mesa: re-order, update comments on lighting-related structs
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS \
199 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216 typedef enum
217 {
218 VERT_RESULT_HPOS = 0,
219 VERT_RESULT_COL0 = 1,
220 VERT_RESULT_COL1 = 2,
221 VERT_RESULT_FOGC = 3,
222 VERT_RESULT_TEX0 = 4,
223 VERT_RESULT_TEX1 = 5,
224 VERT_RESULT_TEX2 = 6,
225 VERT_RESULT_TEX3 = 7,
226 VERT_RESULT_TEX4 = 8,
227 VERT_RESULT_TEX5 = 9,
228 VERT_RESULT_TEX6 = 10,
229 VERT_RESULT_TEX7 = 11,
230 VERT_RESULT_PSIZ = 12,
231 VERT_RESULT_BFC0 = 13,
232 VERT_RESULT_BFC1 = 14,
233 VERT_RESULT_EDGE = 15,
234 VERT_RESULT_CLIP_VERTEX = 16,
235 VERT_RESULT_CLIP_DIST0 = 17,
236 VERT_RESULT_CLIP_DIST1 = 18,
237 VERT_RESULT_VAR0 = 19, /**< shader varying */
238 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
249 GEOM_ATTRIB_POSITION = 0,
250 GEOM_ATTRIB_COLOR0 = 1,
251 GEOM_ATTRIB_COLOR1 = 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255 GEOM_ATTRIB_POINT_SIZE = 6,
256 GEOM_ATTRIB_CLIP_VERTEX = 7,
257 GEOM_ATTRIB_PRIMITIVE_ID = 8,
258 GEOM_ATTRIB_TEX_COORD = 9,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
291 GEOM_RESULT_COL0 = 1,
292 GEOM_RESULT_COL1 = 2,
293 GEOM_RESULT_SCOL0 = 3,
294 GEOM_RESULT_SCOL1 = 4,
295 GEOM_RESULT_FOGC = 5,
296 GEOM_RESULT_TEX0 = 6,
297 GEOM_RESULT_TEX1 = 7,
298 GEOM_RESULT_TEX2 = 8,
299 GEOM_RESULT_TEX3 = 9,
300 GEOM_RESULT_TEX4 = 10,
301 GEOM_RESULT_TEX5 = 11,
302 GEOM_RESULT_TEX6 = 12,
303 GEOM_RESULT_TEX7 = 13,
304 GEOM_RESULT_PSIZ = 14,
305 GEOM_RESULT_CLPV = 15,
306 GEOM_RESULT_PRID = 16,
307 GEOM_RESULT_LAYR = 17,
308 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312
313
314 /**
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319 typedef enum
320 {
321 FRAG_ATTRIB_WPOS = 0,
322 FRAG_ATTRIB_COL0 = 1,
323 FRAG_ATTRIB_COL1 = 2,
324 FRAG_ATTRIB_FOGC = 3,
325 FRAG_ATTRIB_TEX0 = 4,
326 FRAG_ATTRIB_TEX1 = 5,
327 FRAG_ATTRIB_TEX2 = 6,
328 FRAG_ATTRIB_TEX3 = 7,
329 FRAG_ATTRIB_TEX4 = 8,
330 FRAG_ATTRIB_TEX5 = 9,
331 FRAG_ATTRIB_TEX6 = 10,
332 FRAG_ATTRIB_TEX7 = 11,
333 FRAG_ATTRIB_FACE = 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0 = 14,
336 FRAG_ATTRIB_CLIP_DIST1 = 15,
337 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
338 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354 if (vert_result >= VERT_RESULT_CLIP_DIST0)
355 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356 else if (vert_result <= VERT_RESULT_TEX7)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
422 FRAG_RESULT_DEPTH = 0,
423 FRAG_RESULT_STENCIL = 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
426 */
427 FRAG_RESULT_COLOR = 2,
428
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
523 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
524 GLuint redMask, greenMask, blueMask, alphaMask;
525 GLint rgbBits; /* total bits for rgb */
526 GLint indexBits; /* total bits for colorindex */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel;
541 /* colors are floats scaled to ints */
542 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543 GLint transparentIndex;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth;
551 GLint maxPbufferHeight;
552 GLint maxPbufferPixels;
553 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
588
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
620
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 /**
633 * Material state.
634 */
635 struct gl_material
636 {
637 GLfloat Attrib[MAT_ATTRIB_MAX][4];
638 };
639
640
641 /**
642 * Light state flags.
643 */
644 /*@{*/
645 #define LIGHT_SPOT 0x1
646 #define LIGHT_LOCAL_VIEWER 0x2
647 #define LIGHT_POSITIONAL 0x4
648 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
649 /*@}*/
650
651
652 /**
653 * Light source state.
654 */
655 struct gl_light
656 {
657 struct gl_light *next; /**< double linked list with sentinel */
658 struct gl_light *prev;
659
660 GLfloat Ambient[4]; /**< ambient color */
661 GLfloat Diffuse[4]; /**< diffuse color */
662 GLfloat Specular[4]; /**< specular color */
663 GLfloat EyePosition[4]; /**< position in eye coordinates */
664 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
665 GLfloat SpotExponent;
666 GLfloat SpotCutoff; /**< in degrees */
667 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
668 GLfloat ConstantAttenuation;
669 GLfloat LinearAttenuation;
670 GLfloat QuadraticAttenuation;
671 GLboolean Enabled; /**< On/off flag */
672
673 /**
674 * \name Derived fields
675 */
676 /*@{*/
677 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
678
679 GLfloat _Position[4]; /**< position in eye/obj coordinates */
680 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
681 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
682 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
683 GLfloat _VP_inf_spot_attenuation;
684
685 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
686 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
687 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
697 GLfloat Ambient[4]; /**< ambient color */
698 GLboolean LocalViewer; /**< Local (or infinite) view point? */
699 GLboolean TwoSide; /**< Two (or one) sided lighting? */
700 GLenum ColorControl; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
702 };
703
704
705 /**
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
707 */
708 struct gl_accum_attrib
709 {
710 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
711 };
712
713
714 /**
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
717 */
718 union gl_color_union
719 {
720 GLfloat f[4];
721 GLint i[4];
722 GLuint ui[4];
723 };
724
725
726 /**
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
728 */
729 struct gl_colorbuffer_attrib
730 {
731 GLuint ClearIndex; /**< Index for glClear */
732 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
733 GLuint IndexMask; /**< Color index write mask */
734 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
735
736 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
737
738 /**
739 * \name alpha testing
740 */
741 /*@{*/
742 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
743 GLenum AlphaFunc; /**< Alpha test function */
744 GLfloat AlphaRefUnclamped;
745 GLclampf AlphaRef; /**< Alpha reference value */
746 /*@}*/
747
748 /**
749 * \name Blending
750 */
751 /*@{*/
752 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
753
754 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755 * control, only on the fixed-pointness of the render target.
756 * The query does however depend on fragment color clamping.
757 */
758 GLfloat BlendColorUnclamped[4]; /**< Blending color */
759 GLfloat BlendColor[4]; /**< Blending color */
760
761 struct
762 {
763 GLenum SrcRGB; /**< RGB blend source term */
764 GLenum DstRGB; /**< RGB blend dest term */
765 GLenum SrcA; /**< Alpha blend source term */
766 GLenum DstA; /**< Alpha blend dest term */
767 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
768 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
769 /**
770 * Set if any blend factor uses SRC1. Computed at the time blend factors
771 * get set.
772 */
773 GLboolean _UsesDualSrc;
774 } Blend[MAX_DRAW_BUFFERS];
775 /** Are the blend func terms currently different for each buffer/target? */
776 GLboolean _BlendFuncPerBuffer;
777 /** Are the blend equations currently different for each buffer/target? */
778 GLboolean _BlendEquationPerBuffer;
779 /*@}*/
780
781 /**
782 * \name Logic op
783 */
784 /*@{*/
785 GLenum LogicOp; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
788 /*@}*/
789
790 GLboolean DitherFlag; /**< Dither enable flag */
791
792 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
794 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
796
797 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
798 };
799
800
801 /**
802 * Current attribute group (GL_CURRENT_BIT).
803 */
804 struct gl_current_attrib
805 {
806 /**
807 * \name Current vertex attributes.
808 * \note Values are valid only after FLUSH_VERTICES has been called.
809 * \note Index and Edgeflag current values are stored as floats in the
810 * SIX and SEVEN attribute slots.
811 */
812 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
813
814 /**
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
817 */
818 /*@{*/
819 GLfloat RasterPos[4];
820 GLfloat RasterDistance;
821 GLfloat RasterColor[4];
822 GLfloat RasterSecondaryColor[4];
823 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
824 GLboolean RasterPosValid;
825 /*@}*/
826 };
827
828
829 /**
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831 */
832 struct gl_depthbuffer_attrib
833 {
834 GLenum Func; /**< Function for depth buffer compare */
835 GLclampd Clear; /**< Value to clear depth buffer to */
836 GLboolean Test; /**< Depth buffering enabled flag */
837 GLboolean Mask; /**< Depth buffer writable? */
838 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
839 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
840 };
841
842
843 /**
844 * Evaluator attribute group (GL_EVAL_BIT).
