; /**< inside Begin/EndQuery */
2917 GLboolean Ready; /**< result is ready? */
2918 GLboolean EverBound;/**< has query object ever been bound */
2919 GLuint Stream; /**< The stream */
2920 };
2921
2922
2923 /**
2924 * Context state for query objects.
2925 */
2926 struct gl_query_state
2927 {
2928 struct _mesa_HashTable *QueryObjects;
2929 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2930 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2931
2932 /** GL_NV_conditional_render */
2933 struct gl_query_object *CondRenderQuery;
2934
2935 /** GL_EXT_transform_feedback */
2936 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2937 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2938
2939 /** GL_ARB_timer_query */
2940 struct gl_query_object *TimeElapsed;
2941
2942 /** GL_ARB_pipeline_statistics_query */
2943 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2944
2945 GLenum CondRenderMode;
2946 };
2947
2948
2949 /** Sync object state */
2950 struct gl_sync_object
2951 {
2952 GLenum Type; /**< GL_SYNC_FENCE */
2953 GLuint Name; /**< Fence name */
2954 GLchar *Label; /**< GL_KHR_debug */
2955 GLint RefCount; /**< Reference count */
2956 GLboolean DeletePending; /**< Object was deleted while there were still
2957 * live references (e.g., sync not yet finished)
2958 */
2959 GLenum SyncCondition;
2960 GLbitfield Flags; /**< Flags passed to glFenceSync */
2961 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2962 };
2963
2964
2965 /**
2966 * State which can be shared by multiple contexts:
2967 */
2968 struct gl_shared_state
2969 {
2970 mtx_t Mutex; /**< for thread safety */
2971 GLint RefCount; /**< Reference count */
2972 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2973 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2974
2975 /** Default texture objects (shared by all texture units) */
2976 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2977
2978 /** Fallback texture used when a bound texture is incomplete */
2979 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2980
2981 /**
2982 * \name Thread safety and statechange notification for texture
2983 * objects.
2984 *
2985 * \todo Improve the granularity of locking.
2986 */
2987 /*@{*/
2988 mtx_t TexMutex; /**< texobj thread safety */
2989 GLuint TextureStateStamp; /**< state notification for shared tex */
2990 /*@}*/
2991
2992 /** Default buffer object for vertex arrays that aren't in VBOs */
2993 struct gl_buffer_object *NullBufferObj;
2994
2995 /**
2996 * \name Vertex/geometry/fragment programs
2997 */
2998 /*@{*/
2999 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3000 struct gl_vertex_program *DefaultVertexProgram;
3001 struct gl_fragment_program *DefaultFragmentProgram;
3002 /*@}*/
3003
3004 /* GL_ATI_fragment_shader */
3005 struct _mesa_HashTable *ATIShaders;
3006 struct ati_fragment_shader *DefaultFragmentShader;
3007
3008 struct _mesa_HashTable *BufferObjects;
3009
3010 /** Table of both gl_shader and gl_shader_program objects */
3011 struct _mesa_HashTable *ShaderObjects;
3012
3013 /* GL_EXT_framebuffer_object */
3014 struct _mesa_HashTable *RenderBuffers;
3015 struct _mesa_HashTable *FrameBuffers;
3016
3017 /* GL_ARB_sync */
3018 struct set *SyncObjects;
3019
3020 /** GL_ARB_sampler_objects */
3021 struct _mesa_HashTable *SamplerObjects;
3022
3023 /**
3024 * Some context in this share group was affected by a GPU reset
3025 *
3026 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3027 * been affected by a GPU reset must also return
3028 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3029 *
3030 * Once this field becomes true, it is never reset to false.
3031 */
3032 bool ShareGroupReset;
3033 };
3034
3035
3036
3037 /**
3038 * Renderbuffers represent drawing surfaces such as color, depth and/or
3039 * stencil. A framebuffer object has a set of renderbuffers.
3040 * Drivers will typically derive subclasses of this type.
3041 */
3042 struct gl_renderbuffer
3043 {
3044 mtx_t Mutex; /**< for thread safety */
3045 GLuint ClassID; /**< Useful for drivers */
3046 GLuint Name;
3047 GLchar *Label; /**< GL_KHR_debug */
3048 GLint RefCount;
3049 GLuint Width, Height;
3050 GLuint Depth;
3051 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3052 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3053 /**
3054 * True for renderbuffers that wrap textures, giving the driver a chance to
3055 * flush render caches through the FinishRenderTexture hook.
3056 *
3057 * Drivers may also set this on renderbuffers other than those generated by
3058 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3059 * called without a rb->TexImage.
3060 */
3061 GLboolean NeedsFinishRenderTexture;
3062 GLubyte NumSamples;
3063 GLenum InternalFormat; /**< The user-specified format */
3064 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3065 GL_STENCIL_INDEX. */
3066 mesa_format Format; /**< The actual renderbuffer memory format */
3067 /**
3068 * Pointer to the texture image if this renderbuffer wraps a texture,
3069 * otherwise NULL.
3070 *
3071 * Note that the reference on the gl_texture_object containing this
3072 * TexImage is held by the gl_renderbuffer_attachment.
3073 */
3074 struct gl_texture_image *TexImage;
3075
3076 /** Delete this renderbuffer */
3077 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3078
3079 /** Allocate new storage for this renderbuffer */
3080 GLboolean (*AllocStorage)(struct gl_context *ctx,
3081 struct gl_renderbuffer *rb,
3082 GLenum internalFormat,
3083 GLuint width, GLuint height);
3084 };
3085
3086
3087 /**
3088 * A renderbuffer attachment points to either a texture object (and specifies
3089 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3090 */
3091 struct gl_renderbuffer_attachment
3092 {
3093 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3094 GLboolean Complete;
3095
3096 /**
3097 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3098 * application supplied renderbuffer object.
3099 */
3100 struct gl_renderbuffer *Renderbuffer;
3101
3102 /**
3103 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3104 * supplied texture object.
3105 */
3106 struct gl_texture_object *Texture;
3107 GLuint TextureLevel; /**< Attached mipmap level. */
3108 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3109 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3110 * and 2D array textures */
3111 GLboolean Layered;
3112 };
3113
3114
3115 /**
3116 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3117 * In C++ terms, think of this as a base class from which device drivers
3118 * will make derived classes.
