2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
39 #include "c11/threads.h"
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 */
55 * \name 64-bit extension of GLbitfield.
58 typedef GLuint64 GLbitfield64
;
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))
71 * \name Some forward type declarations
74 struct _mesa_HashTable
;
75 struct gl_attrib_node
;
76 struct gl_list_extensions
;
78 struct gl_program_cache
;
79 struct gl_texture_object
;
80 struct gl_debug_state
;
83 struct gl_uniform_storage
;
84 struct prog_instruction
;
85 struct gl_program_parameter_list
;
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
98 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
99 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
100 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
103 * Determine if the given gl_varying_slot appears in the fragment shader.
105 static inline GLboolean
106 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
109 case VARYING_SLOT_PSIZ
:
110 case VARYING_SLOT_BFC0
:
111 case VARYING_SLOT_BFC1
:
112 case VARYING_SLOT_EDGE
:
113 case VARYING_SLOT_CLIP_VERTEX
:
114 case VARYING_SLOT_LAYER
:
115 case VARYING_SLOT_TESS_LEVEL_OUTER
:
116 case VARYING_SLOT_TESS_LEVEL_INNER
:
124 * Indexes for all renderbuffers
128 /* the four standard color buffers */
136 /* optional aux buffer */
138 /* generic renderbuffers */
151 * Bit flags for all renderbuffers
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174 * Mask of all the color buffer bits (but not accum).
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
199 GLuint doubleBufferMode
;
202 GLboolean haveAccumBuffer
;
203 GLboolean haveDepthBuffer
;
204 GLboolean haveStencilBuffer
;
206 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
207 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
208 GLint rgbBits
; /* total bits for rgb */
209 GLint indexBits
; /* total bits for colorindex */
211 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
219 /* EXT_visual_rating / GLX 1.2 */
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel
;
224 /* colors are floats scaled to ints */
225 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
226 GLint transparentIndex
;
228 /* ARB_multisample / SGIS_multisample */
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth
;
234 GLint maxPbufferHeight
;
235 GLint maxPbufferPixels
;
236 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
239 /* OML_swap_method */
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb
;
244 GLint bindToTextureRgba
;
245 GLint bindToMipmapTexture
;
246 GLint bindToTextureTargets
;
249 /* EXT_framebuffer_sRGB */
255 * \name Bit flags used for updating material values.
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
320 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
336 * Light source state.
340 struct gl_light
*next
; /**< double linked list with sentinel */
341 struct gl_light
*prev
;
343 GLfloat Ambient
[4]; /**< ambient color */
344 GLfloat Diffuse
[4]; /**< diffuse color */
345 GLfloat Specular
[4]; /**< specular color */
346 GLfloat EyePosition
[4]; /**< position in eye coordinates */
347 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
348 GLfloat SpotExponent
;
349 GLfloat SpotCutoff
; /**< in degrees */
350 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
351 GLfloat ConstantAttenuation
;
352 GLfloat LinearAttenuation
;
353 GLfloat QuadraticAttenuation
;
354 GLboolean Enabled
; /**< On/off flag */
357 * \name Derived fields
360 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
362 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
363 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
364 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
365 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
366 GLfloat _VP_inf_spot_attenuation
;
368 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
369 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
370 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
380 GLfloat Ambient
[4]; /**< ambient color */
381 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
382 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
383 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
384 * or GL_SEPARATE_SPECULAR_COLOR */
389 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
391 struct gl_accum_attrib
393 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
398 * Used for storing clear color, texture border color, etc.
399 * The float values are typically unclamped.
410 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
412 struct gl_colorbuffer_attrib
414 GLuint ClearIndex
; /**< Index for glClear */
415 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
416 GLuint IndexMask
; /**< Color index write mask */
417 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
419 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
422 * \name alpha testing
425 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
426 GLenum AlphaFunc
; /**< Alpha test function */
427 GLfloat AlphaRefUnclamped
;
428 GLclampf AlphaRef
; /**< Alpha reference value */
435 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
437 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
438 * control, only on the fixed-pointness of the render target.
439 * The query does however depend on fragment color clamping.
441 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
442 GLfloat BlendColor
[4]; /**< Blending color */
446 GLenum SrcRGB
; /**< RGB blend source term */
447 GLenum DstRGB
; /**< RGB blend dest term */
448 GLenum SrcA
; /**< Alpha blend source term */
449 GLenum DstA
; /**< Alpha blend dest term */
450 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
451 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
453 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 GLboolean _UsesDualSrc
;
457 } Blend
[MAX_DRAW_BUFFERS
];
458 /** Are the blend func terms currently different for each buffer/target? */
459 GLboolean _BlendFuncPerBuffer
;
460 /** Are the blend equations currently different for each buffer/target? */
461 GLboolean _BlendEquationPerBuffer
;
468 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
469 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
470 GLenum LogicOp
; /**< Logic operator */
474 GLboolean DitherFlag
; /**< Dither enable flag */
476 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
477 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
478 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
480 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
485 * Current attribute group (GL_CURRENT_BIT).
487 struct gl_current_attrib
490 * \name Current vertex attributes.
491 * \note Values are valid only after FLUSH_VERTICES has been called.
492 * \note Index and Edgeflag current values are stored as floats in the
493 * SIX and SEVEN attribute slots.
495 /* we need double storage for this for vertex attrib 64bit */
496 GLfloat Attrib
[VERT_ATTRIB_MAX
][4*2]; /**< Position, color, texcoords, etc */
499 * \name Current raster position attributes (always valid).
500 * \note This set of attributes is very similar to the SWvertex struct.
503 GLfloat RasterPos
[4];
504 GLfloat RasterDistance
;
505 GLfloat RasterColor
[4];
506 GLfloat RasterSecondaryColor
[4];
507 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
508 GLboolean RasterPosValid
;
514 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
516 struct gl_depthbuffer_attrib
518 GLenum Func
; /**< Function for depth buffer compare */
519 GLclampd Clear
; /**< Value to clear depth buffer to */
520 GLboolean Test
; /**< Depth buffering enabled flag */
521 GLboolean Mask
; /**< Depth buffer writable? */
522 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
523 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
528 * Evaluator attribute group (GL_EVAL_BIT).
530 struct gl_eval_attrib
536 GLboolean Map1Color4
;
538 GLboolean Map1Normal
;
539 GLboolean Map1TextureCoord1
;
540 GLboolean Map1TextureCoord2
;
541 GLboolean Map1TextureCoord3
;
542 GLboolean Map1TextureCoord4
;
543 GLboolean Map1Vertex3
;
544 GLboolean Map1Vertex4
;
545 GLboolean Map2Color4
;
547 GLboolean Map2Normal
;
548 GLboolean Map2TextureCoord1
;
549 GLboolean Map2TextureCoord2
;
550 GLboolean Map2TextureCoord3
;
551 GLboolean Map2TextureCoord4
;
552 GLboolean Map2Vertex3
;
553 GLboolean Map2Vertex4
;
554 GLboolean AutoNormal
;
558 * \name Map Grid endpoints and divisions and calculated du values
562 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
563 GLint MapGrid2un
, MapGrid2vn
;
564 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
565 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
571 * Fog attribute group (GL_FOG_BIT).
575 GLboolean Enabled
; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled
;
577 GLfloat ColorUnclamped
[4]; /**< Fog color */
578 GLfloat Color
[4]; /**< Fog color */
579 GLfloat Density
; /**< Density >= 0.0 */
580 GLfloat Start
; /**< Start distance in eye coords */
581 GLfloat End
; /**< End distance in eye coords */
582 GLfloat Index
; /**< Fog index */
583 GLenum Mode
; /**< Fog mode */
584 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
585 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
586 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
591 * Hint attribute group (GL_HINT_BIT).
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
595 struct gl_hint_attrib
597 GLenum PerspectiveCorrection
;
600 GLenum PolygonSmooth
;
602 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
603 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
604 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
609 * Lighting attribute group (GL_LIGHT_BIT).
611 struct gl_light_attrib
613 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
614 struct gl_lightmodel Model
; /**< Lighting model */
617 * Front and back material values.
618 * Note: must call FLUSH_VERTICES() before using.
620 struct gl_material Material
;
622 GLboolean Enabled
; /**< Lighting enabled flag */
623 GLboolean ColorMaterialEnabled
;
625 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
626 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
627 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
628 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
629 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
632 GLboolean _ClampVertexColor
;
633 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
636 * Derived state for optimizations:
639 GLboolean _NeedEyeCoords
;
640 GLboolean _NeedVertices
; /**< Use fast shader? */
641 struct gl_light EnabledList
; /**< List sentinel */
643 GLfloat _BaseColor
[2][3];
649 * Line attribute group (GL_LINE_BIT).
651 struct gl_line_attrib
653 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
654 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
655 GLushort StipplePattern
; /**< Stipple pattern */
656 GLint StippleFactor
; /**< Stipple repeat factor */
657 GLfloat Width
; /**< Line width */
662 * Display list attribute group (GL_LIST_BIT).
664 struct gl_list_attrib
671 * Multisample attribute group (GL_MULTISAMPLE_BIT).
673 struct gl_multisample_attrib
676 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
677 GLboolean SampleAlphaToCoverage
;
678 GLboolean SampleAlphaToOne
;
679 GLboolean SampleCoverage
;
680 GLboolean SampleCoverageInvert
;
681 GLboolean SampleShading
;
683 /* ARB_texture_multisample / GL3.2 additions */
684 GLboolean SampleMask
;
686 GLfloat SampleCoverageValue
;
687 GLfloat MinSampleShadingValue
;
689 /** The GL spec defines this as an array but >32x MSAA is madness */
690 GLbitfield SampleMaskValue
;
695 * A pixelmap (see glPixelMap)
700 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
705 * Collection of all pixelmaps
709 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
710 struct gl_pixelmap GtoG
;
711 struct gl_pixelmap BtoB
;
712 struct gl_pixelmap AtoA
;
713 struct gl_pixelmap ItoR
;
714 struct gl_pixelmap ItoG
;
715 struct gl_pixelmap ItoB
;
716 struct gl_pixelmap ItoA
;
717 struct gl_pixelmap ItoI
;
718 struct gl_pixelmap StoS
;
723 * Pixel attribute group (GL_PIXEL_MODE_BIT).
725 struct gl_pixel_attrib
727 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
729 /*--- Begin Pixel Transfer State ---*/
730 /* Fields are in the order in which they're applied... */
732 /** Scale & Bias (index shift, offset) */
734 GLfloat RedBias
, RedScale
;
735 GLfloat GreenBias
, GreenScale
;
736 GLfloat BlueBias
, BlueScale
;
737 GLfloat AlphaBias
, AlphaScale
;
738 GLfloat DepthBias
, DepthScale
;
739 GLint IndexShift
, IndexOffset
;
743 /* Note: actual pixel maps are not part of this attrib group */
744 GLboolean MapColorFlag
;
745 GLboolean MapStencilFlag
;
747 /*--- End Pixel Transfer State ---*/
750 GLfloat ZoomX
, ZoomY
;
755 * Point attribute group (GL_POINT_BIT).
757 struct gl_point_attrib
759 GLfloat Size
; /**< User-specified point size */
760 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
761 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
762 GLfloat Threshold
; /**< GL_EXT_point_parameters */
763 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
764 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
765 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
766 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
767 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
768 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
773 * Polygon attribute group (GL_POLYGON_BIT).
775 struct gl_polygon_attrib
777 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
778 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
779 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
780 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
781 GLboolean CullFlag
; /**< Culling on/off flag */
782 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
783 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
784 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
785 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
786 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
787 GLfloat OffsetClamp
; /**< Polygon offset clamp, from user */
788 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
789 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
790 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
795 * Scissor attributes (GL_SCISSOR_BIT).
797 struct gl_scissor_rect
799 GLint X
, Y
; /**< Lower left corner of box */
800 GLsizei Width
, Height
; /**< Size of box */
802 struct gl_scissor_attrib
804 GLbitfield EnableFlags
; /**< Scissor test enabled? */
805 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
810 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
812 * Three sets of stencil data are tracked so that OpenGL 2.0,
813 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
814 * simultaneously. In each of the stencil state arrays, element 0 corresponds
815 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
816 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
817 * GL_EXT_stencil_two_side GL_BACK state.
819 * The derived value \c _BackFace is either 1 or 2 depending on whether or
820 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
822 * The derived value \c _TestTwoSide is set when the front-face and back-face
823 * stencil state are different.
825 struct gl_stencil_attrib
827 GLboolean Enabled
; /**< Enabled flag */
828 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
829 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
830 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
831 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
832 GLboolean _TestTwoSide
;
833 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
834 GLenum Function
[3]; /**< Stencil function */
835 GLenum FailFunc
[3]; /**< Fail function */
836 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
837 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
838 GLint Ref
[3]; /**< Reference value */
839 GLuint ValueMask
[3]; /**< Value mask */
840 GLuint WriteMask
[3]; /**< Write mask */
841 GLuint Clear
; /**< Clear value */
846 * An index for each type of texture object. These correspond to the GL
847 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
848 * Note: the order is from highest priority to lowest priority.