845 */
846 struct gl_eval_attrib
847 {
848 /**
849 * \name Enable bits
850 */
851 /*@{*/
852 GLboolean Map1Color4;
853 GLboolean Map1Index;
854 GLboolean Map1Normal;
855 GLboolean Map1TextureCoord1;
856 GLboolean Map1TextureCoord2;
857 GLboolean Map1TextureCoord3;
858 GLboolean Map1TextureCoord4;
859 GLboolean Map1Vertex3;
860 GLboolean Map1Vertex4;
861 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
862 GLboolean Map2Color4;
863 GLboolean Map2Index;
864 GLboolean Map2Normal;
865 GLboolean Map2TextureCoord1;
866 GLboolean Map2TextureCoord2;
867 GLboolean Map2TextureCoord3;
868 GLboolean Map2TextureCoord4;
869 GLboolean Map2Vertex3;
870 GLboolean Map2Vertex4;
871 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
872 GLboolean AutoNormal;
873 /*@}*/
874
875 /**
876 * \name Map Grid endpoints and divisions and calculated du values
877 */
878 /*@{*/
879 GLint MapGrid1un;
880 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
881 GLint MapGrid2un, MapGrid2vn;
882 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
883 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
884 /*@}*/
885 };
886
887
888 /**
889 * Fog attribute group (GL_FOG_BIT).
890 */
891 struct gl_fog_attrib
892 {
893 GLboolean Enabled; /**< Fog enabled flag */
894 GLfloat ColorUnclamped[4]; /**< Fog color */
895 GLfloat Color[4]; /**< Fog color */
896 GLfloat Density; /**< Density >= 0.0 */
897 GLfloat Start; /**< Start distance in eye coords */
898 GLfloat End; /**< End distance in eye coords */
899 GLfloat Index; /**< Fog index */
900 GLenum Mode; /**< Fog mode */
901 GLboolean ColorSumEnabled;
902 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
903 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
904 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
905 };
906
907
908 /**
909 * Hint attribute group (GL_HINT_BIT).
910 *
911 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
912 */
913 struct gl_hint_attrib
914 {
915 GLenum PerspectiveCorrection;
916 GLenum PointSmooth;
917 GLenum LineSmooth;
918 GLenum PolygonSmooth;
919 GLenum Fog;
920 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
921 GLenum TextureCompression; /**< GL_ARB_texture_compression */
922 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
923 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
924 };
925
926
927 /**
928 * Lighting attribute group (GL_LIGHT_BIT).
929 */
930 struct gl_light_attrib
931 {
932 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
933 struct gl_lightmodel Model; /**< Lighting model */
934
935 /**
936 * Front and back material values.
937 * Note: must call FLUSH_VERTICES() before using.
938 */
939 struct gl_material Material;
940
941 GLboolean Enabled; /**< Lighting enabled flag */
942 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
943 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
944 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
945 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
946 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
947 GLboolean ColorMaterialEnabled;
948 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
949 GLboolean _ClampVertexColor;
950
951 struct gl_light EnabledList; /**< List sentinel */
952
953 /**
954 * Derived state for optimizations:
955 */
956 /*@{*/
957 GLboolean _NeedEyeCoords;
958 GLboolean _NeedVertices; /**< Use fast shader? */
959 GLfloat _BaseColor[2][3];
960 /*@}*/
961 };
962
963
964 /**
965 * Line attribute group (GL_LINE_BIT).
966 */
967 struct gl_line_attrib
968 {
969 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
970 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
971 GLushort StipplePattern; /**< Stipple pattern */
972 GLint StippleFactor; /**< Stipple repeat factor */
973 GLfloat Width; /**< Line width */
974 };
975
976
977 /**
978 * Display list attribute group (GL_LIST_BIT).
979 */
980 struct gl_list_attrib
981 {
982 GLuint ListBase;
983 };
984
985
986 /**
987 * Multisample attribute group (GL_MULTISAMPLE_BIT).
988 */
989 struct gl_multisample_attrib
990 {
991 GLboolean Enabled;
992 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
993 GLboolean SampleAlphaToCoverage;
994 GLboolean SampleAlphaToOne;
995 GLboolean SampleCoverage;
996 GLfloat SampleCoverageValue;
997 GLboolean SampleCoverageInvert;
998 };
999
1000
1001 /**
1002 * A pixelmap (see glPixelMap)
1003 */
1004 struct gl_pixelmap
1005 {
1006 GLint Size;
1007 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1008 };
1009
1010
1011 /**
1012 * Collection of all pixelmaps
1013 */
1014 struct gl_pixelmaps
1015 {
1016 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1017 struct gl_pixelmap GtoG;
1018 struct gl_pixelmap BtoB;
1019 struct gl_pixelmap AtoA;
1020 struct gl_pixelmap ItoR;
1021 struct gl_pixelmap ItoG;
1022 struct gl_pixelmap ItoB;
1023 struct gl_pixelmap ItoA;
1024 struct gl_pixelmap ItoI;
1025 struct gl_pixelmap StoS;
1026 };
1027
1028
1029 /**
1030 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1031 */
1032 struct gl_pixel_attrib
1033 {
1034 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1035
1036 /*--- Begin Pixel Transfer State ---*/
1037 /* Fields are in the order in which they're applied... */
1038
1039 /** Scale & Bias (index shift, offset) */
1040 /*@{*/
1041 GLfloat RedBias, RedScale;
1042 GLfloat GreenBias, GreenScale;
1043 GLfloat BlueBias, BlueScale;
1044 GLfloat AlphaBias, AlphaScale;
1045 GLfloat DepthBias, DepthScale;
1046 GLint IndexShift, IndexOffset;
1047 /*@}*/
1048
1049 /* Pixel Maps */
1050 /* Note: actual pixel maps are not part of this attrib group */
1051 GLboolean MapColorFlag;
1052 GLboolean MapStencilFlag;
1053
1054 /*--- End Pixel Transfer State ---*/
1055
1056 /** glPixelZoom */
1057 GLfloat ZoomX, ZoomY;
1058 };
1059
1060
1061 /**
1062 * Point attribute group (GL_POINT_BIT).
1063 */
1064 struct gl_point_attrib
1065 {
1066 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1067 GLfloat Size; /**< User-specified point size */
1068 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1069 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1070 GLfloat Threshold; /**< GL_EXT_point_parameters */
1071 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1072 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1073 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1074 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1075 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1076 };
1077
1078
1079 /**
1080 * Polygon attribute group (GL_POLYGON_BIT).
1081 */
1082 struct gl_polygon_attrib
1083 {
1084 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1085 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1086 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1087 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1088 GLboolean CullFlag; /**< Culling on/off flag */
1089 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1090 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1091 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1092 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1093 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1094 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1095 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1096 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1097 };
1098
1099
1100 /**
1101 * Scissor attributes (GL_SCISSOR_BIT).
1102 */
1103 struct gl_scissor_attrib
1104 {
1105 GLboolean Enabled; /**< Scissor test enabled? */
1106 GLint X, Y; /**< Lower left corner of box */
1107 GLsizei Width, Height; /**< Size of box */
1108 };
1109
1110
1111 /**
1112 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1113 *
1114 * Three sets of stencil data are tracked so that OpenGL 2.0,
1115 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1116 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1117 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1118 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1119 * GL_EXT_stencil_two_side GL_BACK state.
1120 *
1121 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1122 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1123 *
1124 * The derived value \c _TestTwoSide is set when the front-face and back-face
1125 * stencil state are different.
1126 */
1127 struct gl_stencil_attrib
1128 {
1129 GLboolean Enabled; /**< Enabled flag */
1130 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1131 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1132 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1133 GLboolean _TestTwoSide;
1134 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1135 GLenum Function[3]; /**< Stencil function */
1136 GLenum FailFunc[3]; /**< Fail function */
1137 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1138 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1139 GLint Ref[3]; /**< Reference value */
1140 GLuint ValueMask[3]; /**< Value mask */
1141 GLuint WriteMask[3]; /**< Write mask */
1142 GLuint Clear; /**< Clear value */
1143 };
1144
1145
1146 /**
1147 * An index for each type of texture object. These correspond to the GL
1148 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1149 * Note: the order is from highest priority to lowest priority.
1150 */
1151 typedef enum
1152 {
1153 TEXTURE_BUFFER_INDEX,
1154 TEXTURE_2D_ARRAY_INDEX,
1155 TEXTURE_1D_ARRAY_INDEX,
1156 TEXTURE_EXTERNAL_INDEX,
1157 TEXTURE_CUBE_INDEX,
1158 TEXTURE_3D_INDEX,
1159 TEXTURE_RECT_INDEX,
1160 TEXTURE_2D_INDEX,
1161 TEXTURE_1D_INDEX,
1162 NUM_TEXTURE_TARGETS
1163 } gl_texture_index;
1164
1165
1166 /**
1167 * Bit flags for each type of texture object
1168 * Used for Texture.Unit[]._ReallyEnabled flags.
1169 */
1170 /*@{*/
1171 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1172 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1173 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1174 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1175 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1176 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1177 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1178 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1179 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1180 /*@}*/
1181
1182
1183 /**
1184 * TexGenEnabled flags.