3119 */
3120 struct gl_framebuffer
3121 {
3122 mtx_t Mutex; /**< for thread safety */
3123 /**
3124 * If zero, this is a window system framebuffer. If non-zero, this
3125 * is a FBO framebuffer; note that for some devices (i.e. those with
3126 * a natural pixel coordinate system for FBOs that differs from the
3127 * OpenGL/Mesa coordinate system), this means that the viewport,
3128 * polygon face orientation, and polygon stipple will have to be inverted.
3129 */
3130 GLuint Name;
3131 GLint RefCount;
3132
3133 GLchar *Label; /**< GL_KHR_debug */
3134
3135 GLboolean DeletePending;
3136
3137 /**
3138 * The framebuffer's visual. Immutable if this is a window system buffer.
3139 * Computed from attachments if user-made FBO.
3140 */
3141 struct gl_config Visual;
3142
3143 /**
3144 * Size of frame buffer in pixels. If there are no attachments, then both
3145 * of these are 0.
3146 */
3147 GLuint Width, Height;
3148
3149 /**
3150 * In the case that the framebuffer has no attachment (i.e.
3151 * GL_ARB_framebuffer_no_attachments) then the geometry of
3152 * the framebuffer is specified by the default values.
3153 */
3154 struct {
3155 GLuint Width, Height, Layers, NumSamples;
3156 GLboolean FixedSampleLocations;
3157 } DefaultGeometry;
3158
3159 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3160 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3161 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3162 */
3163 /*@{*/
3164 GLint _Xmin, _Xmax;
3165 GLint _Ymin, _Ymax;
3166 /*@}*/
3167
3168 /** \name Derived Z buffer stuff */
3169 /*@{*/
3170 GLuint _DepthMax; /**< Max depth buffer value */
3171 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3172 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3173 /*@}*/
3174
3175 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3176 GLenum _Status;
3177
3178 /** Whether one of Attachment has Type != GL_NONE
3179 * NOTE: the values for Width and Height are set to 0 in case of having
3180 * no attachments, a backend driver supporting the extension
3181 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3182 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3183 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3184 * _Ymax do NOT take into account _HasAttachments being false). To get the
3185 * geometry of the framebuffer, the helper functions
3186 * _mesa_geometric_width(),
3187 * _mesa_geometric_height(),
3188 * _mesa_geometric_samples() and
3189 * _mesa_geometric_layers()
3190 * are available that check _HasAttachments.
3191 */
3192 bool _HasAttachments;
3193
3194 /** Integer color values */
3195 GLboolean _IntegerColor;
3196
3197 /* ARB_color_buffer_float */
3198 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3199 GLboolean _HasSNormOrFloatColorBuffer;
3200
3201 /**
3202 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3203 * is not layered. For cube maps and cube map arrays, each cube face
3204 * counts as a layer. As the case for Width, Height a backend driver
3205 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3206 * in the case that _HasAttachments is false
3207 */
3208 GLuint MaxNumLayers;
3209
3210 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3211 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3212
3213 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3214 * attribute group and GL_PIXEL attribute group, respectively.
3215 */
3216 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3217 GLenum ColorReadBuffer;
3218
3219 /** Computed from ColorDraw/ReadBuffer above */
3220 GLuint _NumColorDrawBuffers;
3221 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3222 GLint _ColorReadBufferIndex; /* -1 = None */
3223 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3224 struct gl_renderbuffer *_ColorReadBuffer;
3225
3226 /** Delete this framebuffer */
3227 void (*Delete)(struct gl_framebuffer *fb);
3228 };
3229
3230
3231 /**
3232 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3233 */
3234 struct gl_precision
3235 {
3236 GLushort RangeMin; /**< min value exponent */
3237 GLushort RangeMax; /**< max value exponent */
3238 GLushort Precision; /**< number of mantissa bits */
3239 };
3240
3241
3242 /**
3243 * Limits for vertex, geometry and fragment programs/shaders.
3244 */
3245 struct gl_program_constants
3246 {
3247 /* logical limits */
3248 GLuint MaxInstructions;
3249 GLuint MaxAluInstructions;
3250 GLuint MaxTexInstructions;
3251 GLuint MaxTexIndirections;
3252 GLuint MaxAttribs;
3253 GLuint MaxTemps;
3254 GLuint MaxAddressRegs;
3255 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3256 GLuint MaxParameters;
3257 GLuint MaxLocalParams;
3258 GLuint MaxEnvParams;
3259 /* native/hardware limits */
3260 GLuint MaxNativeInstructions;
3261 GLuint MaxNativeAluInstructions;
3262 GLuint MaxNativeTexInstructions;
3263 GLuint MaxNativeTexIndirections;
3264 GLuint MaxNativeAttribs;
3265 GLuint MaxNativeTemps;
3266 GLuint MaxNativeAddressRegs;
3267 GLuint MaxNativeParameters;
3268 /* For shaders */
3269 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3270
3271 /**
3272 * \name Per-stage input / output limits
3273 *
3274 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3275 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3276 * ES). This is stored as \c gl_constants::MaxVarying.
3277 *
3278 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3279 * variables. Each stage as a certain number of outputs that it can feed
3280 * to the next stage and a certain number inputs that it can consume from
3281 * the previous stage.
3282 *
3283 * Vertex shader inputs do not participate this in this accounting.
3284 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3285 *
3286 * Fragment shader outputs do not participate this in this accounting.
3287 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3288 */
3289 /*@{*/
3290 GLuint MaxInputComponents;
3291 GLuint MaxOutputComponents;
3292 /*@}*/
3293
3294 /* ES 2.0 and GL_ARB_ES2_compatibility */
3295 struct gl_precision LowFloat, MediumFloat, HighFloat;
3296 struct gl_precision LowInt, MediumInt, HighInt;
3297 /* GL_ARB_uniform_buffer_object */
3298 GLuint MaxUniformBlocks;
3299 GLuint MaxCombinedUniformComponents;
3300 GLuint MaxTextureImageUnits;
3301
3302 /* GL_ARB_shader_atomic_counters */
3303 GLuint MaxAtomicBuffers;
3304 GLuint MaxAtomicCounters;
3305
3306 /* GL_ARB_shader_image_load_store */
3307 GLuint MaxImageUniforms;
3308 };
3309
3310
3311 /**
3312 * Constants which may be overridden by device driver during context creation
3313 * but are never changed after that.