852 TEXTURE_2D_MULTISAMPLE_INDEX
,
853 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
854 TEXTURE_CUBE_ARRAY_INDEX
,
855 TEXTURE_BUFFER_INDEX
,
856 TEXTURE_2D_ARRAY_INDEX
,
857 TEXTURE_1D_ARRAY_INDEX
,
858 TEXTURE_EXTERNAL_INDEX
,
869 * Bit flags for each type of texture object
872 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
873 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
874 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
875 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
876 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
877 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
878 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
879 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
880 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
881 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
882 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
883 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
888 * Texture image state. Drivers will typically create a subclass of this
889 * with extra fields for memory buffers, etc.
891 struct gl_texture_image
893 GLint InternalFormat
; /**< Internal format as given by the user */
894 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
895 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
896 * GL_INTENSITY, GL_DEPTH_COMPONENT or
897 * GL_DEPTH_STENCIL_EXT only. Used for
898 * choosing TexEnv arithmetic.
900 mesa_format TexFormat
; /**< The actual texture memory format */
902 GLuint Border
; /**< 0 or 1 */
903 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
904 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
905 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
906 GLuint Width2
; /**< = Width - 2*Border */
907 GLuint Height2
; /**< = Height - 2*Border */
908 GLuint Depth2
; /**< = Depth - 2*Border */
909 GLuint WidthLog2
; /**< = log2(Width2) */
910 GLuint HeightLog2
; /**< = log2(Height2) */
911 GLuint DepthLog2
; /**< = log2(Depth2) */
912 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
913 levels, computed from the dimensions */
915 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
916 GLuint Level
; /**< Which mipmap level am I? */
917 /** Cube map face: index into gl_texture_object::Image[] array */
920 /** GL_ARB_texture_multisample */
921 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
922 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
927 * Indexes for cube map faces.
942 * Sampler object state. These objects are new with GL_ARB_sampler_objects
943 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
945 struct gl_sampler_object
949 GLchar
*Label
; /**< GL_KHR_debug */
951 GLenum WrapS
; /**< S-axis texture image wrap mode */
952 GLenum WrapT
; /**< T-axis texture image wrap mode */
953 GLenum WrapR
; /**< R-axis texture image wrap mode */
954 GLenum MinFilter
; /**< minification filter */
955 GLenum MagFilter
; /**< magnification filter */
956 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
957 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
958 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
959 GLfloat LodBias
; /**< OpenGL 1.4 */
960 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
961 GLenum CompareMode
; /**< GL_ARB_shadow */
962 GLenum CompareFunc
; /**< GL_ARB_shadow */
963 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
964 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
969 * Texture object state. Contains the array of mipmap images, border color,
970 * wrap modes, filter modes, and shadow/texcompare state.
972 struct gl_texture_object
974 mtx_t Mutex
; /**< for thread safety */
975 GLint RefCount
; /**< reference count */
976 GLuint Name
; /**< the user-visible texture object ID */
977 GLchar
*Label
; /**< GL_KHR_debug */
978 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
979 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
980 Only valid when Target is valid. */
982 struct gl_sampler_object Sampler
;
984 GLenum DepthMode
; /**< GL_ARB_depth_texture */
985 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
987 GLfloat Priority
; /**< in [0,1] */
988 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
989 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
990 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
991 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
992 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
993 GLint CropRect
[4]; /**< GL_OES_draw_texture */
994 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
995 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
996 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
997 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
998 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
999 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1000 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1001 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
1003 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1004 GLboolean _IsFloat
; /**< GL_OES_float_texture */
1005 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
1007 GLuint MinLevel
; /**< GL_ARB_texture_view */
1008 GLuint MinLayer
; /**< GL_ARB_texture_view */
1009 GLuint NumLevels
; /**< GL_ARB_texture_view */
1010 GLuint NumLayers
; /**< GL_ARB_texture_view */
1012 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1013 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1015 /** GL_ARB_texture_buffer_object */
1016 struct gl_buffer_object
*BufferObject
;
1017 GLenum BufferObjectFormat
;
1018 /** Equivalent Mesa format for BufferObjectFormat. */
1019 mesa_format _BufferObjectFormat
;
1020 /** GL_ARB_texture_buffer_range */
1021 GLintptr BufferOffset
;
1022 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1024 /** GL_OES_EGL_image_external */
1025 GLint RequiredTextureImageUnits
;
1027 /** GL_ARB_shader_image_load_store */
1028 GLenum ImageFormatCompatibilityType
;
1032 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1033 #define MAX_COMBINER_TERMS 4
1037 * Texture combine environment state.
1039 struct gl_tex_env_combine_state
1041 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1042 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1043 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1044 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1045 GLenum SourceA
[MAX_COMBINER_TERMS
];
1046 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1047 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1048 GLenum OperandA
[MAX_COMBINER_TERMS
];
1049 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1050 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1051 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1052 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1057 * TexGenEnabled flags.
1064 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1069 * Bit flag versions of the corresponding GL_ constants.
1072 #define TEXGEN_SPHERE_MAP 0x1
1073 #define TEXGEN_OBJ_LINEAR 0x2
1074 #define TEXGEN_EYE_LINEAR 0x4
1075 #define TEXGEN_REFLECTION_MAP_NV 0x8
1076 #define TEXGEN_NORMAL_MAP_NV 0x10
1078 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1079 TEXGEN_REFLECTION_MAP_NV | \
1080 TEXGEN_NORMAL_MAP_NV)
1081 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1082 TEXGEN_REFLECTION_MAP_NV | \
1083 TEXGEN_NORMAL_MAP_NV | \
1089 /** Tex-gen enabled for texture unit? */
1090 #define ENABLE_TEXGEN(unit) (1 << (unit))
1092 /** Non-identity texture matrix for texture unit? */
1093 #define ENABLE_TEXMAT(unit) (1 << (unit))
1097 * Texture coord generation state.
1101 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1102 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1103 GLfloat ObjectPlane
[4];
1104 GLfloat EyePlane
[4];
1109 * Texture unit state. Contains enable flags, texture environment/function/
1110 * combiners, texgen state, and pointers to current texture objects.
1112 struct gl_texture_unit
1114 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1116 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1117 GLclampf EnvColor
[4];
1118 GLfloat EnvColorUnclamped
[4];
1120 struct gl_texgen GenS
;
1121 struct gl_texgen GenT
;
1122 struct gl_texgen GenR
;
1123 struct gl_texgen GenQ
;
1124 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1125 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1127 GLfloat LodBias
; /**< for biasing mipmap levels */
1129 /** Texture targets that have a non-default texture bound */
1130 GLbitfield _BoundTextures
;
1132 /** Current sampler object (GL_ARB_sampler_objects) */
1133 struct gl_sampler_object
*Sampler
;
1136 * \name GL_EXT_texture_env_combine
1138 struct gl_tex_env_combine_state Combine
;
1141 * Derived state based on \c EnvMode and the \c BaseFormat of the
1142 * currently enabled texture.
1144 struct gl_tex_env_combine_state _EnvMode
;
1147 * Currently enabled combiner state. This will point to either
1148 * \c Combine or \c _EnvMode.
1150 struct gl_tex_env_combine_state
*_CurrentCombine
;
1152 /** Current texture object pointers */
1153 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1155 /** Points to highest priority, complete and enabled texture object */
1156 struct gl_texture_object
*_Current
;
1162 * Texture attribute group (GL_TEXTURE_BIT).
1164 struct gl_texture_attrib
1166 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1168 /** GL_ARB_seamless_cubemap */
1169 GLboolean CubeMapSeamless
;
1171 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1173 /** GL_ARB_texture_buffer_object */
1174 struct gl_buffer_object
*BufferObject
;
1176 /** Texture coord units/sets used for fragment texturing */
1177 GLbitfield _EnabledCoordUnits
;
1179 /** Texture coord units that have texgen enabled */
1180 GLbitfield _TexGenEnabled
;
1182 /** Texture coord units that have non-identity matrices */
1183 GLbitfield _TexMatEnabled
;
1185 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1186 GLbitfield _GenFlags
;
1188 /** Largest index of a texture unit with _Current != NULL. */
1189 GLint _MaxEnabledTexImageUnit
;
1191 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1192 GLint NumCurrentTexUsed
;
1194 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1199 * Data structure representing a single clip plane (e.g. one of the elements
1200 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1202 typedef GLfloat gl_clip_plane
[4];
1206 * Transformation attribute group (GL_TRANSFORM_BIT).
1208 struct gl_transform_attrib
1210 GLenum MatrixMode
; /**< Matrix mode */
1211 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1212 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1213 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1214 GLboolean Normalize
; /**< Normalize all normals? */
1215 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1216 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1217 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1218 /** GL_ARB_clip_control */
1219 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1220 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1225 * Viewport attribute group (GL_VIEWPORT_BIT).
1227 struct gl_viewport_attrib
1229 GLfloat X
, Y
; /**< position */
1230 GLfloat Width
, Height
; /**< size */
1231 GLdouble Near
, Far
; /**< Depth buffer range */
1240 } gl_map_buffer_index
;
1244 * Fields describing a mapped buffer range.
1246 struct gl_buffer_mapping
{
1247 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1248 GLvoid
*Pointer
; /**< User-space address of mapping */
1249 GLintptr Offset
; /**< Mapped offset */
1250 GLsizeiptr Length
; /**< Mapped length */
1255 * Usages we've seen for a buffer object.
1258 USAGE_UNIFORM_BUFFER
= 0x1,
1259 USAGE_TEXTURE_BUFFER
= 0x2,
1260 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1261 USAGE_SHADER_STORAGE_BUFFER
= 0x8,
1266 * GL_ARB_vertex/pixel_buffer_object buffer object
1268 struct gl_buffer_object
1273 GLchar
*Label
; /**< GL_KHR_debug */
1274 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1275 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1276 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1277 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1278 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1279 GLboolean Written
; /**< Ever written to? (for debugging) */
1280 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1281 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1282 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1284 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1289 * Client pixel packing/unpacking attributes
1291 struct gl_pixelstore_attrib
1299 GLboolean SwapBytes
;
1301 GLboolean Invert
; /**< GL_MESA_pack_invert */
1302 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1303 GLint CompressedBlockHeight
;
1304 GLint CompressedBlockDepth
;
1305 GLint CompressedBlockSize
;
1306 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1311 * Client vertex array attributes
1313 struct gl_client_array
1315 GLint Size
; /**< components per element (1,2,3,4) */
1316 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1317 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1318 GLsizei Stride
; /**< user-specified stride */
1319 GLsizei StrideB
; /**< actual stride in bytes */
1320 GLuint _ElementSize
; /**< size of each element in bytes */
1321 const GLubyte
*Ptr
; /**< Points to array data */
1322 GLboolean Enabled
; /**< Enabled flag is a boolean */
1323 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1324 GLboolean Integer
; /**< Integer-valued? */
1325 GLboolean Doubles
; /**< double precision values are not converted to floats */
1326 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1328 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1333 * Vertex attribute array as seen by the client.
1335 * Contains the size, type, format and normalization flag,
1336 * along with the index of a vertex buffer binding point.
1338 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1339 * and is only present for backwards compatibility reasons.
1340 * Rendering always uses VERTEX_BINDING_STRIDE.
1341 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1342 * and VERTEX_BINDING_STRIDE to the same value, while
1343 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1345 struct gl_vertex_attrib_array
1347 GLint Size
; /**< Components per element (1,2,3,4) */
1348 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1349 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1350 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1351 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1352 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1353 GLboolean Enabled
; /**< Whether the array is enabled */
1354 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1355 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1356 GLboolean Doubles
; /**< double precision values are not converted to floats */
1357 GLuint _ElementSize
; /**< Size of each element in bytes */
1358 GLuint VertexBinding
; /**< Vertex buffer binding */
1363 * This describes the buffer object used for a vertex array (or
1364 * multiple vertex arrays). If BufferObj points to the default/null
1365 * buffer object, then the vertex array lives in user memory and not a VBO.
1367 struct gl_vertex_buffer_binding
1369 GLintptr Offset
; /**< User-specified offset */
1370 GLsizei Stride
; /**< User-specified stride */
1371 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1372 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1373 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1378 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1379 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1382 struct gl_vertex_array_object
1384 /** Name of the VAO as received from glGenVertexArray. */
1389 GLchar
*Label
; /**< GL_KHR_debug */
1394 * Does the VAO use ARB semantics or Apple semantics?
1396 * There are several ways in which ARB_vertex_array_object and
1397 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1400 * - ARB VAOs require that all array data be sourced from vertex buffer
1401 * objects, but Apple VAOs do not.