1185 */
1186 /*@{*/
1187 #define S_BIT 1
1188 #define T_BIT 2
1189 #define R_BIT 4
1190 #define Q_BIT 8
1191 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1192 /*@}*/
1193
1194
1195 /**
1196 * Bit flag versions of the corresponding GL_ constants.
1197 */
1198 /*@{*/
1199 #define TEXGEN_SPHERE_MAP 0x1
1200 #define TEXGEN_OBJ_LINEAR 0x2
1201 #define TEXGEN_EYE_LINEAR 0x4
1202 #define TEXGEN_REFLECTION_MAP_NV 0x8
1203 #define TEXGEN_NORMAL_MAP_NV 0x10
1204
1205 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1206 TEXGEN_REFLECTION_MAP_NV | \
1207 TEXGEN_NORMAL_MAP_NV)
1208 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1209 TEXGEN_REFLECTION_MAP_NV | \
1210 TEXGEN_NORMAL_MAP_NV | \
1211 TEXGEN_EYE_LINEAR)
1212 /*@}*/
1213
1214
1215
1216 /** Tex-gen enabled for texture unit? */
1217 #define ENABLE_TEXGEN(unit) (1 << (unit))
1218
1219 /** Non-identity texture matrix for texture unit? */
1220 #define ENABLE_TEXMAT(unit) (1 << (unit))
1221
1222
1223 /**
1224 * Texture image state. Drivers will typically create a subclass of this
1225 * with extra fields for memory buffers, etc.
1226 */
1227 struct gl_texture_image
1228 {
1229 GLint InternalFormat; /**< Internal format as given by the user */
1230 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1231 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1232 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1233 * GL_DEPTH_STENCIL_EXT only. Used for
1234 * choosing TexEnv arithmetic.
1235 */
1236 gl_format TexFormat; /**< The actual texture memory format */
1237
1238 GLuint Border; /**< 0 or 1 */
1239 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1240 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1241 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1242 GLuint Width2; /**< = Width - 2*Border */
1243 GLuint Height2; /**< = Height - 2*Border */
1244 GLuint Depth2; /**< = Depth - 2*Border */
1245 GLuint WidthLog2; /**< = log2(Width2) */
1246 GLuint HeightLog2; /**< = log2(Height2) */
1247 GLuint DepthLog2; /**< = log2(Depth2) */
1248 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1249
1250 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1251 GLuint Level; /**< Which mipmap level am I? */
1252 /** Cube map face: index into gl_texture_object::Image[] array */
1253 GLuint Face;
1254 };
1255
1256
1257 /**
1258 * Indexes for cube map faces.
1259 */
1260 typedef enum
1261 {
1262 FACE_POS_X = 0,
1263 FACE_NEG_X = 1,
1264 FACE_POS_Y = 2,
1265 FACE_NEG_Y = 3,
1266 FACE_POS_Z = 4,
1267 FACE_NEG_Z = 5,
1268 MAX_FACES = 6
1269 } gl_face_index;
1270
1271
1272 /**
1273 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1274 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1275 */
1276 struct gl_sampler_object
1277 {
1278 GLuint Name;
1279 GLint RefCount;
1280
1281 GLenum WrapS; /**< S-axis texture image wrap mode */
1282 GLenum WrapT; /**< T-axis texture image wrap mode */
1283 GLenum WrapR; /**< R-axis texture image wrap mode */
1284 GLenum MinFilter; /**< minification filter */
1285 GLenum MagFilter; /**< magnification filter */
1286 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1287 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1288 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1289 GLfloat LodBias; /**< OpenGL 1.4 */
1290 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1291 GLenum CompareMode; /**< GL_ARB_shadow */
1292 GLenum CompareFunc; /**< GL_ARB_shadow */
1293 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1294 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1295 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1296
1297 /* deprecated sampler state */
1298 GLenum DepthMode; /**< GL_ARB_depth_texture */
1299 };
1300
1301
1302 /**
1303 * Texture object state. Contains the array of mipmap images, border color,
1304 * wrap modes, filter modes, and shadow/texcompare state.
1305 */
1306 struct gl_texture_object
1307 {
1308 _glthread_Mutex Mutex; /**< for thread safety */
1309 GLint RefCount; /**< reference count */
1310 GLuint Name; /**< the user-visible texture object ID */
1311 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1312
1313 struct gl_sampler_object Sampler;
1314
1315 GLfloat Priority; /**< in [0,1] */
1316 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1317 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1318 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1319 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1320 GLint CropRect[4]; /**< GL_OES_draw_texture */
1321 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1322 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1323 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1324 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1325 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1326 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1327 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1328 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1329 GLboolean Immutable; /**< GL_ARB_texture_storage */
1330
1331 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1332 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1333
1334 /** GL_ARB_texture_buffer_object */
1335 struct gl_buffer_object *BufferObject;
1336 GLenum BufferObjectFormat;
1337 /** Equivalent Mesa format for BufferObjectFormat. */
1338 gl_format _BufferObjectFormat;
1339
1340 /** GL_OES_EGL_image_external */
1341 GLint RequiredTextureImageUnits;
1342 };
1343
1344
1345 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1346 #define MAX_COMBINER_TERMS 4
1347
1348
1349 /**
1350 * Texture combine environment state.
1351 */
1352 struct gl_tex_env_combine_state
1353 {
1354 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1355 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1356 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1357 GLenum SourceRGB[MAX_COMBINER_TERMS];
1358 GLenum SourceA[MAX_COMBINER_TERMS];
1359 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1360 GLenum OperandRGB[MAX_COMBINER_TERMS];
1361 GLenum OperandA[MAX_COMBINER_TERMS];
1362 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1363 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1364 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1365 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1366 };
1367
1368
1369 /**
1370 * Texture coord generation state.
1371 */
1372 struct gl_texgen
1373 {
1374 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1375 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1376 GLfloat ObjectPlane[4];
1377 GLfloat EyePlane[4];
1378 };
1379
1380
1381 /**
1382 * Texture unit state. Contains enable flags, texture environment/function/
1383 * combiners, texgen state, and pointers to current texture objects.
1384 */
1385 struct gl_texture_unit
1386 {
1387 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1388 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1389
1390 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1391 GLclampf EnvColor[4];
1392 GLfloat EnvColorUnclamped[4];
1393
1394 struct gl_texgen GenS;
1395 struct gl_texgen GenT;
1396 struct gl_texgen GenR;
1397 struct gl_texgen GenQ;
1398 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1399 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1400
1401 GLfloat LodBias; /**< for biasing mipmap levels */
1402 GLenum BumpTarget;
1403 GLfloat RotMatrix[4]; /* 2x2 matrix */
1404
1405 /** Current sampler object (GL_ARB_sampler_objects) */
1406 struct gl_sampler_object *Sampler;
1407
1408 /**
1409 * \name GL_EXT_texture_env_combine
1410 */
1411 struct gl_tex_env_combine_state Combine;
1412
1413 /**
1414 * Derived state based on \c EnvMode and the \c BaseFormat of the
1415 * currently enabled texture.
1416 */
1417 struct gl_tex_env_combine_state _EnvMode;
1418
1419 /**
1420 * Currently enabled combiner state. This will point to either
1421 * \c Combine or \c _EnvMode.
1422 */
1423 struct gl_tex_env_combine_state *_CurrentCombine;
1424
1425 /** Current texture object pointers */
1426 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1427
1428 /** Points to highest priority, complete and enabled texture object */
1429 struct gl_texture_object *_Current;
1430 };
1431
1432
1433 /**
1434 * Texture attribute group (GL_TEXTURE_BIT).
1435 */
1436 struct gl_texture_attrib
1437 {
1438 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1439 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1440
1441 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1442
1443 /** GL_ARB_texture_buffer_object */
1444 struct gl_buffer_object *BufferObject;
1445
1446 /** GL_ARB_seamless_cubemap */
1447 GLboolean CubeMapSeamless;
1448
1449 /** Texture units/samplers used by vertex or fragment texturing */
1450 GLbitfield _EnabledUnits;
1451
1452 /** Texture coord units/sets used for fragment texturing */
1453 GLbitfield _EnabledCoordUnits;
1454
1455 /** Texture coord units that have texgen enabled */
1456 GLbitfield _TexGenEnabled;
1457
1458 /** Texture coord units that have non-identity matrices */
1459 GLbitfield _TexMatEnabled;
1460
1461 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1462 GLbitfield _GenFlags;
1463 };
1464
1465
1466 /**
1467 * Data structure representing a single clip plane (e.g. one of the elements
1468 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1469 */
1470 typedef GLfloat gl_clip_plane[4];
1471
1472
1473 /**
1474 * Transformation attribute group (GL_TRANSFORM_BIT).
1475 */
1476 struct gl_transform_attrib
1477 {
1478 GLenum MatrixMode; /**< Matrix mode */
1479 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1480 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1481 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1482 GLboolean Normalize; /**< Normalize all normals? */
1483 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1484 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1485 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1486
1487 GLfloat CullEyePos[4];
1488 GLfloat CullObjPos[4];
1489 };
1490
1491
1492 /**
1493 * Viewport attribute group (GL_VIEWPORT_BIT).