3314 */
3315 struct gl_constants
3316 {
3317 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3318 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3319 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3320 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3321 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3322 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3323 GLuint MaxTextureCoordUnits;
3324 GLuint MaxCombinedTextureImageUnits;
3325 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3326 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3327 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3328 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3329
3330 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3331
3332 GLuint MaxArrayLockSize;
3333
3334 GLint SubPixelBits;
3335
3336 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3337 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3338 GLfloat PointSizeGranularity;
3339 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3340 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3341 GLfloat LineWidthGranularity;
3342
3343 GLuint MaxClipPlanes;
3344 GLuint MaxLights;
3345 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3346 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3347
3348 GLuint MaxViewportWidth, MaxViewportHeight;
3349 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3350 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3351 struct {
3352 GLfloat Min;
3353 GLfloat Max;
3354 } ViewportBounds; /**< GL_ARB_viewport_array */
3355
3356 struct gl_program_constants Program[MESA_SHADER_STAGES];
3357 GLuint MaxProgramMatrices;
3358 GLuint MaxProgramMatrixStackDepth;
3359
3360 struct {
3361 GLuint SamplesPassed;
3362 GLuint TimeElapsed;
3363 GLuint Timestamp;
3364 GLuint PrimitivesGenerated;
3365 GLuint PrimitivesWritten;
3366 GLuint VerticesSubmitted;
3367 GLuint PrimitivesSubmitted;
3368 GLuint VsInvocations;
3369 GLuint TessPatches;
3370 GLuint TessInvocations;
3371 GLuint GsInvocations;
3372 GLuint GsPrimitives;
3373 GLuint FsInvocations;
3374 GLuint ComputeInvocations;
3375 GLuint ClInPrimitives;
3376 GLuint ClOutPrimitives;
3377 } QueryCounterBits;
3378
3379 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3380
3381 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3382 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3383 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3384
3385 /**
3386 * GL_ARB_framebuffer_no_attachments
3387 */
3388 GLuint MaxFramebufferWidth;
3389 GLuint MaxFramebufferHeight;
3390 GLuint MaxFramebufferLayers;
3391 GLuint MaxFramebufferSamples;
3392
3393 /** Number of varying vectors between any two shader stages. */
3394 GLuint MaxVarying;
3395
3396 /** @{
3397 * GL_ARB_uniform_buffer_object
3398 */
3399 GLuint MaxCombinedUniformBlocks;
3400 GLuint MaxUniformBufferBindings;
3401 GLuint MaxUniformBlockSize;
3402 GLuint UniformBufferOffsetAlignment;
3403 /** @} */
3404
3405 /**
3406 * GL_ARB_explicit_uniform_location
3407 */
3408 GLuint MaxUserAssignableUniformLocations;
3409
3410 /** GL_ARB_geometry_shader4 */
3411 GLuint MaxGeometryOutputVertices;
3412 GLuint MaxGeometryTotalOutputComponents;
3413
3414 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3415
3416 /**
3417 * Changes default GLSL extension behavior from "error" to "warn". It's out
3418 * of spec, but it can make some apps work that otherwise wouldn't.
3419 */
3420 GLboolean ForceGLSLExtensionsWarn;
3421
3422 /**
3423 * If non-zero, forces GLSL shaders to behave as if they began
3424 * with "#version ForceGLSLVersion".
3425 */
3426 GLuint ForceGLSLVersion;
3427
3428 /**
3429 * Allow GLSL #extension directives in the middle of shaders.
3430 */
3431 GLboolean AllowGLSLExtensionDirectiveMidShader;
3432
3433 /**
3434 * Does the driver support real 32-bit integers? (Otherwise, integers are
3435 * simulated via floats.)
3436 */
3437 GLboolean NativeIntegers;
3438
3439 /**
3440 * Does VertexID count from zero or from base vertex?
3441 *
3442 * \note
3443 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3444 * ignored and need not be set.
3445 */
3446 bool VertexID_is_zero_based;
3447
3448 /**
3449 * If the driver supports real 32-bit integers, what integer value should be
3450 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3451 */
3452 GLuint UniformBooleanTrue;
3453
3454 /**
3455 * Maximum amount of time, measured in nanseconds, that the server can wait.
3456 */
3457 GLuint64 MaxServerWaitTimeout;
3458
3459 /** GL_EXT_provoking_vertex */
3460 GLboolean QuadsFollowProvokingVertexConvention;
3461
3462 /** OpenGL version 3.0 */
3463 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3464
3465 /** OpenGL version 3.2 */
3466 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3467
3468 /** OpenGL version 4.4 */
3469 GLuint MaxVertexAttribStride;
3470
3471 /** GL_EXT_transform_feedback */
3472 GLuint MaxTransformFeedbackBuffers;
3473 GLuint MaxTransformFeedbackSeparateComponents;
3474 GLuint MaxTransformFeedbackInterleavedComponents;
3475 GLuint MaxVertexStreams;
3476
3477 /** GL_EXT_gpu_shader4 */
3478 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3479
3480 /** GL_ARB_texture_gather */
3481 GLuint MinProgramTextureGatherOffset;
3482 GLuint MaxProgramTextureGatherOffset;
3483 GLuint MaxProgramTextureGatherComponents;
3484
3485 /* GL_ARB_robustness */
3486 GLenum ResetStrategy;
3487
3488 /* GL_ARB_blend_func_extended */
3489 GLuint MaxDualSourceDrawBuffers;
3490
3491 /**
3492 * Whether the implementation strips out and ignores texture borders.
3493 *
3494 * Many GPU hardware implementations don't support rendering with texture
3495 * borders and mipmapped textures. (Note: not static border color, but the
3496 * old 1-pixel border around each edge). Implementations then have to do
3497 * slow fallbacks to be correct, or just ignore the border and be fast but
3498 * wrong. Setting the flag strips the border off of TexImage calls,
3499 * providing "fast but wrong" at significantly reduced driver complexity.
3500 *
3501 * Texture borders are deprecated in GL 3.0.
3502 **/
3503 GLboolean StripTextureBorder;
3504
3505 /**
3506 * For drivers which can do a better job at eliminating unused uniforms
3507 * than the GLSL compiler.
3508 *
3509 * XXX Remove these as soon as a better solution is available.
3510 */
3511 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3512
3513 /**
3514 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3515 * than passing the transform feedback object to the drawing function.
3516 */
3517 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3518
3519 /** GL_ARB_map_buffer_alignment */
3520 GLuint MinMapBufferAlignment;
3521
3522 /**
3523 * Disable varying packing. This is out of spec, but potentially useful
3524 * for older platforms that supports a limited number of texture
3525 * indirections--on these platforms, unpacking the varyings in the fragment
3526 * shader increases the number of texture indirections by 1, which might
3527 * make some shaders not executable at all.