1403 * - ARB VAOs require that names come from GenVertexArrays.
1405 * This flag notes which behavior governs this VAO.
1407 GLboolean ARBsemantics
;
1410 * Has this array object been bound?
1412 GLboolean EverBound
;
1415 * Derived vertex attribute arrays
1417 * This is a legacy data structure created from gl_vertex_attrib_array and
1418 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1420 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1422 /** Vertex attribute arrays */
1423 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1425 /** Vertex buffer bindings */
1426 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1428 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1429 GLbitfield64 _Enabled
;
1431 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1432 GLbitfield64 NewArrays
;
1434 /** The index buffer (also known as the element array buffer in OpenGL). */
1435 struct gl_buffer_object
*IndexBufferObj
;
1439 /** Used to signal when transitioning from one kind of drawing method
1443 DRAW_NONE
, /**< Initial value only */
1450 * Enum for the OpenGL APIs we know about and may support.
1452 * NOTE: This must match the api_enum table in
1453 * src/mesa/main/get_hash_generator.py
1457 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1461 API_OPENGL_LAST
= API_OPENGL_CORE
1465 * Vertex array state
1467 struct gl_array_attrib
1469 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1470 struct gl_vertex_array_object
*VAO
;
1472 /** The default vertex array object */
1473 struct gl_vertex_array_object
*DefaultVAO
;
1475 /** The last VAO accessed by a DSA function */
1476 struct gl_vertex_array_object
*LastLookedUpVAO
;
1478 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1479 struct _mesa_HashTable
*Objects
;
1481 GLint ActiveTexture
; /**< Client Active Texture */
1482 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1483 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1486 * \name Primitive restart controls
1488 * Primitive restart is enabled if either \c PrimitiveRestart or
1489 * \c PrimitiveRestartFixedIndex is set.
1492 GLboolean PrimitiveRestart
;
1493 GLboolean PrimitiveRestartFixedIndex
;
1494 GLboolean _PrimitiveRestart
;
1495 GLuint RestartIndex
;
1498 /** One of the DRAW_xxx flags, not consumed by drivers */
1499 gl_draw_method DrawMethod
;
1501 /* GL_ARB_vertex_buffer_object */
1502 struct gl_buffer_object
*ArrayBufferObj
;
1505 * Vertex arrays as consumed by a driver.
1506 * The array pointer is set up only by the VBO module.
1508 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1510 /** Legal array datatypes and the API for which they have been computed */
1511 GLbitfield LegalTypesMask
;
1512 gl_api LegalTypesMaskAPI
;
1517 * Feedback buffer state
1522 GLbitfield _Mask
; /**< FB_* bits */
1530 * Selection buffer state
1534 GLuint
*Buffer
; /**< selection buffer */
1535 GLuint BufferSize
; /**< size of the selection buffer */
1536 GLuint BufferCount
; /**< number of values in the selection buffer */
1537 GLuint Hits
; /**< number of records in the selection buffer */
1538 GLuint NameStackDepth
; /**< name stack depth */
1539 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1540 GLboolean HitFlag
; /**< hit flag */
1541 GLfloat HitMinZ
; /**< minimum hit depth */
1542 GLfloat HitMaxZ
; /**< maximum hit depth */
1547 * 1-D Evaluator control points
1551 GLuint Order
; /**< Number of control points */
1552 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1553 GLfloat
*Points
; /**< Points to contiguous control points */
1558 * 2-D Evaluator control points
1562 GLuint Uorder
; /**< Number of control points in U dimension */
1563 GLuint Vorder
; /**< Number of control points in V dimension */
1566 GLfloat
*Points
; /**< Points to contiguous control points */
1571 * All evaluator control point state
1573 struct gl_evaluators
1579 struct gl_1d_map Map1Vertex3
;
1580 struct gl_1d_map Map1Vertex4
;
1581 struct gl_1d_map Map1Index
;
1582 struct gl_1d_map Map1Color4
;
1583 struct gl_1d_map Map1Normal
;
1584 struct gl_1d_map Map1Texture1
;
1585 struct gl_1d_map Map1Texture2
;
1586 struct gl_1d_map Map1Texture3
;
1587 struct gl_1d_map Map1Texture4
;
1594 struct gl_2d_map Map2Vertex3
;
1595 struct gl_2d_map Map2Vertex4
;
1596 struct gl_2d_map Map2Index
;
1597 struct gl_2d_map Map2Color4
;
1598 struct gl_2d_map Map2Normal
;
1599 struct gl_2d_map Map2Texture1
;
1600 struct gl_2d_map Map2Texture2
;
1601 struct gl_2d_map Map2Texture3
;
1602 struct gl_2d_map Map2Texture4
;
1607 struct gl_transform_feedback_varying_info
1616 * Per-output info vertex shaders for transform feedback.
1618 struct gl_transform_feedback_output
1620 unsigned OutputRegister
;
1621 unsigned OutputBuffer
;
1622 unsigned NumComponents
;
1625 /** offset (in DWORDs) of this output within the interleaved structure */
1629 * Offset into the output register of the data to output. For example,
1630 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1631 * offset is in the y and z components of the output register.
1633 unsigned ComponentOffset
;
1637 /** Post-link transform feedback info. */
1638 struct gl_transform_feedback_info
1640 unsigned NumOutputs
;
1643 * Number of transform feedback buffers in use by this program.
1645 unsigned NumBuffers
;
1647 struct gl_transform_feedback_output
*Outputs
;
1649 /** Transform feedback varyings used for the linking of this shader program.
1651 * Use for glGetTransformFeedbackVarying().
1653 struct gl_transform_feedback_varying_info
*Varyings
;
1657 * Total number of components stored in each buffer. This may be used by
1658 * hardware back-ends to determine the correct stride when interleaving
1659 * multiple transform feedback outputs in the same buffer.
1661 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1664 * Which transform feedback stream this buffer binding is associated with.
1666 unsigned BufferStream
[MAX_FEEDBACK_BUFFERS
];
1671 * Transform feedback object state
1673 struct gl_transform_feedback_object
1675 GLuint Name
; /**< AKA the object ID */
1677 GLchar
*Label
; /**< GL_KHR_debug */
1678 GLboolean Active
; /**< Is transform feedback enabled? */
1679 GLboolean Paused
; /**< Is transform feedback paused? */
1680 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1682 GLboolean EverBound
; /**< Has this object been bound? */
1685 * GLES: if Active is true, remaining number of primitives which can be
1686 * rendered without overflow. This is necessary to track because GLES
1687 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1688 * glDrawArraysInstanced would overflow transform feedback buffers.
1689 * Undefined if Active is false.
1691 * Not tracked for desktop GL since it's unnecessary.
1693 unsigned GlesRemainingPrims
;
1696 * The shader program active when BeginTransformFeedback() was called.
1697 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1698 * where stage is the pipeline stage that is the source of data for
1699 * transform feedback.
1701 struct gl_shader_program
*shader_program
;
1703 /** The feedback buffers */
1704 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1705 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1707 /** Start of feedback data in dest buffer */
1708 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1711 * Max data to put into dest buffer (in bytes). Computed based on
1712 * RequestedSize and the actual size of the buffer.
1714 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1717 * Size that was specified when the buffer was bound. If the buffer was
1718 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1721 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1726 * Context state for transform feedback.
1728 struct gl_transform_feedback_state
1730 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1732 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1733 struct gl_buffer_object
*CurrentBuffer
;
1735 /** The table of all transform feedback objects */
1736 struct _mesa_HashTable
*Objects
;
1738 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1739 struct gl_transform_feedback_object
*CurrentObject
;
1741 /** The default xform-fb object (Name==0) */
1742 struct gl_transform_feedback_object
*DefaultObject
;
1747 * A "performance monitor" as described in AMD_performance_monitor.
1749 struct gl_perf_monitor_object
1753 /** True if the monitor is currently active (Begin called but not End). */
1757 * True if the monitor has ended.
1759 * This is distinct from !Active because it may never have began.
1764 * A list of groups with currently active counters.
1766 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1768 unsigned *ActiveGroups
;
1771 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1773 * Checking whether counter 'c' in group 'g' is active can be done via:
1775 * BITSET_TEST(ActiveCounters[g], c)
1777 GLuint
**ActiveCounters
;
1781 union gl_perf_monitor_counter_value
1789 struct gl_perf_monitor_counter
1791 /** Human readable name for the counter. */
1795 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1796 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1800 /** Minimum counter value. */
1801 union gl_perf_monitor_counter_value Minimum
;
1803 /** Maximum counter value. */
1804 union gl_perf_monitor_counter_value Maximum
;
1808 struct gl_perf_monitor_group
1810 /** Human readable name for the group. */
1814 * Maximum number of counters in this group which can be active at the
1817 GLuint MaxActiveCounters
;
1819 /** Array of counters within this group. */
1820 const struct gl_perf_monitor_counter
*Counters
;
1826 * Context state for AMD_performance_monitor.
1828 struct gl_perf_monitor_state
1830 /** Array of performance monitor groups (indexed by group ID) */
1831 const struct gl_perf_monitor_group
*Groups
;
1834 /** The table of all performance monitors. */
1835 struct _mesa_HashTable
*Monitors
;
1840 * Names of the various vertex/fragment program register files, etc.
1842 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1843 * All values should fit in a 4-bit field.
1845 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1846 * considered to be "uniform" variables since they can only be set outside
1847 * glBegin/End. They're also all stored in the same Parameters array.
1851 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1852 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
1853 PROGRAM_INPUT
, /**< machine->Inputs[] */
1854 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1855 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1856 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1857 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1858 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1859 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1860 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1861 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1862 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1868 * \brief Layout qualifiers for gl_FragDepth.
1870 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1871 * a layout qualifier.
1873 * \see enum ir_depth_layout
1875 enum gl_frag_depth_layout
1877 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
1878 FRAG_DEPTH_LAYOUT_ANY
,
1879 FRAG_DEPTH_LAYOUT_GREATER
,
1880 FRAG_DEPTH_LAYOUT_LESS
,
1881 FRAG_DEPTH_LAYOUT_UNCHANGED
1886 * Base class for any kind of program object
1892 GLubyte
*String
; /**< Null-terminated program text */
1894 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1895 GLenum Format
; /**< String encoding format */
1897 struct prog_instruction
*Instructions
;
1899 struct nir_shader
*nir
;
1901 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1902 GLbitfield64 DoubleInputsRead
; /**< Bitmask of which input regs are read and are doubles */
1903 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1904 GLbitfield PatchInputsRead
; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1905 GLbitfield PatchOutputsWritten
; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1906 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1907 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1908 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1909 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1911 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
1914 * For vertex and geometry shaders, true if the program uses the
1915 * gl_ClipDistance output. Ignored for fragment shaders.
1917 GLboolean UsesClipDistanceOut
;
1920 /** Named parameters, constants, etc. from program text */
1921 struct gl_program_parameter_list
*Parameters
;
1924 * Local parameters used by the program.
1926 * It's dynamically allocated because it is rarely used (just
1927 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1930 GLfloat (*LocalParams
)[4];
1932 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1933 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1935 /** Bitmask of which register files are read/written with indirect
1936 * addressing. Mask of (1 << PROGRAM_x) bits.
1938 GLbitfield IndirectRegisterFiles
;
1940 /** Logical counts */
1942 GLuint NumInstructions
;
1943 GLuint NumTemporaries
;
1944 GLuint NumParameters
;
1945 GLuint NumAttributes
;
1946 GLuint NumAddressRegs
;
1947 GLuint NumAluInstructions
;
1948 GLuint NumTexInstructions
;
1949 GLuint NumTexIndirections
;
1951 /** Native, actual h/w counts */
1953 GLuint NumNativeInstructions
;
1954 GLuint NumNativeTemporaries
;
1955 GLuint NumNativeParameters
;
1956 GLuint NumNativeAttributes
;
1957 GLuint NumNativeAddressRegs
;
1958 GLuint NumNativeAluInstructions
;
1959 GLuint NumNativeTexInstructions
;
1960 GLuint NumNativeTexIndirections
;
1965 /** Vertex program object */
1966 struct gl_vertex_program
1968 struct gl_program Base
; /**< base class */
1969 GLboolean IsPositionInvariant
;
1973 /** Tessellation control program object */
1974 struct gl_tess_ctrl_program
1976 struct gl_program Base
; /**< base class */
1983 /** Tessellation evaluation program object */
1984 struct gl_tess_eval_program
1986 struct gl_program Base
; /**< base class */
1989 GLenum PrimitiveMode
; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1990 GLenum Spacing
; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1991 GLenum VertexOrder
; /* GL_CW or GL_CCW */
1996 /** Geometry program object */
1997 struct gl_geometry_program
1999 struct gl_program Base
; /**< base class */
2004 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2005 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2006 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2007 bool UsesEndPrimitive
;
2012 /** Fragment program object */
2013 struct gl_fragment_program
2015 struct gl_program Base
; /**< base class */
2016 GLboolean UsesKill
; /**< shader uses KIL instruction */
2017 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2018 GLboolean OriginUpperLeft
;
2019 GLboolean PixelCenterInteger
;
2020 enum gl_frag_depth_layout FragDepthLayout
;
2023 * GLSL interpolation qualifier associated with each fragment shader input.