1494 */
1495 struct gl_viewport_attrib
1496 {
1497 GLint X, Y; /**< position */
1498 GLsizei Width, Height; /**< size */
1499 GLfloat Near, Far; /**< Depth buffer range */
1500 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1501 };
1502
1503
1504 /**
1505 * GL_ARB_vertex/pixel_buffer_object buffer object
1506 */
1507 struct gl_buffer_object
1508 {
1509 _glthread_Mutex Mutex;
1510 GLint RefCount;
1511 GLuint Name;
1512 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1513 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1514 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1515 /** Fields describing a mapped buffer */
1516 /*@{*/
1517 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1518 GLvoid *Pointer; /**< User-space address of mapping */
1519 GLintptr Offset; /**< Mapped offset */
1520 GLsizeiptr Length; /**< Mapped length */
1521 /*@}*/
1522 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1523 GLboolean Written; /**< Ever written to? (for debugging) */
1524 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1525 };
1526
1527
1528 /**
1529 * Client pixel packing/unpacking attributes
1530 */
1531 struct gl_pixelstore_attrib
1532 {
1533 GLint Alignment;
1534 GLint RowLength;
1535 GLint SkipPixels;
1536 GLint SkipRows;
1537 GLint ImageHeight;
1538 GLint SkipImages;
1539 GLboolean SwapBytes;
1540 GLboolean LsbFirst;
1541 GLboolean Invert; /**< GL_MESA_pack_invert */
1542 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1543 };
1544
1545
1546 /**
1547 * Client vertex array attributes
1548 */
1549 struct gl_client_array
1550 {
1551 GLint Size; /**< components per element (1,2,3,4) */
1552 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1553 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1554 GLsizei Stride; /**< user-specified stride */
1555 GLsizei StrideB; /**< actual stride in bytes */
1556 const GLubyte *Ptr; /**< Points to array data */
1557 GLboolean Enabled; /**< Enabled flag is a boolean */
1558 GLboolean Normalized; /**< GL_ARB_vertex_program */
1559 GLboolean Integer; /**< Integer-valued? */
1560 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1561 GLuint _ElementSize; /**< size of each element in bytes */
1562
1563 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1564 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1565 };
1566
1567
1568 /**
1569 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1570 * extension, but a nice encapsulation in any case.
1571 */
1572 struct gl_array_object
1573 {
1574 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1575 GLuint Name;
1576
1577 GLint RefCount;
1578 _glthread_Mutex Mutex;
1579
1580 /**
1581 * Does the VAO use ARB semantics or Apple semantics?
1582 *
1583 * There are several ways in which ARB_vertex_array_object and
1584 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1585 * least,
1586 *
1587 * - ARB VAOs require that all array data be sourced from vertex buffer
1588 * objects, but Apple VAOs do not.
1589 *
1590 * - ARB VAOs require that names come from GenVertexArrays.
1591 *
1592 * This flag notes which behavior governs this VAO.
1593 */
1594 GLboolean ARBsemantics;
1595
1596 /**
1597 * Has this array object been bound?
1598 */
1599 GLboolean _Used;
1600
1601 /** Vertex attribute arrays */
1602 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1603
1604 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1605 GLbitfield64 _Enabled;
1606
1607 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1608 GLbitfield64 NewArrays;
1609
1610 /**
1611 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1612 * we can determine the max legal (in bounds) glDrawElements array index.
1613 */
1614 GLuint _MaxElement;
1615
1616 struct gl_buffer_object *ElementArrayBufferObj;
1617 };
1618
1619
1620 /**
1621 * Vertex array state
1622 */
1623 struct gl_array_attrib
1624 {
1625 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1626 struct gl_array_object *ArrayObj;
1627
1628 /** The default vertex array object */
1629 struct gl_array_object *DefaultArrayObj;
1630
1631 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1632 struct _mesa_HashTable *Objects;
1633
1634 GLint ActiveTexture; /**< Client Active Texture */
1635 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1636 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1637
1638 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1639 GLboolean PrimitiveRestart;
1640 GLuint RestartIndex;
1641
1642 /* GL_ARB_vertex_buffer_object */
1643 struct gl_buffer_object *ArrayBufferObj;
1644
1645 /**
1646 * Vertex arrays as consumed by a driver.
1647 * The array pointer is set up only by the VBO module. */
1648 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1649 };
1650
1651
1652 /**
1653 * Feedback buffer state
1654 */
1655 struct gl_feedback
1656 {
1657 GLenum Type;
1658 GLbitfield _Mask; /**< FB_* bits */
1659 GLfloat *Buffer;
1660 GLuint BufferSize;
1661 GLuint Count;
1662 };
1663
1664
1665 /**
1666 * Selection buffer state
1667 */
1668 struct gl_selection
1669 {
1670 GLuint *Buffer; /**< selection buffer */
1671 GLuint BufferSize; /**< size of the selection buffer */
1672 GLuint BufferCount; /**< number of values in the selection buffer */
1673 GLuint Hits; /**< number of records in the selection buffer */
1674 GLuint NameStackDepth; /**< name stack depth */
1675 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1676 GLboolean HitFlag; /**< hit flag */
1677 GLfloat HitMinZ; /**< minimum hit depth */
1678 GLfloat HitMaxZ; /**< maximum hit depth */
1679 };
1680
1681
1682 /**
1683 * 1-D Evaluator control points
1684 */
1685 struct gl_1d_map
1686 {
1687 GLuint Order; /**< Number of control points */
1688 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1689 GLfloat *Points; /**< Points to contiguous control points */
1690 };
1691
1692
1693 /**
1694 * 2-D Evaluator control points
1695 */
1696 struct gl_2d_map
1697 {
1698 GLuint Uorder; /**< Number of control points in U dimension */
1699 GLuint Vorder; /**< Number of control points in V dimension */
1700 GLfloat u1, u2, du;
1701 GLfloat v1, v2, dv;
1702 GLfloat *Points; /**< Points to contiguous control points */
1703 };
1704
1705
1706 /**
1707 * All evaluator control point state
1708 */
1709 struct gl_evaluators
1710 {
1711 /**
1712 * \name 1-D maps
1713 */
1714 /*@{*/
1715 struct gl_1d_map Map1Vertex3;
1716 struct gl_1d_map Map1Vertex4;
1717 struct gl_1d_map Map1Index;
1718 struct gl_1d_map Map1Color4;
1719 struct gl_1d_map Map1Normal;
1720 struct gl_1d_map Map1Texture1;
1721 struct gl_1d_map Map1Texture2;
1722 struct gl_1d_map Map1Texture3;
1723 struct gl_1d_map Map1Texture4;
1724 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1725 /*@}*/
1726
1727 /**
1728 * \name 2-D maps
1729 */
1730 /*@{*/
1731 struct gl_2d_map Map2Vertex3;
1732 struct gl_2d_map Map2Vertex4;
1733 struct gl_2d_map Map2Index;
1734 struct gl_2d_map Map2Color4;
1735 struct gl_2d_map Map2Normal;
1736 struct gl_2d_map Map2Texture1;
1737 struct gl_2d_map Map2Texture2;
1738 struct gl_2d_map Map2Texture3;
1739 struct gl_2d_map Map2Texture4;
1740 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1741 /*@}*/
1742 };
1743
1744
1745 struct gl_transform_feedback_varying_info
1746 {
1747 char *Name;
1748 GLenum Type;
1749 GLint Size;
1750 };
1751
1752
1753 /**
1754 * Per-output info vertex shaders for transform feedback.
1755 */
1756 struct gl_transform_feedback_output
1757 {
1758 unsigned OutputRegister;
1759 unsigned OutputBuffer;
1760 unsigned NumComponents;
1761
1762 /** offset (in DWORDs) of this output within the interleaved structure */
1763 unsigned DstOffset;
1764
1765 /**
1766 * Offset into the output register of the data to output. For example,
1767 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1768 * offset is in the y and z components of the output register.
1769 */
1770 unsigned ComponentOffset;
1771 };
1772
1773
1774 /** Post-link transform feedback info. */
1775 struct gl_transform_feedback_info
1776 {
1777 unsigned NumOutputs;
1778
1779 /**
1780 * Number of transform feedback buffers in use by this program.
1781 */
1782 unsigned NumBuffers;
1783
1784 struct gl_transform_feedback_output *Outputs;
1785
1786 /** Transform feedback varyings used for the linking of this shader program.
1787 *
1788 * Use for glGetTransformFeedbackVarying().
1789 */
1790 struct gl_transform_feedback_varying_info *Varyings;
1791 GLint NumVarying;
1792
1793 /**
1794 * Total number of components stored in each buffer. This may be used by
1795 * hardware back-ends to determine the correct stride when interleaving
1796 * multiple transform feedback outputs in the same buffer.
1797 */
1798 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1799 };
1800
1801
1802 /**
1803 * Transform feedback object state
1804 */
1805 struct gl_transform_feedback_object
1806 {
1807 GLuint Name; /**< AKA the object ID */
1808 GLint RefCount;
1809 GLboolean Active; /**< Is transform feedback enabled? */
1810 GLboolean Paused; /**< Is transform feedback paused? */
1811 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1812 at least once? */
1813
1814 /** The feedback buffers */
1815 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
1816 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
1817
1818 /** Start of feedback data in dest buffer */
1819 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
1820 /** Max data to put into dest buffer (in bytes) */
1821 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
1822 };
1823
1824
1825 /**
1826 * Context state for transform feedback.