3528 *
3529 * Drivers that support transform feedback must set this value to GL_FALSE.
3530 */
3531 GLboolean DisableVaryingPacking;
3532
3533 /**
3534 * Should meaningful names be generated for compiler temporary variables?
3535 *
3536 * Generally, it is not useful to have the compiler generate "meaningful"
3537 * names for temporary variables that it creates. This can, however, be a
3538 * useful debugging aid. In Mesa debug builds or release builds when
3539 * MESA_GLSL is set at run-time, meaningful names will be generated.
3540 * Drivers can also force names to be generated by setting this field.
3541 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3542 * vertex shader assembly) is set at run-time.
3543 */
3544 bool GenerateTemporaryNames;
3545
3546 /*
3547 * Maximum value supported for an index in DrawElements and friends.
3548 *
3549 * This must be at least (1ull<<24)-1. The default value is
3550 * (1ull<<32)-1.
3551 *
3552 * \since ES 3.0 or GL_ARB_ES3_compatibility
3553 * \sa _mesa_init_constants
3554 */
3555 GLuint64 MaxElementIndex;
3556
3557 /**
3558 * Disable interpretation of line continuations (lines ending with a
3559 * backslash character ('\') in GLSL source.
3560 */
3561 GLboolean DisableGLSLLineContinuations;
3562
3563 /** GL_ARB_texture_multisample */
3564 GLint MaxColorTextureSamples;
3565 GLint MaxDepthTextureSamples;
3566 GLint MaxIntegerSamples;
3567
3568 /**
3569 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3570 * samples are laid out in a rectangular grid roughly corresponding to
3571 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3572 * are used to map indices of rectangular grid to sample numbers within
3573 * a pixel. This mapping of indices to sample numbers must be initialized
3574 * by the driver for the target hardware. For example, if we have the 8X
3575 * MSAA sample number layout (sample positions) for XYZ hardware:
3576 *
3577 * sample indices layout sample number layout
3578 * --------- ---------
3579 * | 0 | 1 | | a | b |
3580 * --------- ---------
3581 * | 2 | 3 | | c | d |
3582 * --------- ---------
3583 * | 4 | 5 | | e | f |
3584 * --------- ---------
3585 * | 6 | 7 | | g | h |
3586 * --------- ---------
3587 *
3588 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3589 *
3590 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3591 * below:
3592 * SampleMap8x = {a, b, c, d, e, f, g, h};
3593 *
3594 * Follow the logic for other sample counts.
3595 */
3596 uint8_t SampleMap2x[2];
3597 uint8_t SampleMap4x[4];
3598 uint8_t SampleMap8x[8];
3599
3600 /** GL_ARB_shader_atomic_counters */
3601 GLuint MaxAtomicBufferBindings;
3602 GLuint MaxAtomicBufferSize;
3603 GLuint MaxCombinedAtomicBuffers;
3604 GLuint MaxCombinedAtomicCounters;
3605
3606 /** GL_ARB_vertex_attrib_binding */
3607 GLint MaxVertexAttribRelativeOffset;
3608 GLint MaxVertexAttribBindings;
3609
3610 /* GL_ARB_shader_image_load_store */
3611 GLuint MaxImageUnits;
3612 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3613 GLuint MaxImageSamples;
3614 GLuint MaxCombinedImageUniforms;
3615
3616 /** GL_ARB_compute_shader */
3617 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3618 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3619 GLuint MaxComputeWorkGroupInvocations;
3620
3621 /** GL_ARB_gpu_shader5 */
3622 GLfloat MinFragmentInterpolationOffset;
3623 GLfloat MaxFragmentInterpolationOffset;
3624
3625 GLboolean FakeSWMSAA;
3626
3627 /** GL_KHR_context_flush_control */
3628 GLenum ContextReleaseBehavior;
3629
3630 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3631 };
3632
3633
3634 /**
3635 * Enable flag for each OpenGL extension. Different device drivers will
3636 * enable different extensions at runtime.
3637 */
3638 struct gl_extensions
3639 {
3640 GLboolean dummy; /* don't remove this! */
3641 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3642 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3643 GLboolean ANGLE_texture_compression_dxt;
3644 GLboolean ARB_ES2_compatibility;
3645 GLboolean ARB_ES3_compatibility;
3646 GLboolean ARB_arrays_of_arrays;
3647 GLboolean ARB_base_instance;
3648 GLboolean ARB_blend_func_extended;
3649 GLboolean ARB_buffer_storage;
3650 GLboolean ARB_clear_texture;
3651 GLboolean ARB_clip_control;
3652 GLboolean ARB_color_buffer_float;
3653 GLboolean ARB_compute_shader;
3654 GLboolean ARB_conditional_render_inverted;
3655 GLboolean ARB_conservative_depth;
3656 GLboolean ARB_copy_image;
3657 GLboolean ARB_depth_buffer_float;
3658 GLboolean ARB_depth_clamp;
3659 GLboolean ARB_depth_texture;
3660 GLboolean ARB_derivative_control;
3661 GLboolean ARB_draw_buffers_blend;
3662 GLboolean ARB_draw_elements_base_vertex;
3663 GLboolean ARB_draw_indirect;
3664 GLboolean ARB_draw_instanced;
3665 GLboolean ARB_fragment_coord_conventions;
3666 GLboolean ARB_fragment_layer_viewport;
3667 GLboolean ARB_fragment_program;
3668 GLboolean ARB_fragment_program_shadow;
3669 GLboolean ARB_fragment_shader;
3670 GLboolean ARB_framebuffer_no_attachments;
3671 GLboolean ARB_framebuffer_object;
3672 GLboolean ARB_explicit_attrib_location;
3673 GLboolean ARB_explicit_uniform_location;
3674 GLboolean ARB_geometry_shader4;