2024 * For inputs that do not have an interpolation qualifier specified in
2025 * GLSL, the value is INTERP_QUALIFIER_NONE.
2027 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2030 * Bitfield indicating, for each fragment shader input, 1 if that input
2031 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2033 GLbitfield64 IsCentroid
;
2036 * Bitfield indicating, for each fragment shader input, 1 if that input
2037 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2039 GLbitfield64 IsSample
;
2043 /** Compute program object */
2044 struct gl_compute_program
2046 struct gl_program Base
; /**< base class */
2049 * Size specified using local_size_{x,y,z}.
2051 unsigned LocalSize
[3];
2056 * State common to vertex and fragment programs.
2058 struct gl_program_state
2060 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2061 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2066 * Context state for vertex programs.
2068 struct gl_vertex_program_state
2070 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2071 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2072 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2073 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2074 /** Computed two sided lighting for fixed function/programs. */
2075 GLboolean _TwoSideEnabled
;
2076 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2078 /** Currently enabled and valid vertex program (including internal
2079 * programs, user-defined vertex programs and GLSL vertex shaders).
2080 * This is the program we must use when rendering.
2082 struct gl_vertex_program
*_Current
;
2084 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2086 /** Should fixed-function T&L be implemented with a vertex prog? */
2087 GLboolean _MaintainTnlProgram
;
2089 /** Program to emulate fixed-function T&L (see above) */
2090 struct gl_vertex_program
*_TnlProgram
;
2092 /** Cache of fixed-function programs */
2093 struct gl_program_cache
*Cache
;
2095 GLboolean _Overriden
;
2099 * Context state for tessellation control programs.
2101 struct gl_tess_ctrl_program_state
2103 /** Currently bound and valid shader. */
2104 struct gl_tess_ctrl_program
*_Current
;
2106 GLint patch_vertices
;
2107 GLfloat patch_default_outer_level
[4];
2108 GLfloat patch_default_inner_level
[2];
2112 * Context state for tessellation evaluation programs.
2114 struct gl_tess_eval_program_state
2116 /** Currently bound and valid shader. */
2117 struct gl_tess_eval_program
*_Current
;
2121 * Context state for geometry programs.
2123 struct gl_geometry_program_state
2125 /** Currently enabled and valid program (including internal programs
2126 * and compiled shader programs).
2128 struct gl_geometry_program
*_Current
;
2132 * Context state for fragment programs.
2134 struct gl_fragment_program_state
2136 GLboolean Enabled
; /**< User-set fragment program enable flag */
2137 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2138 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2140 /** Currently enabled and valid fragment program (including internal
2141 * programs, user-defined fragment programs and GLSL fragment shaders).
2142 * This is the program we must use when rendering.
2144 struct gl_fragment_program
*_Current
;
2146 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2148 /** Should fixed-function texturing be implemented with a fragment prog? */
2149 GLboolean _MaintainTexEnvProgram
;
2151 /** Program to emulate fixed-function texture env/combine (see above) */
2152 struct gl_fragment_program
*_TexEnvProgram
;
2154 /** Cache of fixed-function programs */
2155 struct gl_program_cache
*Cache
;
2160 * Context state for compute programs.
2162 struct gl_compute_program_state
2164 /** Currently enabled and valid program (including internal programs
2165 * and compiled shader programs).
2167 struct gl_compute_program
*_Current
;
2172 * ATI_fragment_shader runtime state
2174 #define ATI_FS_INPUT_PRIMARY 0
2175 #define ATI_FS_INPUT_SECONDARY 1
2177 struct atifs_instruction
;
2178 struct atifs_setupinst
;
2181 * ATI fragment shader
2183 struct ati_fragment_shader
2187 struct atifs_instruction
*Instructions
[2];
2188 struct atifs_setupinst
*SetupInst
[2];
2189 GLfloat Constants
[8][4];
2190 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2191 GLubyte numArithInstr
[2];
2192 GLubyte regsAssigned
[2];
2193 GLubyte NumPasses
; /**< 1 or 2 */
2195 GLubyte last_optype
;
2196 GLboolean interpinp1
;
2202 * Context state for GL_ATI_fragment_shader
2204 struct gl_ati_fragment_shader_state
2207 GLboolean _Enabled
; /**< enabled and valid shader? */
2208 GLboolean Compiling
;
2209 GLfloat GlobalConstants
[8][4];
2210 struct ati_fragment_shader
*Current
;
2214 * Shader subroutine function definition
2216 struct gl_subroutine_function
2219 int num_compat_types
;
2220 const struct glsl_type
**types
;
2224 * A GLSL vertex or fragment shader object.
2228 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2229 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2230 * Must be the first field.
2233 gl_shader_stage Stage
;
2234 GLuint Name
; /**< AKA the handle */
2235 GLint RefCount
; /**< Reference count */
2236 GLchar
*Label
; /**< GL_KHR_debug */
2237 GLboolean DeletePending
;
2238 GLboolean CompileStatus
;
2239 bool IsES
; /**< True if this shader uses GLSL ES */
2241 GLuint SourceChecksum
; /**< for debug/logging purposes */
2242 const GLchar
*Source
; /**< Source code string */
2244 struct gl_program
*Program
; /**< Post-compile assembly code */
2247 unsigned Version
; /**< GLSL version used for linking */
2250 * \name Sampler tracking
2252 * \note Each of these fields is only set post-linking.
2255 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2256 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2257 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2261 * Map from sampler unit to texture unit (set by glUniform1i())
2263 * A sampler unit is associated with each sampler uniform by the linker.
2264 * The sampler unit associated with each uniform is stored in the
2265 * \c gl_uniform_storage::sampler field.
2267 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2268 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2269 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2272 * Number of default uniform block components used by this shader.
2274 * This field is only set post-linking.
2276 unsigned num_uniform_components
;
2279 * Number of combined uniform components used by this shader.
2281 * This field is only set post-linking. It is the sum of the uniform block
2282 * sizes divided by sizeof(float), and num_uniform_compoennts.
2284 unsigned num_combined_uniform_components
;
2287 * This shader's uniform block information.
2289 * These fields are only set post-linking.
2291 unsigned NumUniformBlocks
;
2292 struct gl_uniform_block
*UniformBlocks
;
2294 struct exec_list
*ir
;
2295 struct exec_list
*packed_varyings
;
2296 struct glsl_symbol_table
*symbols
;
2298 bool uses_builtin_functions
;
2299 bool uses_gl_fragcoord
;
2300 bool redeclares_gl_fragcoord
;
2301 bool ARB_fragment_coord_conventions_enable
;
2304 * Fragment shader state from GLSL 1.50 layout qualifiers.
2306 bool origin_upper_left
;
2307 bool pixel_center_integer
;
2310 * Tessellation Control shader state from layout qualifiers.
2314 * 0 - vertices not declared in shader, or
2315 * 1 .. GL_MAX_PATCH_VERTICES
2321 * Tessellation Evaluation shader state from layout qualifiers.
2325 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2328 GLenum PrimitiveMode
;
2330 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2335 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2339 * 1, 0, or -1 if it's not set in this shader.
2345 * Geometry shader state from GLSL 1.50 layout qualifiers.
2350 * 0 - Invocations count not declared in shader, or
2351 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2355 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2356 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2361 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2362 * it's not set in this shader.
2368 * Map from image uniform index to image unit (set by glUniform1i())
2370 * An image uniform index is associated with each image uniform by
2371 * the linker. The image index associated with each uniform is
2372 * stored in the \c gl_uniform_storage::image field.
2374 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2377 * Access qualifier specified in the shader for each image uniform
2378 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2381 * It may be different, though only more strict than the value of
2382 * \c gl_image_unit::Access for the corresponding image unit.
2384 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2387 * Number of image uniforms defined in the shader. It specifies
2388 * the number of valid elements in the \c ImageUnits and \c
2389 * ImageAccess arrays above.
2394 * Whether early fragment tests are enabled as defined by
2395 * ARB_shader_image_load_store.
2397 bool EarlyFragmentTests
;
2400 * Compute shader state from ARB_compute_shader layout qualifiers.
2404 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2405 * it's not set in this shader.
2407 unsigned LocalSize
[3];
2411 * Number of types for subroutine uniforms.
2413 GLuint NumSubroutineUniformTypes
;
2416 * Subroutine uniform remap table
2417 * based on the program level uniform remap table.
2419 GLuint NumSubroutineUniformRemapTable
;
2420 struct gl_uniform_storage
**SubroutineUniformRemapTable
;
2423 * Num of subroutine functions for this stage
2424 * and storage for them.
2426 GLuint NumSubroutineFunctions
;
2427 struct gl_subroutine_function
*SubroutineFunctions
;
2431 struct gl_uniform_buffer_variable
2436 * Name of the uniform as seen by glGetUniformIndices.
2438 * glGetUniformIndices requires that the block instance index \b not be
2439 * present in the name of queried uniforms.
2442 * \c gl_uniform_buffer_variable::IndexName and
2443 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2447 const struct glsl_type
*Type
;
2448 unsigned int Offset
;
2453 enum gl_uniform_block_packing
2461 struct gl_uniform_block
2463 /** Declared name of the uniform block */
2466 /** Array of supplemental information about UBO ir_variables. */
2467 struct gl_uniform_buffer_variable
*Uniforms
;
2471 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2472 * with glBindBufferBase to bind a buffer object to this uniform block. When
2473 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2478 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2479 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2481 GLuint UniformBufferSize
;
2484 * Is this actually an interface block for a shader storage buffer?
2486 bool IsShaderStorage
;
2489 * Layout specified in the shader
2491 * This isn't accessible through the API, but it is used while
2492 * cross-validating uniform blocks.
2494 enum gl_uniform_block_packing _Packing
;
2498 * Structure that represents a reference to an atomic buffer from some
2501 struct gl_active_atomic_buffer
2503 /** Uniform indices of the atomic counters declared within it. */
2507 /** Binding point index associated with it. */
2510 /** Minimum reasonable size it is expected to have. */
2513 /** Shader stages making use of it. */
2514 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2518 * Active resource in a gl_shader_program
2520 struct gl_program_resource
2522 GLenum Type
; /** Program interface type. */
2523 const void *Data
; /** Pointer to resource associated data structure. */
2524 uint8_t StageReferences
; /** Bitmask of shader stage references. */
2528 * A GLSL program object.
2529 * Basically a linked collection of vertex and fragment shaders.
2531 struct gl_shader_program
2533 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2534 GLuint Name
; /**< aka handle or ID */
2535 GLchar
*Label
; /**< GL_KHR_debug */
2536 GLint RefCount
; /**< Reference count */
2537 GLboolean DeletePending
;
2540 * Is the application intending to glGetProgramBinary this program?
2542 GLboolean BinaryRetreivableHint
;
2545 * Indicates whether program can be bound for individual pipeline stages
2546 * using UseProgramStages after it is next linked.
2548 GLboolean SeparateShader
;
2550 GLuint NumShaders
; /**< number of attached shaders */
2551 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2554 * User-defined attribute bindings
2556 * These are set via \c glBindAttribLocation and are used to direct the
2557 * GLSL linker. These are \b not the values used in the compiled shader,
2558 * and they are \b not the values returned by \c glGetAttribLocation.
2560 struct string_to_uint_map
*AttributeBindings
;
2563 * User-defined fragment data bindings
2565 * These are set via \c glBindFragDataLocation and are used to direct the
2566 * GLSL linker. These are \b not the values used in the compiled shader,
2567 * and they are \b not the values returned by \c glGetFragDataLocation.
2569 struct string_to_uint_map
*FragDataBindings
;
2570 struct string_to_uint_map
*FragDataIndexBindings
;
2573 * Transform feedback varyings last specified by
2574 * glTransformFeedbackVaryings().
2576 * For the current set of transform feedback varyings used for transform
2577 * feedback output, see LinkedTransformFeedback.
2582 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2583 } TransformFeedback
;
2585 /** Post-link transform feedback info. */
2586 struct gl_transform_feedback_info LinkedTransformFeedback
;
2588 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2589 enum gl_frag_depth_layout FragDepthLayout
;
2592 * Tessellation Control shader state from layout qualifiers.
2596 * 0 - vertices not declared in shader, or
2597 * 1 .. GL_MAX_PATCH_VERTICES
2603 * Tessellation Evaluation shader state from layout qualifiers.