1827 */
1828 struct gl_transform_feedback_state
1829 {
1830 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1831
1832 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1833 struct gl_buffer_object *CurrentBuffer;
1834
1835 /** The table of all transform feedback objects */
1836 struct _mesa_HashTable *Objects;
1837
1838 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1839 struct gl_transform_feedback_object *CurrentObject;
1840
1841 /** The default xform-fb object (Name==0) */
1842 struct gl_transform_feedback_object *DefaultObject;
1843 };
1844
1845
1846 /**
1847 * Names of the various vertex/fragment program register files, etc.
1848 *
1849 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1850 * All values should fit in a 4-bit field.
1851 *
1852 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1853 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1854 * be "uniform" variables since they can only be set outside glBegin/End.
1855 * They're also all stored in the same Parameters array.
1856 */
1857 typedef enum
1858 {
1859 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1860 PROGRAM_INPUT, /**< machine->Inputs[] */
1861 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1862 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1863 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1864 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1865 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1866 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1867 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1868 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1869 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1870 PROGRAM_ADDRESS, /**< machine->AddressReg */
1871 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1872 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1873 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1874 PROGRAM_FILE_MAX
1875 } gl_register_file;
1876
1877
1878 /**
1879 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1880 * one of these values.
1881 */
1882 typedef enum
1883 {
1884 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1885 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1886 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1887 SYSTEM_VALUE_MAX /**< Number of values */
1888 } gl_system_value;
1889
1890
1891 /**
1892 * The possible interpolation qualifiers that can be applied to a fragment
1893 * shader input in GLSL.
1894 *
1895 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1896 * gl_fragment_program data structure to 0 causes the default behavior.
1897 */
1898 enum glsl_interp_qualifier
1899 {
1900 INTERP_QUALIFIER_NONE = 0,
1901 INTERP_QUALIFIER_SMOOTH,
1902 INTERP_QUALIFIER_FLAT,
1903 INTERP_QUALIFIER_NOPERSPECTIVE
1904 };
1905
1906
1907 /**
1908 * \brief Layout qualifiers for gl_FragDepth.
1909 *
1910 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1911 * a layout qualifier.
1912 *
1913 * \see enum ir_depth_layout
1914 */
1915 enum gl_frag_depth_layout
1916 {
1917 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1918 FRAG_DEPTH_LAYOUT_ANY,
1919 FRAG_DEPTH_LAYOUT_GREATER,
1920 FRAG_DEPTH_LAYOUT_LESS,
1921 FRAG_DEPTH_LAYOUT_UNCHANGED
1922 };
1923
1924
1925 /**
1926 * Base class for any kind of program object
1927 */
1928 struct gl_program
1929 {
1930 GLuint Id;
1931 GLubyte *String; /**< Null-terminated program text */
1932 GLint RefCount;
1933 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1934 GLenum Format; /**< String encoding format */
1935 GLboolean Resident;
1936
1937 struct prog_instruction *Instructions;
1938
1939 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1940 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1941 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1942 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1943 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1944 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1945 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1946 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1947
1948
1949 /** Named parameters, constants, etc. from program text */
1950 struct gl_program_parameter_list *Parameters;
1951 /** Numbered local parameters */
1952 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1953
1954 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1955 GLubyte SamplerUnits[MAX_SAMPLERS];
1956
1957 /** Bitmask of which register files are read/written with indirect
1958 * addressing. Mask of (1 << PROGRAM_x) bits.
1959 */
1960 GLbitfield IndirectRegisterFiles;
1961
1962 /** Logical counts */
1963 /*@{*/
1964 GLuint NumInstructions;
1965 GLuint NumTemporaries;
1966 GLuint NumParameters;
1967 GLuint NumAttributes;
1968 GLuint NumAddressRegs;
1969 GLuint NumAluInstructions;
1970 GLuint NumTexInstructions;
1971 GLuint NumTexIndirections;
1972 /*@}*/
1973 /** Native, actual h/w counts */
1974 /*@{*/
1975 GLuint NumNativeInstructions;
1976 GLuint NumNativeTemporaries;
1977 GLuint NumNativeParameters;
1978 GLuint NumNativeAttributes;
1979 GLuint NumNativeAddressRegs;
1980 GLuint NumNativeAluInstructions;
1981 GLuint NumNativeTexInstructions;
1982 GLuint NumNativeTexIndirections;
1983 /*@}*/
1984 };
1985
1986
1987 /** Vertex program object */
1988 struct gl_vertex_program
1989 {
1990 struct gl_program Base; /**< base class */
1991 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1992 GLboolean IsPositionInvariant;
1993 GLboolean UsesClipDistance;
1994 };
1995
1996
1997 /** Geometry program object */
1998 struct gl_geometry_program
1999 {
2000 struct gl_program Base; /**< base class */
2001
2002 GLint VerticesOut;
2003 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2004 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2005 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2006 };
2007
2008
2009 /** Fragment program object */
2010 struct gl_fragment_program
2011 {
2012 struct gl_program Base; /**< base class */
2013 GLboolean UsesKill; /**< shader uses KIL instruction */
2014 GLboolean OriginUpperLeft;
2015 GLboolean PixelCenterInteger;
2016 enum gl_frag_depth_layout FragDepthLayout;
2017
2018 /**
2019 * GLSL interpolation qualifier associated with each fragment shader input.
2020 * For inputs that do not have an interpolation qualifier specified in
2021 * GLSL, the value is INTERP_QUALIFIER_NONE.
2022 */
2023 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2024
2025 /**
2026 * Bitfield indicating, for each fragment shader input, 1 if that input
2027 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2028 */
2029 GLbitfield64 IsCentroid;
2030 };
2031
2032
2033 /**
2034 * State common to vertex and fragment programs.
2035 */
2036 struct gl_program_state
2037 {
2038 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2039 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2040 };
2041
2042
2043 /**
2044 * Context state for vertex programs.
2045 */
2046 struct gl_vertex_program_state
2047 {
2048 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2049 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2050 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2051 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2052 /** Computed two sided lighting for fixed function/programs. */
2053 GLboolean _TwoSideEnabled;
2054 struct gl_vertex_program *Current; /**< User-bound vertex program */
2055
2056 /** Currently enabled and valid vertex program (including internal
2057 * programs, user-defined vertex programs and GLSL vertex shaders).
2058 * This is the program we must use when rendering.
2059 */
2060 struct gl_vertex_program *_Current;
2061
2062 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2063
2064 /* For GL_NV_vertex_program only: */
2065 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2066 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2067
2068 /** Should fixed-function T&L be implemented with a vertex prog? */
2069 GLboolean _MaintainTnlProgram;
2070
2071 /** Program to emulate fixed-function T&L (see above) */
2072 struct gl_vertex_program *_TnlProgram;
2073
2074 /** Cache of fixed-function programs */
2075 struct gl_program_cache *Cache;
2076
2077 GLboolean _Overriden;
2078 };
2079
2080
2081 /**
2082 * Context state for geometry programs.
2083 */
2084 struct gl_geometry_program_state
2085 {
2086 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2087 GLboolean _Enabled; /**< Enabled and valid program? */
2088 struct gl_geometry_program *Current; /**< user-bound geometry program */
2089
2090 /** Currently enabled and valid program (including internal programs
2091 * and compiled shader programs).
2092 */
2093 struct gl_geometry_program *_Current;
2094
2095 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2096
2097 /** Cache of fixed-function programs */
2098 struct gl_program_cache *Cache;
2099 };
2100
2101 /**
2102 * Context state for fragment programs.
2103 */
2104 struct gl_fragment_program_state
2105 {
2106 GLboolean Enabled; /**< User-set fragment program enable flag */
2107 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2108 struct gl_fragment_program *Current; /**< User-bound fragment program */
2109
2110 /** Currently enabled and valid fragment program (including internal
2111 * programs, user-defined fragment programs and GLSL fragment shaders).
2112 * This is the program we must use when rendering.
2113 */
2114 struct gl_fragment_program *_Current;
2115
2116 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2117
2118 /** Should fixed-function texturing be implemented with a fragment prog? */
2119 GLboolean _MaintainTexEnvProgram;
2120
2121 /** Program to emulate fixed-function texture env/combine (see above) */
2122 struct gl_fragment_program *_TexEnvProgram;
2123
2124 /** Cache of fixed-function programs */
2125 struct gl_program_cache *Cache;
2126 };
2127
2128
2129 /**
2130 * ATI_fragment_shader runtime state
2131 */
2132 #define ATI_FS_INPUT_PRIMARY 0
2133 #define ATI_FS_INPUT_SECONDARY 1
2134
2135 struct atifs_instruction;
2136 struct atifs_setupinst;
2137
2138 /**
2139 * ATI fragment shader
2140 */
2141 struct ati_fragment_shader
2142 {
2143 GLuint Id;
2144 GLint RefCount;
2145 struct atifs_instruction *Instructions[2];
2146 struct atifs_setupinst *SetupInst[2];
2147 GLfloat Constants[8][4];
2148 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2149 GLubyte numArithInstr[2];
2150 GLubyte regsAssigned[2];
2151 GLubyte NumPasses; /**< 1 or 2 */
2152 GLubyte cur_pass;
2153 GLubyte last_optype;
2154 GLboolean interpinp1;
2155 GLboolean isValid;
2156 GLuint swizzlerq;
2157 };
2158
2159 /**
2160 * Context state for GL_ATI_fragment_shader
2161 */
2162 struct gl_ati_fragment_shader_state
2163 {
2164 GLboolean Enabled;
2165 GLboolean _Enabled; /**< enabled and valid shader? */
2166 GLboolean Compiling;
2167 GLfloat GlobalConstants[8][4];
2168 struct ati_fragment_shader *Current;
2169 };
2170
2171
2172 /** Set by #pragma directives */
2173 struct gl_sl_pragmas
2174 {
2175 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2176 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2177 GLboolean Optimize; /**< defaults on */
2178 GLboolean Debug; /**< defaults off */
2179 };
2180
2181
2182 /**
2183 * A GLSL vertex or fragment shader object.