3675 GLboolean ARB_gpu_shader5;
3676 GLboolean ARB_gpu_shader_fp64;
3677 GLboolean ARB_half_float_vertex;
3678 GLboolean ARB_instanced_arrays;
3679 GLboolean ARB_internalformat_query;
3680 GLboolean ARB_map_buffer_range;
3681 GLboolean ARB_occlusion_query;
3682 GLboolean ARB_occlusion_query2;
3683 GLboolean ARB_pipeline_statistics_query;
3684 GLboolean ARB_point_sprite;
3685 GLboolean ARB_sample_shading;
3686 GLboolean ARB_seamless_cube_map;
3687 GLboolean ARB_shader_atomic_counters;
3688 GLboolean ARB_shader_bit_encoding;
3689 GLboolean ARB_shader_image_load_store;
3690 GLboolean ARB_shader_precision;
3691 GLboolean ARB_shader_stencil_export;
3692 GLboolean ARB_shader_texture_lod;
3693 GLboolean ARB_shading_language_packing;
3694 GLboolean ARB_shading_language_420pack;
3695 GLboolean ARB_shadow;
3696 GLboolean ARB_stencil_texturing;
3697 GLboolean ARB_sync;
3698 GLboolean ARB_tessellation_shader;
3699 GLboolean ARB_texture_border_clamp;
3700 GLboolean ARB_texture_buffer_object;
3701 GLboolean ARB_texture_buffer_object_rgb32;
3702 GLboolean ARB_texture_buffer_range;
3703 GLboolean ARB_texture_compression_bptc;
3704 GLboolean ARB_texture_compression_rgtc;
3705 GLboolean ARB_texture_cube_map;
3706 GLboolean ARB_texture_cube_map_array;
3707 GLboolean ARB_texture_env_combine;
3708 GLboolean ARB_texture_env_crossbar;
3709 GLboolean ARB_texture_env_dot3;
3710 GLboolean ARB_texture_float;
3711 GLboolean ARB_texture_gather;
3712 GLboolean ARB_texture_mirror_clamp_to_edge;
3713 GLboolean ARB_texture_multisample;
3714 GLboolean ARB_texture_non_power_of_two;
3715 GLboolean ARB_texture_stencil8;
3716 GLboolean ARB_texture_query_levels;
3717 GLboolean ARB_texture_query_lod;
3718 GLboolean ARB_texture_rg;
3719 GLboolean ARB_texture_rgb10_a2ui;
3720 GLboolean ARB_texture_view;
3721 GLboolean ARB_timer_query;
3722 GLboolean ARB_transform_feedback2;
3723 GLboolean ARB_transform_feedback3;
3724 GLboolean ARB_transform_feedback_instanced;
3725 GLboolean ARB_uniform_buffer_object;
3726 GLboolean ARB_vertex_attrib_64bit;
3727 GLboolean ARB_vertex_program;
3728 GLboolean ARB_vertex_shader;
3729 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3730 GLboolean ARB_vertex_type_2_10_10_10_rev;
3731 GLboolean ARB_viewport_array;
3732 GLboolean EXT_blend_color;
3733 GLboolean EXT_blend_equation_separate;
3734 GLboolean EXT_blend_func_separate;
3735 GLboolean EXT_blend_minmax;
3736 GLboolean EXT_depth_bounds_test;
3737 GLboolean EXT_draw_buffers2;
3738 GLboolean EXT_framebuffer_multisample;
3739 GLboolean EXT_framebuffer_multisample_blit_scaled;
3740 GLboolean EXT_framebuffer_sRGB;
3741 GLboolean EXT_gpu_program_parameters;
3742 GLboolean EXT_gpu_shader4;
3743 GLboolean EXT_packed_float;
3744 GLboolean EXT_pixel_buffer_object;
3745 GLboolean EXT_point_parameters;
3746 GLboolean EXT_polygon_offset_clamp;
3747 GLboolean EXT_provoking_vertex;
3748 GLboolean EXT_shader_integer_mix;
3749 GLboolean EXT_stencil_two_side;
3750 GLboolean EXT_texture3D;
3751 GLboolean EXT_texture_array;
3752 GLboolean EXT_texture_compression_latc;
3753 GLboolean EXT_texture_compression_s3tc;
3754 GLboolean EXT_texture_env_dot3;
3755 GLboolean EXT_texture_filter_anisotropic;
3756 GLboolean EXT_texture_integer;
3757 GLboolean EXT_texture_mirror_clamp;
3758 GLboolean EXT_texture_shared_exponent;
3759 GLboolean EXT_texture_snorm;
3760 GLboolean EXT_texture_sRGB;
3761 GLboolean EXT_texture_sRGB_decode;
3762 GLboolean EXT_texture_swizzle;
3763 GLboolean EXT_transform_feedback;
3764 GLboolean EXT_timer_query;
3765 GLboolean EXT_vertex_array_bgra;
3766 GLboolean OES_standard_derivatives;
3767 /* vendor extensions */
3768 GLboolean AMD_performance_monitor;
3769 GLboolean AMD_pinned_memory;
3770 GLboolean AMD_seamless_cubemap_per_texture;
3771 GLboolean AMD_vertex_shader_layer;
3772 GLboolean AMD_vertex_shader_viewport_index;
3773 GLboolean APPLE_object_purgeable;
3774 GLboolean ATI_texture_compression_3dc;
3775 GLboolean ATI_texture_mirror_once;
3776 GLboolean ATI_texture_env_combine3;
3777 GLboolean ATI_fragment_shader;
3778 GLboolean ATI_separate_stencil;
3779 GLboolean INTEL_performance_query;
3780 GLboolean MESA_pack_invert;
3781 GLboolean MESA_ycbcr_texture;
3782 GLboolean NV_conditional_render;
3783 GLboolean NV_fog_distance;
3784 GLboolean NV_fragment_program_option;
3785 GLboolean NV_point_sprite;
3786 GLboolean NV_primitive_restart;
3787 GLboolean NV_texture_barrier;
3788 GLboolean NV_texture_env_combine4;
3789 GLboolean NV_texture_rectangle;
3790 GLboolean NV_vdpau_interop;
3791 GLboolean TDFX_texture_compression_FXT1;
3792 GLboolean OES_EGL_image;
3793 GLboolean OES_draw_texture;
3794 GLboolean OES_depth_texture_cube_map;
3795 GLboolean OES_EGL_image_external;
3796 GLboolean OES_texture_float;
3797 GLboolean OES_texture_float_linear;
3798 GLboolean OES_texture_half_float;
3799 GLboolean OES_texture_half_float_linear;
3800 GLboolean OES_compressed_ETC1_RGB8_texture;
3801 GLboolean extension_sentinel;
3802 /** The extension string */
3803 const GLubyte *String;
3804 /** Number of supported extensions */
3805 GLuint Count;
3806 };
3807
3808
3809 /**
3810 * A stack of matrices (projection, modelview, color, texture, etc).