2606 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2607 GLenum PrimitiveMode
;
2608 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2610 /** GL_CW or GL_CCW */
2614 * True if gl_ClipDistance is written to. Copied into
2615 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2617 GLboolean UsesClipDistance
;
2618 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2619 0 if not present. */
2623 * Geometry shader state - copied into gl_geometry_program by
2624 * _mesa_copy_linked_program_data().
2630 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2633 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2634 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2635 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2637 * True if gl_ClipDistance is written to. Copied into
2638 * gl_geometry_program by _mesa_copy_linked_program_data().
2640 GLboolean UsesClipDistance
;
2641 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2642 0 if not present. */
2643 bool UsesEndPrimitive
;
2647 /** Vertex shader state */
2650 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2651 * by _mesa_copy_linked_program_data().
2653 GLboolean UsesClipDistance
;
2654 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2655 0 if not present. */
2659 * Compute shader state - copied into gl_compute_program by
2660 * _mesa_copy_linked_program_data().
2664 * If this shader contains a compute stage, size specified using
2665 * local_size_{x,y,z}. Otherwise undefined.
2667 unsigned LocalSize
[3];
2670 /* post-link info: */
2671 unsigned NumUniformStorage
;
2672 unsigned NumHiddenUniforms
;
2673 struct gl_uniform_storage
*UniformStorage
;
2676 * Mapping from GL uniform locations returned by \c glUniformLocation to
2677 * UniformStorage entries. Arrays will have multiple contiguous slots
2678 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2680 unsigned NumUniformRemapTable
;
2681 struct gl_uniform_storage
**UniformRemapTable
;
2684 * Size of the gl_ClipDistance array that is output from the last pipeline
2685 * stage before the fragment shader.
2687 unsigned LastClipDistanceArraySize
;
2689 unsigned NumUniformBlocks
;
2690 struct gl_uniform_block
*UniformBlocks
;
2693 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2694 * they're used in, or -1.
2696 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2697 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2699 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2702 * Map of active uniform names to locations
2704 * Maps any active uniform that is not an array element to a location.
2705 * Each active uniform, including individual structure members will appear
2706 * in this map. This roughly corresponds to the set of names that would be
2707 * enumerated by \c glGetActiveUniform.
2709 struct string_to_uint_map
*UniformHash
;
2711 struct gl_active_atomic_buffer
*AtomicBuffers
;
2712 unsigned NumAtomicBuffers
;
2714 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2715 GLboolean Validated
;
2716 GLboolean _Used
; /**< Ever used for drawing? */
2717 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2720 unsigned Version
; /**< GLSL version used for linking */
2721 bool IsES
; /**< True if this program uses GLSL ES */
2724 * Per-stage shaders resulting from the first stage of linking.
2726 * Set of linked shaders for this program. The array is accessed using the
2727 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2730 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2732 /** List of all active resources after linking. */
2733 struct gl_program_resource
*ProgramResourceList
;
2734 unsigned NumProgramResourceList
;
2736 /* True if any of the fragment shaders attached to this program use:
2737 * #extension ARB_fragment_coord_conventions: enable
2739 GLboolean ARB_fragment_coord_conventions_enable
;
2743 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2744 #define GLSL_LOG 0x2 /**< Write shaders to files */
2745 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2746 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2747 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2748 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2749 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2750 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2751 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2752 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2756 * Context state for GLSL vertex/fragment shaders.
2757 * Extended to support pipeline object
2759 struct gl_pipeline_object
2761 /** Name of the pipeline object as received from glGenProgramPipelines.
2762 * It would be 0 for shaders without separate shader objects.
2770 GLchar
*Label
; /**< GL_KHR_debug */
2773 * Programs used for rendering
2775 * There is a separate program set for each shader stage.
2777 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2779 struct gl_shader_program
*_CurrentFragmentProgram
;
2782 * Program used by glUniform calls.
2784 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2786 struct gl_shader_program
*ActiveProgram
;
2788 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2790 GLboolean EverBound
; /**< Has the pipeline object been created */
2792 GLboolean Validated
; /**< Pipeline Validation status */
2798 * Context state for GLSL pipeline shaders.
2800 struct gl_pipeline_shader_state
2802 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2803 struct gl_pipeline_object
*Current
;
2805 /* Default Object to ensure that _Shader is never NULL */
2806 struct gl_pipeline_object
*Default
;
2808 /** Pipeline objects */
2809 struct _mesa_HashTable
*Objects
;
2813 * Compiler options for a single GLSL shaders type
2815 struct gl_shader_compiler_options
2817 /** Driver-selectable options: */
2818 GLboolean EmitCondCodes
; /**< Use condition codes? */
2819 GLboolean EmitNoLoops
;
2820 GLboolean EmitNoFunctions
;
2821 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2822 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2823 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2824 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2825 GLboolean EmitNoSat
; /**< Emit SAT opcodes? */
2826 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2829 * \name Forms of indirect addressing the driver cannot do.
2832 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2833 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2834 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2835 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2836 GLboolean EmitNoIndirectSampler
; /**< No indirect addressing of samplers */
2839 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2840 GLuint MaxUnrollIterations
;
2843 * Optimize code for array of structures backends.
2845 * This is a proxy for:
2846 * - preferring DP4 instructions (rather than MUL/MAD) for
2847 * matrix * vector operations, such as position transformation.
2849 GLboolean OptimizeForAOS
;
2851 const struct nir_shader_compiler_options
*NirOptions
;
2856 * Occlusion/timer query object.
2858 struct gl_query_object
2860 GLenum Target
; /**< The query target, when active */
2861 GLuint Id
; /**< hash table ID/name */
2862 GLchar
*Label
; /**< GL_KHR_debug */
2863 GLuint64EXT Result
; /**< the counter */
2864 GLboolean Active
; /**< inside Begin/EndQuery */
2865 GLboolean Ready
; /**< result is ready? */
2866 GLboolean EverBound
;/**< has query object ever been bound */
2867 GLuint Stream
; /**< The stream */
2872 * Context state for query objects.
2874 struct gl_query_state
2876 struct _mesa_HashTable
*QueryObjects
;
2877 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2878 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2880 /** GL_NV_conditional_render */
2881 struct gl_query_object
*CondRenderQuery
;
2883 /** GL_EXT_transform_feedback */
2884 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
2885 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
2887 /** GL_ARB_timer_query */
2888 struct gl_query_object
*TimeElapsed
;
2890 /** GL_ARB_pipeline_statistics_query */
2891 struct gl_query_object
*pipeline_stats
[MAX_PIPELINE_STATISTICS
];
2893 GLenum CondRenderMode
;
2897 /** Sync object state */
2898 struct gl_sync_object
2900 GLenum Type
; /**< GL_SYNC_FENCE */
2901 GLuint Name
; /**< Fence name */
2902 GLchar
*Label
; /**< GL_KHR_debug */
2903 GLint RefCount
; /**< Reference count */
2904 GLboolean DeletePending
; /**< Object was deleted while there were still
2905 * live references (e.g., sync not yet finished)
2907 GLenum SyncCondition
;
2908 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2909 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2914 * State which can be shared by multiple contexts:
2916 struct gl_shared_state
2918 mtx_t Mutex
; /**< for thread safety */
2919 GLint RefCount
; /**< Reference count */
2920 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2921 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2923 /** Default texture objects (shared by all texture units) */
2924 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2926 /** Fallback texture used when a bound texture is incomplete */
2927 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2930 * \name Thread safety and statechange notification for texture
2933 * \todo Improve the granularity of locking.
2936 mtx_t TexMutex
; /**< texobj thread safety */
2937 GLuint TextureStateStamp
; /**< state notification for shared tex */
2940 /** Default buffer object for vertex arrays that aren't in VBOs */
2941 struct gl_buffer_object
*NullBufferObj
;
2944 * \name Vertex/geometry/fragment programs
2947 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2948 struct gl_vertex_program
*DefaultVertexProgram
;
2949 struct gl_fragment_program
*DefaultFragmentProgram
;
2952 /* GL_ATI_fragment_shader */
2953 struct _mesa_HashTable
*ATIShaders
;
2954 struct ati_fragment_shader
*DefaultFragmentShader
;
2956 struct _mesa_HashTable
*BufferObjects
;
2958 /** Table of both gl_shader and gl_shader_program objects */
2959 struct _mesa_HashTable
*ShaderObjects
;
2961 /* GL_EXT_framebuffer_object */
2962 struct _mesa_HashTable
*RenderBuffers
;
2963 struct _mesa_HashTable
*FrameBuffers
;
2966 struct set
*SyncObjects
;
2968 /** GL_ARB_sampler_objects */
2969 struct _mesa_HashTable
*SamplerObjects
;
2972 * Some context in this share group was affected by a GPU reset
2974 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2975 * been affected by a GPU reset must also return
2976 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2978 * Once this field becomes true, it is never reset to false.
2980 bool ShareGroupReset
;
2986 * Renderbuffers represent drawing surfaces such as color, depth and/or
2987 * stencil. A framebuffer object has a set of renderbuffers.
2988 * Drivers will typically derive subclasses of this type.
2990 struct gl_renderbuffer
2992 mtx_t Mutex
; /**< for thread safety */
2993 GLuint ClassID
; /**< Useful for drivers */
2995 GLchar
*Label
; /**< GL_KHR_debug */
2997 GLuint Width
, Height
;
2999 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3000 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3002 * True for renderbuffers that wrap textures, giving the driver a chance to
3003 * flush render caches through the FinishRenderTexture hook.
3005 * Drivers may also set this on renderbuffers other than those generated by
3006 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3007 * called without a rb->TexImage.
3009 GLboolean NeedsFinishRenderTexture
;
3011 GLenum InternalFormat
; /**< The user-specified format */
3012 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3013 GL_STENCIL_INDEX. */
3014 mesa_format Format
; /**< The actual renderbuffer memory format */
3016 * Pointer to the texture image if this renderbuffer wraps a texture,
3019 * Note that the reference on the gl_texture_object containing this
3020 * TexImage is held by the gl_renderbuffer_attachment.
3022 struct gl_texture_image
*TexImage
;
3024 /** Delete this renderbuffer */
3025 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3027 /** Allocate new storage for this renderbuffer */
3028 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3029 struct gl_renderbuffer
*rb
,
3030 GLenum internalFormat
,
3031 GLuint width
, GLuint height
);
3036 * A renderbuffer attachment points to either a texture object (and specifies
3037 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3039 struct gl_renderbuffer_attachment
3041 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3045 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3046 * application supplied renderbuffer object.
3048 struct gl_renderbuffer
*Renderbuffer
;
3051 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3052 * supplied texture object.
3054 struct gl_texture_object
*Texture
;
3055 GLuint TextureLevel
; /**< Attached mipmap level. */
3056 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3057 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3058 * and 2D array textures */
3064 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3065 * In C++ terms, think of this as a base class from which device drivers
3066 * will make derived classes.
3068 struct gl_framebuffer
3070 mtx_t Mutex
; /**< for thread safety */
3072 * If zero, this is a window system framebuffer. If non-zero, this
3073 * is a FBO framebuffer; note that for some devices (i.e. those with
3074 * a natural pixel coordinate system for FBOs that differs from the
3075 * OpenGL/Mesa coordinate system), this means that the viewport,
3076 * polygon face orientation, and polygon stipple will have to be inverted.
3081 GLchar
*Label
; /**< GL_KHR_debug */
3083 GLboolean DeletePending
;
3086 * The framebuffer's visual. Immutable if this is a window system buffer.
3087 * Computed from attachments if user-made FBO.
3089 struct gl_config Visual
;
3092 * Size of frame buffer in pixels. If there are no attachments, then both
3095 GLuint Width
, Height
;
3098 * In the case that the framebuffer has no attachment (i.e.
3099 * GL_ARB_framebuffer_no_attachments) then the geometry of
3100 * the framebuffer is specified by the default values.
3103 GLuint Width
, Height
, Layers
, NumSamples
;
3104 GLboolean FixedSampleLocations
;
3107 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3108 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3109 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3116 /** \name Derived Z buffer stuff */
3118 GLuint _DepthMax
; /**< Max depth buffer value */
3119 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3120 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3123 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3126 /** Whether one of Attachment has Type != GL_NONE
3127 * NOTE: the values for Width and Height are set to 0 in case of having
3128 * no attachments, a backend driver supporting the extension
3129 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3130 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3131 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3132 * _Ymax do NOT take into account _HasAttachments being false). To get the
3133 * geometry of the framebuffer, the helper functions
3134 * _mesa_geometric_width(),
3135 * _mesa_geometric_height(),
3136 * _mesa_geometric_samples() and
3137 * _mesa_geometric_layers()
3138 * are available that check _HasAttachments.