2184 */
2185 struct gl_shader
2186 {
2187 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2188 GLuint Name; /**< AKA the handle */
2189 GLint RefCount; /**< Reference count */
2190 GLboolean DeletePending;
2191 GLboolean CompileStatus;
2192 const GLchar *Source; /**< Source code string */
2193 GLuint SourceChecksum; /**< for debug/logging purposes */
2194 struct gl_program *Program; /**< Post-compile assembly code */
2195 GLchar *InfoLog;
2196 struct gl_sl_pragmas Pragmas;
2197
2198 unsigned Version; /**< GLSL version used for linking */
2199
2200 /**
2201 * \name Sampler tracking
2202 *
2203 * \note Each of these fields is only set post-linking.
2204 */
2205 /*@{*/
2206 unsigned num_samplers; /**< Number of samplers used by this shader. */
2207 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2208 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2209 /*@}*/
2210
2211 /**
2212 * Number of uniform components used by this shader.
2213 *
2214 * This field is only set post-linking.
2215 */
2216 unsigned num_uniform_components;
2217
2218 struct exec_list *ir;
2219 struct glsl_symbol_table *symbols;
2220
2221 /** Shaders containing built-in functions that are used for linking. */
2222 struct gl_shader *builtins_to_link[16];
2223 unsigned num_builtins_to_link;
2224 };
2225
2226
2227 /**
2228 * Shader stages. Note that these will become 5 with tessellation.
2229 * These MUST have the same values as gallium's PIPE_SHADER_*
2230 */
2231 typedef enum
2232 {
2233 MESA_SHADER_VERTEX = 0,
2234 MESA_SHADER_FRAGMENT = 1,
2235 MESA_SHADER_GEOMETRY = 2,
2236 MESA_SHADER_TYPES = 3
2237 } gl_shader_type;
2238
2239
2240 /**
2241 * A GLSL program object.
2242 * Basically a linked collection of vertex and fragment shaders.
2243 */
2244 struct gl_shader_program
2245 {
2246 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2247 GLuint Name; /**< aka handle or ID */
2248 GLint RefCount; /**< Reference count */
2249 GLboolean DeletePending;
2250
2251 /**
2252 * Flags that the linker should not reject the program if it lacks
2253 * a vertex or fragment shader. GLES2 doesn't allow separate
2254 * shader objects, and would reject them. However, we internally
2255 * build separate shader objects for fixed function programs, which
2256 * we use for drivers/common/meta.c and for handling
2257 * _mesa_update_state with no program bound (for example in
2258 * glClear()).
2259 */
2260 GLboolean InternalSeparateShader;
2261
2262 GLuint NumShaders; /**< number of attached shaders */
2263 struct gl_shader **Shaders; /**< List of attached the shaders */
2264
2265 /**
2266 * User-defined attribute bindings
2267 *
2268 * These are set via \c glBindAttribLocation and are used to direct the
2269 * GLSL linker. These are \b not the values used in the compiled shader,
2270 * and they are \b not the values returned by \c glGetAttribLocation.
2271 */
2272 struct string_to_uint_map *AttributeBindings;
2273
2274 /**
2275 * User-defined fragment data bindings
2276 *
2277 * These are set via \c glBindFragDataLocation and are used to direct the
2278 * GLSL linker. These are \b not the values used in the compiled shader,
2279 * and they are \b not the values returned by \c glGetFragDataLocation.
2280 */
2281 struct string_to_uint_map *FragDataBindings;
2282 struct string_to_uint_map *FragDataIndexBindings;
2283
2284 /**
2285 * Transform feedback varyings last specified by
2286 * glTransformFeedbackVaryings().
2287 *
2288 * For the current set of transform feeedback varyings used for transform
2289 * feedback output, see LinkedTransformFeedback.
2290 */
2291 struct {
2292 GLenum BufferMode;
2293 GLuint NumVarying;
2294 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2295 } TransformFeedback;
2296
2297 /** Post-link transform feedback info. */
2298 struct gl_transform_feedback_info LinkedTransformFeedback;
2299
2300 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2301 enum gl_frag_depth_layout FragDepthLayout;
2302
2303 /** Geometry shader state - copied into gl_geometry_program at link time */
2304 struct {
2305 GLint VerticesOut;
2306 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2307 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2308 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2309 } Geom;
2310
2311 /** Vertex shader state - copied into gl_vertex_program at link time */
2312 struct {
2313 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2314 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2315 0 if not present. */
2316 } Vert;
2317
2318 /* post-link info: */
2319 unsigned NumUserUniformStorage;
2320 struct gl_uniform_storage *UniformStorage;
2321
2322 /**
2323 * Map of active uniform names to locations
2324 *
2325 * Maps any active uniform that is not an array element to a location.
2326 * Each active uniform, including individual structure members will appear
2327 * in this map. This roughly corresponds to the set of names that would be
2328 * enumerated by \c glGetActiveUniform.
2329 */
2330 struct string_to_uint_map *UniformHash;
2331
2332 /**
2333 * Map from sampler unit to texture unit (set by glUniform1i())
2334 *
2335 * A sampler unit is associated with each sampler uniform by the linker.
2336 * The sampler unit associated with each uniform is stored in the
2337 * \c gl_uniform_storage::sampler field.
2338 */
2339 GLubyte SamplerUnits[MAX_SAMPLERS];
2340 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2341 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2342
2343 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2344 GLboolean Validated;
2345 GLboolean _Used; /**< Ever used for drawing? */
2346 GLchar *InfoLog;
2347
2348 unsigned Version; /**< GLSL version used for linking */
2349
2350 /**
2351 * Per-stage shaders resulting from the first stage of linking.
2352 *
2353 * Set of linked shaders for this program. The array is accessed using the
2354 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2355 * \c NULL.
2356 */
2357 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2358 };
2359
2360
2361 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2362 #define GLSL_LOG 0x2 /**< Write shaders to files */
2363 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2364 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2365 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2366 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2367 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2368 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2369 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2370
2371
2372 /**
2373 * Context state for GLSL vertex/fragment shaders.
2374 */
2375 struct gl_shader_state
2376 {
2377 /**
2378 * Programs used for rendering
2379 *
2380 * There is a separate program set for each shader stage. If
2381 * GL_EXT_separate_shader_objects is not supported, each of these must point
2382 * to \c NULL or to the same program.
2383 */
2384 struct gl_shader_program *CurrentVertexProgram;
2385 struct gl_shader_program *CurrentGeometryProgram;
2386 struct gl_shader_program *CurrentFragmentProgram;
2387
2388 struct gl_shader_program *_CurrentFragmentProgram;
2389
2390 /**
2391 * Program used by glUniform calls.
2392 *
2393 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2394 */
2395 struct gl_shader_program *ActiveProgram;
2396
2397 GLbitfield Flags; /**< Mask of GLSL_x flags */
2398 };
2399
2400
2401 /**
2402 * Compiler options for a single GLSL shaders type
2403 */
2404 struct gl_shader_compiler_options
2405 {
2406 /** Driver-selectable options: */
2407 GLboolean EmitCondCodes; /**< Use condition codes? */
2408 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2409 GLboolean EmitNoLoops;
2410 GLboolean EmitNoFunctions;
2411 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2412 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2413 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2414 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2415 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2416
2417 /**
2418 * \name Forms of indirect addressing the driver cannot do.
2419 */
2420 /*@{*/
2421 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2422 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2423 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2424 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2425 /*@}*/
2426
2427 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2428 GLuint MaxUnrollIterations;
2429
2430 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2431 };
2432
2433
2434 /**
2435 * Occlusion/timer query object.
2436 */
2437 struct gl_query_object
2438 {
2439 GLenum Target; /**< The query target, when active */
2440 GLuint Id; /**< hash table ID/name */
2441 GLuint64EXT Result; /**< the counter */
2442 GLboolean Active; /**< inside Begin/EndQuery */
2443 GLboolean Ready; /**< result is ready? */
2444 };
2445
2446
2447 /**
2448 * Context state for query objects.