3811 */
3812 struct gl_matrix_stack
3813 {
3814 GLmatrix *Top; /**< points into Stack */
3815 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3816 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3817 GLuint MaxDepth; /**< size of Stack[] array */
3818 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3819 };
3820
3821
3822 /**
3823 * \name Bits for image transfer operations
3824 * \sa __struct gl_contextRec::ImageTransferState.
3825 */
3826 /*@{*/
3827 #define IMAGE_SCALE_BIAS_BIT 0x1
3828 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3829 #define IMAGE_MAP_COLOR_BIT 0x4
3830 #define IMAGE_CLAMP_BIT 0x800
3831
3832
3833 /** Pixel Transfer ops */
3834 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3835 IMAGE_SHIFT_OFFSET_BIT | \
3836 IMAGE_MAP_COLOR_BIT)
3837
3838 /**
3839 * \name Bits to indicate what state has changed.
3840 */
3841 /*@{*/
3842 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3843 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3844 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3845 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3846 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3847 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3848 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3849 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3850 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3851 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3852 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3853 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3854 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3855 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3856 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3857 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3858 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3859 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3860 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3861 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3862 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3863 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3864 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3865 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3866 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3867 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3868 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3869 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3870 #define _NEW_BUFFER_OBJECT (1 << 28)
3871 #define _NEW_FRAG_CLAMP (1 << 29)
3872 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3873 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3874 #define _NEW_ALL ~0
3875 /*@}*/
3876
3877
3878 /**
3879 * Composite state flags
3880 */
3881 /*@{*/
3882 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3883 _NEW_TEXTURE | \
3884 _NEW_POINT | \
3885 _NEW_PROGRAM | \
3886 _NEW_MODELVIEW)
3887
3888 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3889 _NEW_FOG | \
3890 _NEW_PROGRAM)
3891
3892
3893 /*@}*/
3894
3895
3896
3897
3898 /* This has to be included here. */
3899 #include "dd.h"
3900
3901
3902 /**
3903 * Display list flags.
3904 * Strictly this is a tnl-private concept, but it doesn't seem
3905 * worthwhile adding a tnl private structure just to hold this one bit
3906 * of information:
3907 */
3908 #define DLIST_DANGLING_REFS 0x1
3909
3910
3911 /** Opaque declaration of display list payload data type */
3912 union gl_dlist_node;
3913
3914
3915 /**
3916 * Provide a location where information about a display list can be
3917 * collected. Could be extended with driverPrivate structures,
3918 * etc. in the future.
3919 */
3920 struct gl_display_list
3921 {
3922 GLuint Name;
3923 GLchar *Label; /**< GL_KHR_debug */
3924 GLbitfield Flags; /**< DLIST_x flags */
3925 /** The dlist commands are in a linked list of nodes */
3926 union gl_dlist_node *Head;
3927 };
3928
3929
3930 /**
3931 * State used during display list compilation and execution.
3932 */
3933 struct gl_dlist_state
3934 {
3935 GLuint CallDepth; /**< Current recursion calling depth */
3936
3937 struct gl_display_list *CurrentList; /**< List currently being compiled */
3938 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3939 GLuint CurrentPos; /**< Index into current block of nodes */
3940
3941 GLvertexformat ListVtxfmt;
3942
3943 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3944 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3945
3946 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3947 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3948
3949 struct {
3950 /* State known to have been set by the currently-compiling display
3951 * list. Used to eliminate some redundant state changes.
3952 */
3953 GLenum ShadeModel;
3954 } Current;
3955 };
3956
3957 /** @{
3958 *
3959 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3960 * to small enums suitable for use as an array index.
3961 */
3962
3963 enum mesa_debug_source {
3964 MESA_DEBUG_SOURCE_API,
3965 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3966 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3967 MESA_DEBUG_SOURCE_THIRD_PARTY,
3968 MESA_DEBUG_SOURCE_APPLICATION,
3969 MESA_DEBUG_SOURCE_OTHER,
3970 MESA_DEBUG_SOURCE_COUNT
3971 };
3972
3973 enum mesa_debug_type {
3974 MESA_DEBUG_TYPE_ERROR,
3975 MESA_DEBUG_TYPE_DEPRECATED,
3976 MESA_DEBUG_TYPE_UNDEFINED,
3977 MESA_DEBUG_TYPE_PORTABILITY,
3978 MESA_DEBUG_TYPE_PERFORMANCE,
3979 MESA_DEBUG_TYPE_OTHER,
3980 MESA_DEBUG_TYPE_MARKER,
3981 MESA_DEBUG_TYPE_PUSH_GROUP,
3982 MESA_DEBUG_TYPE_POP_GROUP,
3983 MESA_DEBUG_TYPE_COUNT
3984 };
3985
3986 enum mesa_debug_severity {
3987 MESA_DEBUG_SEVERITY_LOW,
3988 MESA_DEBUG_SEVERITY_MEDIUM,
3989 MESA_DEBUG_SEVERITY_HIGH,
3990 MESA_DEBUG_SEVERITY_NOTIFICATION,
3991 MESA_DEBUG_SEVERITY_COUNT
3992 };
3993
3994 /** @} */
3995
3996 /**
3997 * Driver-specific state flags.
3998 *
3999 * These are or'd with gl_context::NewDriverState to notify a driver about
4000 * a state change. The driver sets the flags at context creation and
4001 * the meaning of the bits set is opaque to core Mesa.
4002 */
4003 struct gl_driver_flags
4004 {
4005 /** gl_context::Array::_DrawArrays (vertex array state) */
4006 uint64_t NewArray;
4007
4008 /** gl_context::TransformFeedback::CurrentObject */
4009 uint64_t NewTransformFeedback;
4010
4011 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4012 uint64_t NewTransformFeedbackProg;
4013
4014 /** gl_context::RasterDiscard */
4015 uint64_t NewRasterizerDiscard;
4016
4017 /**
4018 * gl_context::UniformBufferBindings
4019 * gl_shader_program::UniformBlocks
4020 */
4021 uint64_t NewUniformBuffer;
4022
4023 uint64_t NewTextureBuffer;
4024
4025 /**
4026 * gl_context::AtomicBufferBindings
4027 */
4028 uint64_t NewAtomicBuffer;
4029
4030 /**
4031 * gl_context::ImageUnits
4032 */
4033 uint64_t NewImageUnits;
4034 };
4035
4036 struct gl_uniform_buffer_binding
4037 {
4038 struct gl_buffer_object *BufferObject;
4039 /** Start of uniform block data in the buffer */
4040 GLintptr Offset;
4041 /** Size of data allowed to be referenced from the buffer (in bytes) */
4042 GLsizeiptr Size;
4043 /**
4044 * glBindBufferBase() indicates that the Size should be ignored and only
4045 * limited by the current size of the BufferObject.