3140 bool _HasAttachments
;
3142 /** Integer color values */
3143 GLboolean _IntegerColor
;
3145 /* ARB_color_buffer_float */
3146 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3147 GLboolean _HasSNormOrFloatColorBuffer
;
3150 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3151 * is not layered. For cube maps and cube map arrays, each cube face
3152 * counts as a layer. As the case for Width, Height a backend driver
3153 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3154 * in the case that _HasAttachments is false
3156 GLuint MaxNumLayers
;
3158 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3159 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3161 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3162 * attribute group and GL_PIXEL attribute group, respectively.
3164 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3165 GLenum ColorReadBuffer
;
3167 /** Computed from ColorDraw/ReadBuffer above */
3168 GLuint _NumColorDrawBuffers
;
3169 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3170 GLint _ColorReadBufferIndex
; /* -1 = None */
3171 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3172 struct gl_renderbuffer
*_ColorReadBuffer
;
3174 /** Delete this framebuffer */
3175 void (*Delete
)(struct gl_framebuffer
*fb
);
3180 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3184 GLushort RangeMin
; /**< min value exponent */
3185 GLushort RangeMax
; /**< max value exponent */
3186 GLushort Precision
; /**< number of mantissa bits */
3191 * Limits for vertex, geometry and fragment programs/shaders.
3193 struct gl_program_constants
3195 /* logical limits */
3196 GLuint MaxInstructions
;
3197 GLuint MaxAluInstructions
;
3198 GLuint MaxTexInstructions
;
3199 GLuint MaxTexIndirections
;
3202 GLuint MaxAddressRegs
;
3203 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3204 GLuint MaxParameters
;
3205 GLuint MaxLocalParams
;
3206 GLuint MaxEnvParams
;
3207 /* native/hardware limits */
3208 GLuint MaxNativeInstructions
;
3209 GLuint MaxNativeAluInstructions
;
3210 GLuint MaxNativeTexInstructions
;
3211 GLuint MaxNativeTexIndirections
;
3212 GLuint MaxNativeAttribs
;
3213 GLuint MaxNativeTemps
;
3214 GLuint MaxNativeAddressRegs
;
3215 GLuint MaxNativeParameters
;
3217 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3220 * \name Per-stage input / output limits
3222 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3223 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3224 * ES). This is stored as \c gl_constants::MaxVarying.
3226 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3227 * variables. Each stage as a certain number of outputs that it can feed
3228 * to the next stage and a certain number inputs that it can consume from
3229 * the previous stage.
3231 * Vertex shader inputs do not participate this in this accounting.
3232 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3234 * Fragment shader outputs do not participate this in this accounting.
3235 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3238 GLuint MaxInputComponents
;
3239 GLuint MaxOutputComponents
;
3242 /* ES 2.0 and GL_ARB_ES2_compatibility */
3243 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3244 struct gl_precision LowInt
, MediumInt
, HighInt
;
3245 /* GL_ARB_uniform_buffer_object */
3246 GLuint MaxUniformBlocks
;
3247 GLuint MaxCombinedUniformComponents
;
3248 GLuint MaxTextureImageUnits
;
3250 /* GL_ARB_shader_atomic_counters */
3251 GLuint MaxAtomicBuffers
;
3252 GLuint MaxAtomicCounters
;
3254 /* GL_ARB_shader_image_load_store */
3255 GLuint MaxImageUniforms
;
3257 /* GL_ARB_shader_storage_buffer_object */
3258 GLuint MaxShaderStorageBlocks
;
3263 * Constants which may be overridden by device driver during context creation
3264 * but are never changed after that.
3268 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3269 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3270 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3271 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3272 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3273 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3274 GLuint MaxTextureCoordUnits
;
3275 GLuint MaxCombinedTextureImageUnits
;
3276 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3277 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3278 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3279 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3281 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3283 GLuint MaxArrayLockSize
;
3287 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3288 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3289 GLfloat PointSizeGranularity
;
3290 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3291 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3292 GLfloat LineWidthGranularity
;
3294 GLuint MaxClipPlanes
;
3296 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3297 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3299 GLuint MaxViewportWidth
, MaxViewportHeight
;
3300 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3301 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3305 } ViewportBounds
; /**< GL_ARB_viewport_array */
3307 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3308 GLuint MaxProgramMatrices
;
3309 GLuint MaxProgramMatrixStackDepth
;
3312 GLuint SamplesPassed
;
3315 GLuint PrimitivesGenerated
;
3316 GLuint PrimitivesWritten
;
3317 GLuint VerticesSubmitted
;
3318 GLuint PrimitivesSubmitted
;
3319 GLuint VsInvocations
;
3321 GLuint TessInvocations
;
3322 GLuint GsInvocations
;
3323 GLuint GsPrimitives
;
3324 GLuint FsInvocations
;
3325 GLuint ComputeInvocations
;
3326 GLuint ClInPrimitives
;
3327 GLuint ClOutPrimitives
;
3330 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3332 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3333 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3334 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3337 * GL_ARB_framebuffer_no_attachments
3339 GLuint MaxFramebufferWidth
;
3340 GLuint MaxFramebufferHeight
;
3341 GLuint MaxFramebufferLayers
;
3342 GLuint MaxFramebufferSamples
;
3344 /** Number of varying vectors between any two shader stages. */
3348 * GL_ARB_uniform_buffer_object
3350 GLuint MaxCombinedUniformBlocks
;
3351 GLuint MaxUniformBufferBindings
;
3352 GLuint MaxUniformBlockSize
;
3353 GLuint UniformBufferOffsetAlignment
;
3357 * GL_ARB_shader_storage_buffer_object
3359 GLuint MaxCombinedShaderStorageBlocks
;
3360 GLuint MaxShaderStorageBufferBindings
;
3361 GLuint MaxShaderStorageBlockSize
;
3362 GLuint ShaderStorageBufferOffsetAlignment
;
3366 * GL_ARB_explicit_uniform_location
3368 GLuint MaxUserAssignableUniformLocations
;
3370 /** GL_ARB_geometry_shader4 */
3371 GLuint MaxGeometryOutputVertices
;
3372 GLuint MaxGeometryTotalOutputComponents
;
3374 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3377 * Changes default GLSL extension behavior from "error" to "warn". It's out
3378 * of spec, but it can make some apps work that otherwise wouldn't.
3380 GLboolean ForceGLSLExtensionsWarn
;
3383 * If non-zero, forces GLSL shaders to behave as if they began
3384 * with "#version ForceGLSLVersion".
3386 GLuint ForceGLSLVersion
;
3389 * Allow GLSL #extension directives in the middle of shaders.
3391 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3394 * Does the driver support real 32-bit integers? (Otherwise, integers are
3395 * simulated via floats.)
3397 GLboolean NativeIntegers
;
3400 * Does VertexID count from zero or from base vertex?
3403 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3404 * ignored and need not be set.
3406 bool VertexID_is_zero_based
;
3409 * If the driver supports real 32-bit integers, what integer value should be
3410 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3412 GLuint UniformBooleanTrue
;
3415 * Maximum amount of time, measured in nanseconds, that the server can wait.
3417 GLuint64 MaxServerWaitTimeout
;
3419 /** GL_EXT_provoking_vertex */
3420 GLboolean QuadsFollowProvokingVertexConvention
;
3422 /** OpenGL version 3.0 */
3423 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3425 /** OpenGL version 3.2 */
3426 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3428 /** OpenGL version 4.4 */
3429 GLuint MaxVertexAttribStride
;
3431 /** GL_EXT_transform_feedback */
3432 GLuint MaxTransformFeedbackBuffers
;
3433 GLuint MaxTransformFeedbackSeparateComponents
;
3434 GLuint MaxTransformFeedbackInterleavedComponents
;
3435 GLuint MaxVertexStreams
;
3437 /** GL_EXT_gpu_shader4 */
3438 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3440 /** GL_ARB_texture_gather */
3441 GLuint MinProgramTextureGatherOffset
;
3442 GLuint MaxProgramTextureGatherOffset
;
3443 GLuint MaxProgramTextureGatherComponents
;
3445 /* GL_ARB_robustness */
3446 GLenum ResetStrategy
;
3448 /* GL_ARB_blend_func_extended */
3449 GLuint MaxDualSourceDrawBuffers
;
3452 * Whether the implementation strips out and ignores texture borders.
3454 * Many GPU hardware implementations don't support rendering with texture
3455 * borders and mipmapped textures. (Note: not static border color, but the
3456 * old 1-pixel border around each edge). Implementations then have to do
3457 * slow fallbacks to be correct, or just ignore the border and be fast but
3458 * wrong. Setting the flag strips the border off of TexImage calls,
3459 * providing "fast but wrong" at significantly reduced driver complexity.
3461 * Texture borders are deprecated in GL 3.0.
3463 GLboolean StripTextureBorder
;
3466 * For drivers which can do a better job at eliminating unused uniforms
3467 * than the GLSL compiler.
3469 * XXX Remove these as soon as a better solution is available.
3471 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3474 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3475 * than passing the transform feedback object to the drawing function.
3477 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3479 /** GL_ARB_map_buffer_alignment */
3480 GLuint MinMapBufferAlignment
;
3483 * Disable varying packing. This is out of spec, but potentially useful
3484 * for older platforms that supports a limited number of texture
3485 * indirections--on these platforms, unpacking the varyings in the fragment
3486 * shader increases the number of texture indirections by 1, which might
3487 * make some shaders not executable at all.
3489 * Drivers that support transform feedback must set this value to GL_FALSE.
3491 GLboolean DisableVaryingPacking
;
3494 * Should meaningful names be generated for compiler temporary variables?
3496 * Generally, it is not useful to have the compiler generate "meaningful"
3497 * names for temporary variables that it creates. This can, however, be a
3498 * useful debugging aid. In Mesa debug builds or release builds when
3499 * MESA_GLSL is set at run-time, meaningful names will be generated.
3500 * Drivers can also force names to be generated by setting this field.
3501 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3502 * vertex shader assembly) is set at run-time.
3504 bool GenerateTemporaryNames
;
3507 * Maximum value supported for an index in DrawElements and friends.
3509 * This must be at least (1ull<<24)-1. The default value is
3512 * \since ES 3.0 or GL_ARB_ES3_compatibility
3513 * \sa _mesa_init_constants
3515 GLuint64 MaxElementIndex
;
3518 * Disable interpretation of line continuations (lines ending with a
3519 * backslash character ('\') in GLSL source.
3521 GLboolean DisableGLSLLineContinuations
;
3523 /** GL_ARB_texture_multisample */
3524 GLint MaxColorTextureSamples
;
3525 GLint MaxDepthTextureSamples
;
3526 GLint MaxIntegerSamples
;
3529 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3530 * samples are laid out in a rectangular grid roughly corresponding to
3531 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3532 * are used to map indices of rectangular grid to sample numbers within
3533 * a pixel. This mapping of indices to sample numbers must be initialized
3534 * by the driver for the target hardware. For example, if we have the 8X
3535 * MSAA sample number layout (sample positions) for XYZ hardware:
3537 * sample indices layout sample number layout
3538 * --------- ---------
3539 * | 0 | 1 | | a | b |
3540 * --------- ---------
3541 * | 2 | 3 | | c | d |
3542 * --------- ---------
3543 * | 4 | 5 | | e | f |
3544 * --------- ---------
3545 * | 6 | 7 | | g | h |
3546 * --------- ---------
3548 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3550 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3552 * SampleMap8x = {a, b, c, d, e, f, g, h};
3554 * Follow the logic for other sample counts.
3556 uint8_t SampleMap2x
[2];
3557 uint8_t SampleMap4x
[4];
3558 uint8_t SampleMap8x
[8];
3560 /** GL_ARB_shader_atomic_counters */
3561 GLuint MaxAtomicBufferBindings
;
3562 GLuint MaxAtomicBufferSize
;
3563 GLuint MaxCombinedAtomicBuffers
;
3564 GLuint MaxCombinedAtomicCounters
;
3566 /** GL_ARB_vertex_attrib_binding */
3567 GLint MaxVertexAttribRelativeOffset
;
3568 GLint MaxVertexAttribBindings
;
3570 /* GL_ARB_shader_image_load_store */
3571 GLuint MaxImageUnits
;
3572 GLuint MaxCombinedShaderOutputResources
;
3573 GLuint MaxImageSamples
;
3574 GLuint MaxCombinedImageUniforms
;
3576 /** GL_ARB_compute_shader */
3577 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3578 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3579 GLuint MaxComputeWorkGroupInvocations
;
3581 /** GL_ARB_gpu_shader5 */
3582 GLfloat MinFragmentInterpolationOffset
;
3583 GLfloat MaxFragmentInterpolationOffset
;
3585 GLboolean FakeSWMSAA
;
3587 /** GL_KHR_context_flush_control */
3588 GLenum ContextReleaseBehavior
;
3590 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3592 /** GL_ARB_tessellation_shader */
3593 GLuint MaxPatchVertices
;
3594 GLuint MaxTessGenLevel
;
3595 GLuint MaxTessPatchComponents
;
3596 GLuint MaxTessControlTotalOutputComponents
;
3597 bool LowerTessLevel
; /**< Lower gl_TessLevel* from float[n] to vecn? */
3602 * Enable flag for each OpenGL extension. Different device drivers will
3603 * enable different extensions at runtime.