2449 */
2450 struct gl_query_state
2451 {
2452 struct _mesa_HashTable *QueryObjects;
2453 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2454 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2455
2456 /** GL_NV_conditional_render */
2457 struct gl_query_object *CondRenderQuery;
2458
2459 /** GL_EXT_transform_feedback */
2460 struct gl_query_object *PrimitivesGenerated;
2461 struct gl_query_object *PrimitivesWritten;
2462
2463 /** GL_ARB_timer_query */
2464 struct gl_query_object *TimeElapsed;
2465
2466 GLenum CondRenderMode;
2467 };
2468
2469
2470 /** Sync object state */
2471 struct gl_sync_object
2472 {
2473 struct simple_node link;
2474 GLenum Type; /**< GL_SYNC_FENCE */
2475 GLuint Name; /**< Fence name */
2476 GLint RefCount; /**< Reference count */
2477 GLboolean DeletePending; /**< Object was deleted while there were still
2478 * live references (e.g., sync not yet finished)
2479 */
2480 GLenum SyncCondition;
2481 GLbitfield Flags; /**< Flags passed to glFenceSync */
2482 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2483 };
2484
2485
2486 /**
2487 * State which can be shared by multiple contexts:
2488 */
2489 struct gl_shared_state
2490 {
2491 _glthread_Mutex Mutex; /**< for thread safety */
2492 GLint RefCount; /**< Reference count */
2493 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2494 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2495
2496 /** Default texture objects (shared by all texture units) */
2497 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2498
2499 /** Fallback texture used when a bound texture is incomplete */
2500 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2501
2502 /**
2503 * \name Thread safety and statechange notification for texture
2504 * objects.
2505 *
2506 * \todo Improve the granularity of locking.
2507 */
2508 /*@{*/
2509 _glthread_Mutex TexMutex; /**< texobj thread safety */
2510 GLuint TextureStateStamp; /**< state notification for shared tex */
2511 /*@}*/
2512
2513 /** Default buffer object for vertex arrays that aren't in VBOs */
2514 struct gl_buffer_object *NullBufferObj;
2515
2516 /**
2517 * \name Vertex/geometry/fragment programs
2518 */
2519 /*@{*/
2520 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2521 struct gl_vertex_program *DefaultVertexProgram;
2522 struct gl_fragment_program *DefaultFragmentProgram;
2523 struct gl_geometry_program *DefaultGeometryProgram;
2524 /*@}*/
2525
2526 /* GL_ATI_fragment_shader */
2527 struct _mesa_HashTable *ATIShaders;
2528 struct ati_fragment_shader *DefaultFragmentShader;
2529
2530 struct _mesa_HashTable *BufferObjects;
2531
2532 /** Table of both gl_shader and gl_shader_program objects */
2533 struct _mesa_HashTable *ShaderObjects;
2534
2535 /* GL_EXT_framebuffer_object */
2536 struct _mesa_HashTable *RenderBuffers;
2537 struct _mesa_HashTable *FrameBuffers;
2538
2539 /* GL_ARB_sync */
2540 struct simple_node SyncObjects;
2541
2542 /** GL_ARB_sampler_objects */
2543 struct _mesa_HashTable *SamplerObjects;
2544 };
2545
2546
2547
2548 /**
2549 * Renderbuffers represent drawing surfaces such as color, depth and/or
2550 * stencil. A framebuffer object has a set of renderbuffers.
2551 * Drivers will typically derive subclasses of this type.
2552 */
2553 struct gl_renderbuffer
2554 {
2555 _glthread_Mutex Mutex; /**< for thread safety */
2556 GLuint ClassID; /**< Useful for drivers */
2557 GLuint Name;
2558 GLint RefCount;
2559 GLuint Width, Height;
2560 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2561 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2562 GLubyte NumSamples;
2563 GLenum InternalFormat; /**< The user-specified format */
2564 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2565 GL_STENCIL_INDEX. */
2566 gl_format Format; /**< The actual renderbuffer memory format */
2567
2568 /** Delete this renderbuffer */
2569 void (*Delete)(struct gl_renderbuffer *rb);
2570
2571 /** Allocate new storage for this renderbuffer */
2572 GLboolean (*AllocStorage)(struct gl_context *ctx,
2573 struct gl_renderbuffer *rb,
2574 GLenum internalFormat,
2575 GLuint width, GLuint height);
2576 };
2577
2578
2579 /**
2580 * A renderbuffer attachment points to either a texture object (and specifies
2581 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2582 */
2583 struct gl_renderbuffer_attachment
2584 {
2585 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2586 GLboolean Complete;
2587
2588 /**
2589 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2590 * application supplied renderbuffer object.
2591 */
2592 struct gl_renderbuffer *Renderbuffer;
2593
2594 /**
2595 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2596 * supplied texture object.
2597 */
2598 struct gl_texture_object *Texture;
2599 GLuint TextureLevel; /**< Attached mipmap level. */
2600 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2601 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2602 * and 2D array textures */
2603 };
2604
2605
2606 /**
2607 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2608 * In C++ terms, think of this as a base class from which device drivers
2609 * will make derived classes.
2610 */
2611 struct gl_framebuffer
2612 {
2613 _glthread_Mutex Mutex; /**< for thread safety */
2614 /**
2615 * If zero, this is a window system framebuffer. If non-zero, this
2616 * is a FBO framebuffer; note that for some devices (i.e. those with
2617 * a natural pixel coordinate system for FBOs that differs from the
2618 * OpenGL/Mesa coordinate system), this means that the viewport,
2619 * polygon face orientation, and polygon stipple will have to be inverted.
2620 */
2621 GLuint Name;
2622
2623 GLint RefCount;
2624 GLboolean DeletePending;
2625
2626 /**
2627 * The framebuffer's visual. Immutable if this is a window system buffer.
2628 * Computed from attachments if user-made FBO.
2629 */
2630 struct gl_config Visual;
2631
2632 GLboolean Initialized;
2633
2634 GLuint Width, Height; /**< size of frame buffer in pixels */
2635
2636 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2637 /*@{*/
2638 GLint _Xmin, _Xmax; /**< inclusive */
2639 GLint _Ymin, _Ymax; /**< exclusive */
2640 /*@}*/
2641
2642 /** \name Derived Z buffer stuff */
2643 /*@{*/
2644 GLuint _DepthMax; /**< Max depth buffer value */
2645 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2646 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2647 /*@}*/
2648
2649 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2650 GLenum _Status;
2651
2652 /** Integer color values */
2653 GLboolean _IntegerColor;
2654
2655 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2656 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2657
2658 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2659 * attribute group and GL_PIXEL attribute group, respectively.
2660 */
2661 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2662 GLenum ColorReadBuffer;
2663
2664 /** Computed from ColorDraw/ReadBuffer above */
2665 GLuint _NumColorDrawBuffers;
2666 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2667 GLint _ColorReadBufferIndex; /* -1 = None */
2668 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2669 struct gl_renderbuffer *_ColorReadBuffer;
2670
2671 /** Delete this framebuffer */
2672 void (*Delete)(struct gl_framebuffer *fb);
2673 };
2674
2675
2676 /**
2677 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2678 */
2679 struct gl_precision
2680 {
2681 GLushort RangeMin; /**< min value exponent */
2682 GLushort RangeMax; /**< max value exponent */
2683 GLushort Precision; /**< number of mantissa bits */
2684 };
2685
2686
2687 /**
2688 * Limits for vertex, geometry and fragment programs/shaders.
2689 */
2690 struct gl_program_constants
2691 {
2692 /* logical limits */
2693 GLuint MaxInstructions;
2694 GLuint MaxAluInstructions;
2695 GLuint MaxTexInstructions;
2696 GLuint MaxTexIndirections;
2697 GLuint MaxAttribs;
2698 GLuint MaxTemps;
2699 GLuint MaxAddressRegs;
2700 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2701 GLuint MaxParameters;
2702 GLuint MaxLocalParams;
2703 GLuint MaxEnvParams;
2704 /* native/hardware limits */
2705 GLuint MaxNativeInstructions;
2706 GLuint MaxNativeAluInstructions;
2707 GLuint MaxNativeTexInstructions;
2708 GLuint MaxNativeTexIndirections;
2709 GLuint MaxNativeAttribs;
2710 GLuint MaxNativeTemps;
2711 GLuint MaxNativeAddressRegs;
2712 GLuint MaxNativeParameters;
2713 /* For shaders */
2714 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2715 /* ES 2.0 and GL_ARB_ES2_compatibility */
2716 struct gl_precision LowFloat, MediumFloat, HighFloat;
2717 struct gl_precision LowInt, MediumInt, HighInt;
2718 /* GL_ARB_uniform_buffer_object */
2719 GLuint MaxUniformBlocks;
2720 GLuint MaxCombinedUniformComponents;
2721 };
2722
2723
2724 /**
2725 * Constants which may be overridden by device driver during context creation
2726 * but are never changed after that.