4046 */
4047 GLboolean AutomaticSize;
4048 };
4049
4050 /**
4051 * ARB_shader_image_load_store image unit.
4052 */
4053 struct gl_image_unit
4054 {
4055 /**
4056 * Texture object bound to this unit.
4057 */
4058 struct gl_texture_object *TexObj;
4059
4060 /**
4061 * Level of the texture object bound to this unit.
4062 */
4063 GLuint Level;
4064
4065 /**
4066 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4067 * GL_FALSE if only some specific layer of the texture is bound.
4068 * \sa Layer
4069 */
4070 GLboolean Layered;
4071
4072 /**
4073 * GL_TRUE if the state of this image unit is valid and access from
4074 * the shader is allowed. Otherwise loads from this unit should
4075 * return zero and stores should have no effect.
4076 */
4077 GLboolean _Valid;
4078
4079 /**
4080 * Layer of the texture object bound to this unit, or zero if the
4081 * whole level is bound.
4082 */
4083 GLuint Layer;
4084
4085 /**
4086 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4087 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4088 */
4089 GLenum Access;
4090
4091 /**
4092 * GL internal format that determines the interpretation of the
4093 * image memory when shader image operations are performed through
4094 * this unit.
4095 */
4096 GLenum Format;
4097
4098 /**
4099 * Mesa format corresponding to \c Format.
4100 */
4101 mesa_format _ActualFormat;
4102
4103 };
4104
4105 /**
4106 * Binding point for an atomic counter buffer object.
4107 */
4108 struct gl_atomic_buffer_binding
4109 {
4110 struct gl_buffer_object *BufferObject;
4111 GLintptr Offset;
4112 GLsizeiptr Size;
4113 };
4114
4115 /**
4116 * Mesa rendering context.
4117 *
4118 * This is the central context data structure for Mesa. Almost all
4119 * OpenGL state is contained in this structure.
4120 * Think of this as a base class from which device drivers will derive
4121 * sub classes.
4122 */
4123 struct gl_context
4124 {
4125 /** State possibly shared with other contexts in the address space */
4126 struct gl_shared_state *Shared;
4127
4128 /** \name API function pointer tables */
4129 /*@{*/
4130 gl_api API;
4131 /**
4132 * The current dispatch table for non-displaylist-saving execution, either
4133 * BeginEnd or OutsideBeginEnd
4134 */
4135 struct _glapi_table *Exec;
4136 /**
4137 * The normal dispatch table for non-displaylist-saving, non-begin/end
4138 */
4139 struct _glapi_table *OutsideBeginEnd;
4140 /** The dispatch table used between glNewList() and glEndList() */
4141 struct _glapi_table *Save;
4142 /**
4143 * The dispatch table used between glBegin() and glEnd() (outside of a
4144 * display list). Only valid functions between those two are set, which is
4145 * mostly just the set in a GLvertexformat struct.
4146 */
4147 struct _glapi_table *BeginEnd;
4148 /**
4149 * Tracks the current dispatch table out of the 3 above, so that it can be
4150 * re-set on glXMakeCurrent().
4151 */
4152 struct _glapi_table *CurrentDispatch;
4153 /*@}*/
4154
4155 struct gl_config Visual;
4156 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4157 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4158 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4159 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4160
4161 /**
4162 * Device driver function pointer table
4163 */
4164 struct dd_function_table Driver;
4165
4166 /** Core/Driver constants */
4167 struct gl_constants Const;
4168
4169 /** \name The various 4x4 matrix stacks */
4170 /*@{*/
4171 struct gl_matrix_stack ModelviewMatrixStack;
4172 struct gl_matrix_stack ProjectionMatrixStack;
4173 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4174 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4175 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4176 /*@}*/
4177
4178 /** Combined modelview and projection matrix */
4179 GLmatrix _ModelProjectMatrix;
4180
4181 /** \name Display lists */
4182 struct gl_dlist_state ListState;
4183
4184 GLboolean ExecuteFlag; /**< Execute GL commands? */
4185 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4186
4187 /** Extension information */
4188 struct gl_extensions Extensions;
4189
4190 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4191 GLuint Version;
4192 char *VersionString;
4193
4194 /** \name State attribute stack (for glPush/PopAttrib) */
4195 /*@{*/
4196 GLuint AttribStackDepth;
4197 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4198 /*@}*/
4199
4200 /** \name Renderer attribute groups
4201 *
4202 * We define a struct for each attribute group to make pushing and popping
4203 * attributes easy. Also it's a good organization.
4204 */
4205 /*@{*/
4206 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4207 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4208 struct gl_current_attrib Current; /**< Current attributes */
4209 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4210 struct gl_eval_attrib Eval; /**< Eval attributes */
4211 struct gl_fog_attrib Fog; /**< Fog attributes */
4212 struct gl_hint_attrib Hint; /**< Hint attributes */
4213 struct gl_light_attrib Light; /**< Light attributes */
4214 struct gl_line_attrib Line; /**< Line attributes */
4215 struct gl_list_attrib List; /**< List attributes */
4216 struct gl_multisample_attrib Multisample;
4217 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4218 struct gl_point_attrib Point; /**< Point attributes */
4219 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4220 GLuint PolygonStipple[32]; /**< Polygon stipple */
4221 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4222 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4223 struct gl_texture_attrib Texture; /**< Texture attributes */
4224 struct gl_transform_attrib Transform; /**< Transformation attributes */
4225 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4226 /*@}*/
4227
4228 /** \name Client attribute stack */
4229 /*@{*/
4230 GLuint ClientAttribStackDepth;
4231 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4232 /*@}*/
4233
4234 /** \name Client attribute groups */
4235 /*@{*/
4236 struct gl_array_attrib Array; /**< Vertex arrays */
4237 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4238 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4239 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4240 /*@}*/
4241
4242 /** \name Other assorted state (not pushed/popped on attribute stack) */
4243 /*@{*/
4244 struct gl_pixelmaps PixelMaps;
4245
4246 struct gl_evaluators EvalMap; /**< All evaluators */
4247 struct gl_feedback Feedback; /**< Feedback */
4248 struct gl_selection Select; /**< Selection */
4249
4250 struct gl_program_state Program; /**< general program state */
4251 struct gl_vertex_program_state VertexProgram;
4252 struct gl_fragment_program_state FragmentProgram;
4253 struct gl_geometry_program_state GeometryProgram;
4254 struct gl_compute_program_state ComputeProgram;
4255 struct gl_ati_fragment_shader_state ATIFragmentShader;
4256
4257 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4258 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4259
4260 /**
4261 * Current active shader pipeline state
4262 *
4263 * Almost all internal users want ::_Shader instead of ::Shader. The
4264 * exceptions are bits of legacy GLSL API that do not know about separate
4265 * shader objects.