3605 struct gl_extensions
3607 GLboolean dummy
; /* don't remove this! */
3608 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3609 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3610 GLboolean ANGLE_texture_compression_dxt
;
3611 GLboolean ARB_ES2_compatibility
;
3612 GLboolean ARB_ES3_compatibility
;
3613 GLboolean ARB_arrays_of_arrays
;
3614 GLboolean ARB_base_instance
;
3615 GLboolean ARB_blend_func_extended
;
3616 GLboolean ARB_buffer_storage
;
3617 GLboolean ARB_clear_texture
;
3618 GLboolean ARB_clip_control
;
3619 GLboolean ARB_color_buffer_float
;
3620 GLboolean ARB_compute_shader
;
3621 GLboolean ARB_conditional_render_inverted
;
3622 GLboolean ARB_conservative_depth
;
3623 GLboolean ARB_copy_image
;
3624 GLboolean ARB_depth_buffer_float
;
3625 GLboolean ARB_depth_clamp
;
3626 GLboolean ARB_depth_texture
;
3627 GLboolean ARB_derivative_control
;
3628 GLboolean ARB_draw_buffers_blend
;
3629 GLboolean ARB_draw_elements_base_vertex
;
3630 GLboolean ARB_draw_indirect
;
3631 GLboolean ARB_draw_instanced
;
3632 GLboolean ARB_fragment_coord_conventions
;
3633 GLboolean ARB_fragment_layer_viewport
;
3634 GLboolean ARB_fragment_program
;
3635 GLboolean ARB_fragment_program_shadow
;
3636 GLboolean ARB_fragment_shader
;
3637 GLboolean ARB_framebuffer_no_attachments
;
3638 GLboolean ARB_framebuffer_object
;
3639 GLboolean ARB_explicit_attrib_location
;
3640 GLboolean ARB_explicit_uniform_location
;
3641 GLboolean ARB_geometry_shader4
;
3642 GLboolean ARB_gpu_shader5
;
3643 GLboolean ARB_gpu_shader_fp64
;
3644 GLboolean ARB_half_float_vertex
;
3645 GLboolean ARB_instanced_arrays
;
3646 GLboolean ARB_internalformat_query
;
3647 GLboolean ARB_map_buffer_range
;
3648 GLboolean ARB_occlusion_query
;
3649 GLboolean ARB_occlusion_query2
;
3650 GLboolean ARB_pipeline_statistics_query
;
3651 GLboolean ARB_point_sprite
;
3652 GLboolean ARB_sample_shading
;
3653 GLboolean ARB_seamless_cube_map
;
3654 GLboolean ARB_shader_atomic_counters
;
3655 GLboolean ARB_shader_bit_encoding
;
3656 GLboolean ARB_shader_image_load_store
;
3657 GLboolean ARB_shader_image_size
;
3658 GLboolean ARB_shader_precision
;
3659 GLboolean ARB_shader_stencil_export
;
3660 GLboolean ARB_shader_storage_buffer_object
;
3661 GLboolean ARB_shader_subroutine
;
3662 GLboolean ARB_shader_texture_image_samples
;
3663 GLboolean ARB_shader_texture_lod
;
3664 GLboolean ARB_shading_language_packing
;
3665 GLboolean ARB_shading_language_420pack
;
3666 GLboolean ARB_shadow
;
3667 GLboolean ARB_stencil_texturing
;
3669 GLboolean ARB_tessellation_shader
;
3670 GLboolean ARB_texture_border_clamp
;
3671 GLboolean ARB_texture_buffer_object
;
3672 GLboolean ARB_texture_buffer_object_rgb32
;
3673 GLboolean ARB_texture_buffer_range
;
3674 GLboolean ARB_texture_compression_bptc
;
3675 GLboolean ARB_texture_compression_rgtc
;
3676 GLboolean ARB_texture_cube_map
;
3677 GLboolean ARB_texture_cube_map_array
;
3678 GLboolean ARB_texture_env_combine
;
3679 GLboolean ARB_texture_env_crossbar
;
3680 GLboolean ARB_texture_env_dot3
;
3681 GLboolean ARB_texture_float
;
3682 GLboolean ARB_texture_gather
;
3683 GLboolean ARB_texture_mirror_clamp_to_edge
;
3684 GLboolean ARB_texture_multisample
;
3685 GLboolean ARB_texture_non_power_of_two
;
3686 GLboolean ARB_texture_stencil8
;
3687 GLboolean ARB_texture_query_levels
;
3688 GLboolean ARB_texture_query_lod
;
3689 GLboolean ARB_texture_rg
;
3690 GLboolean ARB_texture_rgb10_a2ui
;
3691 GLboolean ARB_texture_view
;
3692 GLboolean ARB_timer_query
;
3693 GLboolean ARB_transform_feedback2
;
3694 GLboolean ARB_transform_feedback3
;
3695 GLboolean ARB_transform_feedback_instanced
;
3696 GLboolean ARB_uniform_buffer_object
;
3697 GLboolean ARB_vertex_attrib_64bit
;
3698 GLboolean ARB_vertex_program
;
3699 GLboolean ARB_vertex_shader
;
3700 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3701 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3702 GLboolean ARB_viewport_array
;
3703 GLboolean EXT_blend_color
;
3704 GLboolean EXT_blend_equation_separate
;
3705 GLboolean EXT_blend_func_separate
;
3706 GLboolean EXT_blend_minmax
;
3707 GLboolean EXT_depth_bounds_test
;
3708 GLboolean EXT_draw_buffers2
;
3709 GLboolean EXT_framebuffer_multisample
;
3710 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3711 GLboolean EXT_framebuffer_sRGB
;
3712 GLboolean EXT_gpu_program_parameters
;
3713 GLboolean EXT_gpu_shader4
;
3714 GLboolean EXT_packed_float
;
3715 GLboolean EXT_pixel_buffer_object
;
3716 GLboolean EXT_point_parameters
;
3717 GLboolean EXT_polygon_offset_clamp
;
3718 GLboolean EXT_provoking_vertex
;
3719 GLboolean EXT_shader_integer_mix
;
3720 GLboolean EXT_stencil_two_side
;
3721 GLboolean EXT_texture3D
;
3722 GLboolean EXT_texture_array
;
3723 GLboolean EXT_texture_compression_latc
;
3724 GLboolean EXT_texture_compression_s3tc
;
3725 GLboolean EXT_texture_env_dot3
;
3726 GLboolean EXT_texture_filter_anisotropic
;
3727 GLboolean EXT_texture_integer
;
3728 GLboolean EXT_texture_mirror_clamp
;
3729 GLboolean EXT_texture_shared_exponent
;
3730 GLboolean EXT_texture_snorm
;
3731 GLboolean EXT_texture_sRGB
;
3732 GLboolean EXT_texture_sRGB_decode
;
3733 GLboolean EXT_texture_swizzle
;
3734 GLboolean EXT_transform_feedback
;
3735 GLboolean EXT_timer_query
;
3736 GLboolean EXT_vertex_array_bgra
;
3737 GLboolean OES_standard_derivatives
;
3738 /* vendor extensions */
3739 GLboolean AMD_performance_monitor
;
3740 GLboolean AMD_pinned_memory
;
3741 GLboolean AMD_seamless_cubemap_per_texture
;
3742 GLboolean AMD_vertex_shader_layer
;
3743 GLboolean AMD_vertex_shader_viewport_index
;
3744 GLboolean APPLE_object_purgeable
;
3745 GLboolean ATI_texture_compression_3dc
;
3746 GLboolean ATI_texture_mirror_once
;
3747 GLboolean ATI_texture_env_combine3
;
3748 GLboolean ATI_fragment_shader
;
3749 GLboolean ATI_separate_stencil
;
3750 GLboolean INTEL_performance_query
;
3751 GLboolean KHR_texture_compression_astc_hdr
;
3752 GLboolean KHR_texture_compression_astc_ldr
;
3753 GLboolean MESA_pack_invert
;
3754 GLboolean MESA_ycbcr_texture
;
3755 GLboolean NV_conditional_render
;
3756 GLboolean NV_fog_distance
;
3757 GLboolean NV_fragment_program_option
;
3758 GLboolean NV_point_sprite
;
3759 GLboolean NV_primitive_restart
;
3760 GLboolean NV_texture_barrier
;
3761 GLboolean NV_texture_env_combine4
;
3762 GLboolean NV_texture_rectangle
;
3763 GLboolean NV_vdpau_interop
;
3764 GLboolean TDFX_texture_compression_FXT1
;
3765 GLboolean OES_EGL_image
;
3766 GLboolean OES_draw_texture
;
3767 GLboolean OES_depth_texture_cube_map
;
3768 GLboolean OES_EGL_image_external
;
3769 GLboolean OES_texture_float
;
3770 GLboolean OES_texture_float_linear
;
3771 GLboolean OES_texture_half_float
;
3772 GLboolean OES_texture_half_float_linear
;
3773 GLboolean OES_compressed_ETC1_RGB8_texture
;
3774 GLboolean extension_sentinel
;
3775 /** The extension string */
3776 const GLubyte
*String
;
3777 /** Number of supported extensions */
3783 * A stack of matrices (projection, modelview, color, texture, etc).
3785 struct gl_matrix_stack
3787 GLmatrix
*Top
; /**< points into Stack */
3788 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3789 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3790 GLuint MaxDepth
; /**< size of Stack[] array */
3791 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3796 * \name Bits for image transfer operations
3797 * \sa __struct gl_contextRec::ImageTransferState.
3800 #define IMAGE_SCALE_BIAS_BIT 0x1
3801 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3802 #define IMAGE_MAP_COLOR_BIT 0x4
3803 #define IMAGE_CLAMP_BIT 0x800
3806 /** Pixel Transfer ops */
3807 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3808 IMAGE_SHIFT_OFFSET_BIT | \
3809 IMAGE_MAP_COLOR_BIT)
3812 * \name Bits to indicate what state has changed.
3815 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3816 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3817 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3818 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3819 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3820 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3821 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3822 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3823 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3824 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3825 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3826 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3827 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3828 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3829 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3830 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3831 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3832 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3833 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3834 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3835 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3836 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3837 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3838 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3839 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3840 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3841 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3842 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3843 #define _NEW_BUFFER_OBJECT (1 << 28)
3844 #define _NEW_FRAG_CLAMP (1 << 29)
3845 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3846 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3852 * Composite state flags
3855 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3861 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3871 /* This has to be included here. */
3876 * Display list flags.
3877 * Strictly this is a tnl-private concept, but it doesn't seem
3878 * worthwhile adding a tnl private structure just to hold this one bit
3881 #define DLIST_DANGLING_REFS 0x1
3884 /** Opaque declaration of display list payload data type */
3885 union gl_dlist_node
;
3889 * Provide a location where information about a display list can be
3890 * collected. Could be extended with driverPrivate structures,
3891 * etc. in the future.
3893 struct gl_display_list
3896 GLchar
*Label
; /**< GL_KHR_debug */
3897 GLbitfield Flags
; /**< DLIST_x flags */
3898 /** The dlist commands are in a linked list of nodes */
3899 union gl_dlist_node
*Head
;
3904 * State used during display list compilation and execution.
3906 struct gl_dlist_state
3908 GLuint CallDepth
; /**< Current recursion calling depth */
3910 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3911 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3912 GLuint CurrentPos
; /**< Index into current block of nodes */
3914 GLvertexformat ListVtxfmt
;
3916 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3917 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3919 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3920 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3923 /* State known to have been set by the currently-compiling display
3924 * list. Used to eliminate some redundant state changes.
3932 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3933 * to small enums suitable for use as an array index.
3936 enum mesa_debug_source
{
3937 MESA_DEBUG_SOURCE_API
,
3938 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
3939 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
3940 MESA_DEBUG_SOURCE_THIRD_PARTY
,
3941 MESA_DEBUG_SOURCE_APPLICATION
,
3942 MESA_DEBUG_SOURCE_OTHER
,
3943 MESA_DEBUG_SOURCE_COUNT
3946 enum mesa_debug_type
{
3947 MESA_DEBUG_TYPE_ERROR
,
3948 MESA_DEBUG_TYPE_DEPRECATED
,
3949 MESA_DEBUG_TYPE_UNDEFINED
,
3950 MESA_DEBUG_TYPE_PORTABILITY
,
3951 MESA_DEBUG_TYPE_PERFORMANCE
,
3952 MESA_DEBUG_TYPE_OTHER
,
3953 MESA_DEBUG_TYPE_MARKER
,
3954 MESA_DEBUG_TYPE_PUSH_GROUP
,
3955 MESA_DEBUG_TYPE_POP_GROUP
,
3956 MESA_DEBUG_TYPE_COUNT
3959 enum mesa_debug_severity
{
3960 MESA_DEBUG_SEVERITY_LOW
,
3961 MESA_DEBUG_SEVERITY_MEDIUM
,
3962 MESA_DEBUG_SEVERITY_HIGH
,
3963 MESA_DEBUG_SEVERITY_NOTIFICATION
,
3964 MESA_DEBUG_SEVERITY_COUNT
3970 * Driver-specific state flags.
3972 * These are or'd with gl_context::NewDriverState to notify a driver about
3973 * a state change. The driver sets the flags at context creation and
3974 * the meaning of the bits set is opaque to core Mesa.
3976 struct gl_driver_flags
3978 /** gl_context::Array::_DrawArrays (vertex array state) */
3981 /** gl_context::TransformFeedback::CurrentObject */
3982 uint64_t NewTransformFeedback
;
3984 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3985 uint64_t NewTransformFeedbackProg
;
3987 /** gl_context::RasterDiscard */
3988 uint64_t NewRasterizerDiscard
;
3991 * gl_context::UniformBufferBindings
3992 * gl_shader_program::UniformBlocks
3994 uint64_t NewUniformBuffer
;
3997 * gl_context::ShaderStorageBufferBindings
3998 * gl_shader_program::ShaderStorageBlocks
4000 uint64_t NewShaderStorageBuffer
;
4002 uint64_t NewTextureBuffer
;
4005 * gl_context::AtomicBufferBindings
4007 uint64_t NewAtomicBuffer
;
4010 * gl_context::ImageUnits
4012 uint64_t NewImageUnits
;
4015 * gl_context::TessCtrlProgram::patch_default_*
4017 uint64_t NewDefaultTessLevels
;
4020 struct gl_uniform_buffer_binding
4022 struct gl_buffer_object
*BufferObject
;
4023 /** Start of uniform block data in the buffer */
4025 /** Size of data allowed to be referenced from the buffer (in bytes) */
4028 * glBindBufferBase() indicates that the Size should be ignored and only
4029 * limited by the current size of the BufferObject.
4031 GLboolean AutomaticSize
;
4034 struct gl_shader_storage_buffer_binding
4036 struct gl_buffer_object
*BufferObject
;
4037 /** Start of shader storage block data in the buffer */
4039 /** Size of data allowed to be referenced from the buffer (in bytes) */
4042 * glBindBufferBase() indicates that the Size should be ignored and only
4043 * limited by the current size of the BufferObject.
4045 GLboolean AutomaticSize
;
4049 * ARB_shader_image_load_store image unit.
4051 struct gl_image_unit
4054 * Texture object bound to this unit.
4056 struct gl_texture_object
*TexObj
;
4059 * Level of the texture object bound to this unit.
4064 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4065 * GL_FALSE if only some specific layer of the texture is bound.
4071 * GL_TRUE if the state of this image unit is valid and access from
4072 * the shader is allowed. Otherwise loads from this unit should
4073 * return zero and stores should have no effect.
4078 * Layer of the texture object bound to this unit as specified by the
4084 * Layer of the texture object bound to this unit, or zero if the
4085 * whole level is bound.
4090 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4091 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4096 * GL internal format that determines the interpretation of the
4097 * image memory when shader image operations are performed through
4103 * Mesa format corresponding to \c Format.
4105 mesa_format _ActualFormat
;
4110 * Binding point for an atomic counter buffer object.
4112 struct gl_atomic_buffer_binding
4114 struct gl_buffer_object
*BufferObject
;
4120 * Mesa rendering context.
4122 * This is the central context data structure for Mesa. Almost all
4123 * OpenGL state is contained in this structure.
4124 * Think of this as a base class from which device drivers will derive
4129 /** State possibly shared with other contexts in the address space */
4130 struct gl_shared_state
*Shared
;
4132 /** \name API function pointer tables */
4136 * The current dispatch table for non-displaylist-saving execution, either
4137 * BeginEnd or OutsideBeginEnd
4139 struct _glapi_table
*Exec
;
4141 * The normal dispatch table for non-displaylist-saving, non-begin/end
4143 struct _glapi_table
*OutsideBeginEnd
;
4144 /** The dispatch table used between glNewList() and glEndList() */
4145 struct _glapi_table
*Save
;
4147 * The dispatch table used between glBegin() and glEnd() (outside of a
4148 * display list). Only valid functions between those two are set, which is
4149 * mostly just the set in a GLvertexformat struct.
4151 struct _glapi_table
*BeginEnd
;
4153 * Tracks the current dispatch table out of the 3 above, so that it can be
4154 * re-set on glXMakeCurrent().
4156 struct _glapi_table
*CurrentDispatch
;
4159 struct gl_config Visual
;
4160 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4161 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4162 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4163 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4166 * Device driver function pointer table
4168 struct dd_function_table Driver
;
4170 /** Core/Driver constants */
4171 struct gl_constants Const
;
4173 /** \name The various 4x4 matrix stacks */
4175 struct gl_matrix_stack ModelviewMatrixStack
;
4176 struct gl_matrix_stack ProjectionMatrixStack
;
4177 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4178 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4179 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4182 /** Combined modelview and projection matrix */
4183 GLmatrix _ModelProjectMatrix
;
4185 /** \name Display lists */
4186 struct gl_dlist_state ListState
;
4188 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4189 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4191 /** Extension information */
4192 struct gl_extensions Extensions
;
4194 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4196 char *VersionString
;
4198 /** \name State attribute stack (for glPush/PopAttrib) */
4200 GLuint AttribStackDepth
;
4201 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4204 /** \name Renderer attribute groups
4206 * We define a struct for each attribute group to make pushing and popping
4207 * attributes easy. Also it's a good organization.
4210 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4211 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4212 struct gl_current_attrib Current
; /**< Current attributes */
4213 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4214 struct gl_eval_attrib Eval
; /**< Eval attributes */
4215 struct gl_fog_attrib Fog
; /**< Fog attributes */
4216 struct gl_hint_attrib Hint
; /**< Hint attributes */
4217 struct gl_light_attrib Light
; /**< Light attributes */
4218 struct gl_line_attrib Line
; /**< Line attributes */
4219 struct gl_list_attrib List
; /**< List attributes */
4220 struct gl_multisample_attrib Multisample
;
4221 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4222 struct gl_point_attrib Point
; /**< Point attributes */
4223 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4224 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4225 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4226 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4227 struct gl_texture_attrib Texture
; /**< Texture attributes */
4228 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4229 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4232 /** \name Client attribute stack */
4234 GLuint ClientAttribStackDepth
;
4235 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4238 /** \name Client attribute groups */
4240 struct gl_array_attrib Array
; /**< Vertex arrays */
4241 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4242 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4243 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4246 /** \name Other assorted state (not pushed/popped on attribute stack) */
4248 struct gl_pixelmaps PixelMaps
;
4250 struct gl_evaluators EvalMap
; /**< All evaluators */
4251 struct gl_feedback Feedback
; /**< Feedback */
4252 struct gl_selection Select
; /**< Selection */
4254 struct gl_program_state Program
; /**< general program state */
4255 struct gl_vertex_program_state VertexProgram
;
4256 struct gl_fragment_program_state FragmentProgram
;
4257 struct gl_geometry_program_state GeometryProgram
;
4258 struct gl_compute_program_state ComputeProgram
;
4259 struct gl_tess_ctrl_program_state TessCtrlProgram
;
4260 struct gl_tess_eval_program_state TessEvalProgram
;
4261 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4263 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4264 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4267 * Current active shader pipeline state
4269 * Almost all internal users want ::_Shader instead of ::Shader. The
4270 * exceptions are bits of legacy GLSL API that do not know about separate
4273 * If a program is active via \c glUseProgram, this will point to
4276 * If a program pipeline is active via \c glBindProgramPipeline, this will
4277 * point to \c ::Pipeline.Current.
4279 * If neither a program nor a program pipeline is active, this will point to
4280 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4283 struct gl_pipeline_object
*_Shader
;
4285 struct gl_query_state Query
; /**< occlusion, timer queries */
4287 struct gl_transform_feedback_state TransformFeedback
;
4289 struct gl_perf_monitor_state PerfMonitor
;
4291 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4292 struct gl_buffer_object
*DispatchIndirectBuffer
; /** < GL_ARB_compute_shader */
4294 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4295 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4298 * Current GL_ARB_uniform_buffer_object binding referenced by
4299 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4301 struct gl_buffer_object
*UniformBuffer
;
4304 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4305 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4307 struct gl_buffer_object
*ShaderStorageBuffer
;
4310 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4311 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4312 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4315 struct gl_uniform_buffer_binding
4316 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4319 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4320 * and GL 4.3. This is set up using glBindBufferRange() or
4321 * glBindBufferBase(). They are associated with shader storage blocks by
4322 * glShaderStorageBlockBinding()'s state in the shader program.
4324 struct gl_shader_storage_buffer_binding
4325 ShaderStorageBufferBindings
[MAX_COMBINED_SHADER_STORAGE_BUFFERS
];
4328 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4331 struct gl_buffer_object
*AtomicBuffer
;
4334 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4337 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4340 * Array of atomic counter buffer binding points.
4342 struct gl_atomic_buffer_binding
4343 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4346 * Array of image units for ARB_shader_image_load_store.
4348 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4352 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4354 /* GL_EXT_framebuffer_object */
4355 struct gl_renderbuffer
*CurrentRenderbuffer
;
4357 GLenum ErrorValue
; /**< Last error code */
4360 * Recognize and silence repeated error debug messages in buggy apps.
4362 const char *ErrorDebugFmtString
;
4363 GLuint ErrorDebugCount
;
4365 /* GL_ARB_debug_output/GL_KHR_debug */
4367 struct gl_debug_state
*Debug
;
4369 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4370 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4371 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4373 struct gl_driver_flags DriverFlags
;
4375 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4377 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4379 /** \name Derived state */
4380 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4381 GLfloat _EyeZDir
[3];
4382 GLfloat _ModelViewInvScale
;
4383 GLboolean _NeedEyeCoords
;
4384 GLboolean _ForceEyeCoords
;
4386 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4388 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4390 /** \name For debugging/development only */
4392 GLboolean FirstTimeCurrent
;
4396 * False if this context was created without a config. This is needed
4397 * because the initial state of glDrawBuffers depends on this
4399 GLboolean HasConfig
;
4401 /** software compression/decompression supported or not */
4402 GLboolean Mesa_DXTn
;
4404 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4406 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4409 * \name Hooks for module contexts.
4411 * These will eventually live in the driver or elsewhere.
4414 void *swrast_context
;
4415 void *swsetup_context
;
4416 void *swtnl_context
;
4417 struct vbo_context
*vbo_context
;
4418 struct st_context
*st
;
4423 * \name NV_vdpau_interop
4426 const void *vdpDevice
;
4427 const void *vdpGetProcAddress
;
4428 struct set
*vdpSurfaces
;
4432 * Has this context observed a GPU reset in any context in the share group?
4434 * Once this field becomes true, it is never reset to false.
4436 GLboolean ShareGroupReset
;
4441 extern int MESA_VERBOSE
;
4442 extern int MESA_DEBUG_FLAGS
;
4443 # define MESA_FUNCTION __func__
4445 # define MESA_VERBOSE 0
4446 # define MESA_DEBUG_FLAGS 0
4447 # define MESA_FUNCTION "a function"
4451 /** The MESA_VERBOSE var is a bitmask of these flags */
4454 VERBOSE_VARRAY
= 0x0001,
4455 VERBOSE_TEXTURE
= 0x0002,
4456 VERBOSE_MATERIAL
= 0x0004,
4457 VERBOSE_PIPELINE
= 0x0008,
4458 VERBOSE_DRIVER
= 0x0010,
4459 VERBOSE_STATE
= 0x0020,
4460 VERBOSE_API
= 0x0040,
4461 VERBOSE_DISPLAY_LIST
= 0x0100,
4462 VERBOSE_LIGHTING
= 0x0200,
4463 VERBOSE_PRIMS
= 0x0400,
4464 VERBOSE_VERTS
= 0x0800,
4465 VERBOSE_DISASSEM
= 0x1000,
4466 VERBOSE_DRAW
= 0x2000,
4467 VERBOSE_SWAPBUFFERS
= 0x4000
4471 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4474 DEBUG_SILENT
= (1 << 0),
4475 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4476 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4477 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4481 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context
*ctx
)
4483 return ctx
->Shader
._CurrentFragmentProgram
!= NULL
&&
4484 ctx
->Shader
._CurrentFragmentProgram
->NumAtomicBuffers
> 0;
4491 #endif /* MTYPES_H */