4266 *
4267 * If a program is active via \c glUseProgram, this will point to
4268 * \c ::Shader.
4269 *
4270 * If a program pipeline is active via \c glBindProgramPipeline, this will
4271 * point to \c ::Pipeline.Current.
4272 *
4273 * If neither a program nor a program pipeline is active, this will point to
4274 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4275 * \c NULL.
4276 */
4277 struct gl_pipeline_object *_Shader;
4278
4279 struct gl_query_state Query; /**< occlusion, timer queries */
4280
4281 struct gl_transform_feedback_state TransformFeedback;
4282
4283 struct gl_perf_monitor_state PerfMonitor;
4284
4285 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4286
4287 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4288 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4289
4290 /**
4291 * Current GL_ARB_uniform_buffer_object binding referenced by
4292 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4293 */
4294 struct gl_buffer_object *UniformBuffer;
4295
4296 /**
4297 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4298 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4299 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4300 * shader program.
4301 */
4302 struct gl_uniform_buffer_binding
4303 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4304
4305 /**
4306 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4307 * target.
4308 */
4309 struct gl_buffer_object *AtomicBuffer;
4310
4311 /**
4312 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4313 * target.
4314 */
4315 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4316
4317 /**
4318 * Array of atomic counter buffer binding points.
4319 */
4320 struct gl_atomic_buffer_binding
4321 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4322
4323 /**
4324 * Array of image units for ARB_shader_image_load_store.
4325 */
4326 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4327
4328 /*@}*/
4329
4330 struct gl_meta_state *Meta; /**< for "meta" operations */
4331
4332 /* GL_EXT_framebuffer_object */
4333 struct gl_renderbuffer *CurrentRenderbuffer;
4334
4335 GLenum ErrorValue; /**< Last error code */
4336
4337 /**
4338 * Recognize and silence repeated error debug messages in buggy apps.
4339 */
4340 const char *ErrorDebugFmtString;
4341 GLuint ErrorDebugCount;
4342
4343 /* GL_ARB_debug_output/GL_KHR_debug */
4344 mtx_t DebugMutex;
4345 struct gl_debug_state *Debug;
4346
4347 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4348 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4349 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4350
4351 struct gl_driver_flags DriverFlags;
4352
4353 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4354
4355 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4356
4357 /** \name Derived state */
4358 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4359 GLfloat _EyeZDir[3];
4360 GLfloat _ModelViewInvScale;
4361 GLboolean _NeedEyeCoords;
4362 GLboolean _ForceEyeCoords;
4363
4364 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4365
4366 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4367
4368 /** \name For debugging/development only */
4369 /*@{*/
4370 GLboolean FirstTimeCurrent;
4371 /*@}*/
4372
4373 /**
4374 * False if this context was created without a config. This is needed
4375 * because the initial state of glDrawBuffers depends on this
4376 */
4377 GLboolean HasConfig;
4378
4379 /** software compression/decompression supported or not */
4380 GLboolean Mesa_DXTn;
4381
4382 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4383
4384 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4385
4386 /**
4387 * \name Hooks for module contexts.
4388 *
4389 * These will eventually live in the driver or elsewhere.
4390 */
4391 /*@{*/
4392 void *swrast_context;
4393 void *swsetup_context;
4394 void *swtnl_context;
4395 struct vbo_context *vbo_context;
4396 struct st_context *st;
4397 void *aelt_context;
4398 /*@}*/
4399
4400 /**
4401 * \name NV_vdpau_interop
4402 */
4403 /*@{*/
4404 const void *vdpDevice;
4405 const void *vdpGetProcAddress;
4406 struct set *vdpSurfaces;
4407 /*@}*/
4408
4409 /**
4410 * Has this context observed a GPU reset in any context in the share group?
4411 *
4412 * Once this field becomes true, it is never reset to false.
4413 */
4414 GLboolean ShareGroupReset;
4415 };
4416
4417
4418 #ifdef DEBUG
4419 extern int MESA_VERBOSE;
4420 extern int MESA_DEBUG_FLAGS;
4421 # define MESA_FUNCTION __func__
4422 #else
4423 # define MESA_VERBOSE 0
4424 # define MESA_DEBUG_FLAGS 0
4425 # define MESA_FUNCTION "a function"
4426 #endif
4427
4428
4429 /** The MESA_VERBOSE var is a bitmask of these flags */
4430 enum _verbose
4431 {
4432 VERBOSE_VARRAY = 0x0001,
4433 VERBOSE_TEXTURE = 0x0002,
4434 VERBOSE_MATERIAL = 0x0004,
4435 VERBOSE_PIPELINE = 0x0008,
4436 VERBOSE_DRIVER = 0x0010,
4437 VERBOSE_STATE = 0x0020,
4438 VERBOSE_API = 0x0040,
4439 VERBOSE_DISPLAY_LIST = 0x0100,
4440 VERBOSE_LIGHTING = 0x0200,
4441 VERBOSE_PRIMS = 0x0400,
4442 VERBOSE_VERTS = 0x0800,
4443 VERBOSE_DISASSEM = 0x1000,
4444 VERBOSE_DRAW = 0x2000,
4445 VERBOSE_SWAPBUFFERS = 0x4000
4446 };
4447
4448
4449 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4450 enum _debug
4451 {
4452 DEBUG_SILENT = (1 << 0),
4453 DEBUG_ALWAYS_FLUSH = (1 << 1),
4454 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4455 DEBUG_INCOMPLETE_FBO = (1 << 3)
4456 };
4457
4458 static inline bool
4459 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4460 {
4461 return ctx->Shader._CurrentFragmentProgram != NULL &&
4462 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4463 }
4464
4465 #ifdef __cplusplus
4466 }
4467 #endif
4468
4469 #endif /* MTYPES_H */