2727 */
2728 struct gl_constants
2729 {
2730 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2731 GLint MaxTextureLevels; /**< Max mipmap levels. */
2732 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2733 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2734 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2735 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2736 GLuint MaxTextureCoordUnits;
2737 GLuint MaxTextureImageUnits;
2738 GLuint MaxVertexTextureImageUnits;
2739 GLuint MaxCombinedTextureImageUnits;
2740 GLuint MaxGeometryTextureImageUnits;
2741 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2742 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2743 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2744 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2745
2746 GLuint MaxArrayLockSize;
2747
2748 GLint SubPixelBits;
2749
2750 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2751 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2752 GLfloat PointSizeGranularity;
2753 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2754 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2755 GLfloat LineWidthGranularity;
2756
2757 GLuint MaxColorTableSize;
2758
2759 GLuint MaxClipPlanes;
2760 GLuint MaxLights;
2761 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2762 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2763
2764 GLuint MaxViewportWidth, MaxViewportHeight;
2765
2766 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2767 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2768 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2769 GLuint MaxProgramMatrices;
2770 GLuint MaxProgramMatrixStackDepth;
2771
2772 /** vertex array / buffer object bounds checking */
2773 GLboolean CheckArrayBounds;
2774
2775 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2776
2777 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2778 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2779 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2780
2781 /** Number of varying vectors between vertex and fragment shaders */
2782 GLuint MaxVarying;
2783 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2784 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2785
2786 /** @{
2787 * GL_ARB_uniform_buffer_object
2788 */
2789 GLuint MaxCombinedUniformBlocks;
2790 GLuint MaxUniformBufferBindings;
2791 GLuint MaxUniformBlockSize;
2792 GLuint UniformBufferOffsetAlignment;
2793 /** @} */
2794
2795 /** GL_ARB_geometry_shader4 */
2796 GLuint MaxGeometryOutputVertices;
2797 GLuint MaxGeometryTotalOutputComponents;
2798
2799 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2800
2801 /**
2802 * Changes default GLSL extension behavior from "error" to "warn". It's out
2803 * of spec, but it can make some apps work that otherwise wouldn't.
2804 */
2805 GLboolean ForceGLSLExtensionsWarn;
2806
2807 /**
2808 * Does the driver support real 32-bit integers? (Otherwise, integers are
2809 * simulated via floats.)
2810 */
2811 GLboolean NativeIntegers;
2812
2813 /**
2814 * If the driver supports real 32-bit integers, what integer value should be
2815 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2816 */
2817 GLuint UniformBooleanTrue;
2818
2819 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2820 GLbitfield SupportedBumpUnits;
2821
2822 /**
2823 * Maximum amount of time, measured in nanseconds, that the server can wait.
2824 */
2825 GLuint64 MaxServerWaitTimeout;
2826
2827 /** GL_EXT_provoking_vertex */
2828 GLboolean QuadsFollowProvokingVertexConvention;
2829
2830 /** OpenGL version 3.0 */
2831 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2832
2833 /** OpenGL version 3.2 */
2834 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2835
2836 /** GL_EXT_transform_feedback */
2837 GLuint MaxTransformFeedbackSeparateAttribs;
2838 GLuint MaxTransformFeedbackSeparateComponents;
2839 GLuint MaxTransformFeedbackInterleavedComponents;
2840
2841 /** GL_EXT_gpu_shader4 */
2842 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2843
2844 /* GL_ARB_robustness */
2845 GLenum ResetStrategy;
2846
2847 /* GL_ARB_blend_func_extended */
2848 GLuint MaxDualSourceDrawBuffers;
2849
2850 /**
2851 * Whether the implementation strips out and ignores texture borders.
2852 *
2853 * Many GPU hardware implementations don't support rendering with texture
2854 * borders and mipmapped textures. (Note: not static border color, but the
2855 * old 1-pixel border around each edge). Implementations then have to do
2856 * slow fallbacks to be correct, or just ignore the border and be fast but
2857 * wrong. Setting the flag strips the border off of TexImage calls,
2858 * providing "fast but wrong" at significantly reduced driver complexity.
2859 *
2860 * Texture borders are deprecated in GL 3.0.
2861 **/
2862 GLboolean StripTextureBorder;
2863
2864 /**
2865 * For drivers which can do a better job at eliminating unused varyings
2866 * and uniforms than the GLSL compiler.
2867 *
2868 * XXX Remove these as soon as a better solution is available.
2869 */
2870 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2871 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2872
2873 /**
2874 * Force software support for primitive restart in the VBO module.
2875 */
2876 GLboolean PrimitiveRestartInSoftware;
2877 };
2878
2879
2880 /**
2881 * Enable flag for each OpenGL extension. Different device drivers will
2882 * enable different extensions at runtime.
2883 */
2884 struct gl_extensions
2885 {
2886 GLboolean dummy; /* don't remove this! */
2887 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2888 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2889 GLboolean ARB_ES2_compatibility;
2890 GLboolean ARB_base_instance;
2891 GLboolean ARB_blend_func_extended;
2892 GLboolean ARB_color_buffer_float;
2893 GLboolean ARB_conservative_depth;
2894 GLboolean ARB_copy_buffer;
2895 GLboolean ARB_depth_buffer_float;
2896 GLboolean ARB_depth_clamp;
2897 GLboolean ARB_depth_texture;
2898 GLboolean ARB_draw_buffers_blend;
2899 GLboolean ARB_draw_elements_base_vertex;
2900 GLboolean ARB_draw_instanced;
2901 GLboolean ARB_fragment_coord_conventions;
2902 GLboolean ARB_fragment_program;
2903 GLboolean ARB_fragment_program_shadow;
2904 GLboolean ARB_fragment_shader;
2905 GLboolean ARB_framebuffer_object;
2906 GLboolean ARB_explicit_attrib_location;
2907 GLboolean ARB_geometry_shader4;
2908 GLboolean ARB_half_float_pixel;
2909 GLboolean ARB_half_float_vertex;
2910 GLboolean ARB_instanced_arrays;
2911 GLboolean ARB_map_buffer_range;
2912 GLboolean ARB_occlusion_query;
2913 GLboolean ARB_occlusion_query2;
2914 GLboolean ARB_point_sprite;
2915 GLboolean ARB_sampler_objects;
2916 GLboolean ARB_seamless_cube_map;
2917 GLboolean ARB_shader_bit_encoding;
2918 GLboolean ARB_shader_objects;
2919 GLboolean ARB_shader_stencil_export;
2920 GLboolean ARB_shader_texture_lod;
2921 GLboolean ARB_shading_language_100;
2922 GLboolean ARB_shadow;
2923 GLboolean ARB_shadow_ambient;
2924 GLboolean ARB_sync;
2925 GLboolean ARB_texture_border_clamp;
2926 GLboolean ARB_texture_buffer_object;
2927 GLboolean ARB_texture_compression_rgtc;
2928 GLboolean ARB_texture_cube_map;
2929 GLboolean ARB_texture_env_combine;
2930 GLboolean ARB_texture_env_crossbar;
2931 GLboolean ARB_texture_env_dot3;
2932 GLboolean ARB_texture_float;
2933 GLboolean ARB_texture_multisample;
2934 GLboolean ARB_texture_non_power_of_two;
2935 GLboolean ARB_texture_rg;
2936 GLboolean ARB_texture_rgb10_a2ui;
2937 GLboolean ARB_texture_storage;
2938 GLboolean ARB_timer_query;
2939 GLboolean ARB_transform_feedback2;
2940 GLboolean ARB_transpose_matrix;
2941 GLboolean ARB_uniform_buffer_object;
2942 GLboolean ARB_vertex_array_object;
2943 GLboolean ARB_vertex_program;
2944 GLboolean ARB_vertex_shader;
2945 GLboolean ARB_vertex_type_2_10_10_10_rev;
2946 GLboolean ARB_window_pos;
2947 GLboolean EXT_blend_color;
2948 GLboolean EXT_blend_equation_separate;
2949 GLboolean EXT_blend_func_separate;
2950 GLboolean EXT_blend_minmax;
2951 GLboolean EXT_clip_volume_hint;
2952 GLboolean EXT_compiled_vertex_array;
2953 GLboolean EXT_depth_bounds_test;
2954 GLboolean EXT_draw_buffers2;
2955 GLboolean EXT_draw_range_elements;
2956 GLboolean EXT_fog_coord;
2957 GLboolean EXT_framebuffer_blit;
2958 GLboolean EXT_framebuffer_multisample;
2959 GLboolean EXT_framebuffer_object;
2960 GLboolean EXT_framebuffer_sRGB;
2961 GLboolean EXT_gpu_program_parameters;
2962 GLboolean EXT_gpu_shader4;
2963 GLboolean EXT_packed_depth_stencil;
2964 GLboolean EXT_packed_float;
2965 GLboolean EXT_packed_pixels;
2966 GLboolean EXT_pixel_buffer_object;
2967 GLboolean EXT_point_parameters;
2968 GLboolean EXT_provoking_vertex;
2969 GLboolean EXT_rescale_normal;
2970 GLboolean EXT_shadow_funcs;
2971 GLboolean EXT_secondary_color;
2972 GLboolean EXT_separate_shader_objects;
2973 GLboolean EXT_separate_specular_color;
2974 GLboolean EXT_stencil_two_side;
2975 GLboolean EXT_texture3D;
2976 GLboolean EXT_texture_array;
2977 GLboolean EXT_texture_compression_latc;
2978 GLboolean EXT_texture_compression_s3tc;
2979 GLboolean EXT_texture_env_dot3;
2980 GLboolean EXT_texture_filter_anisotropic;
2981 GLboolean EXT_texture_integer;
2982 GLboolean EXT_texture_mirror_clamp;
2983 GLboolean EXT_texture_shared_exponent;
2984 GLboolean EXT_texture_snorm;
2985 GLboolean EXT_texture_sRGB;
2986 GLboolean EXT_texture_sRGB_decode;
2987 GLboolean EXT_texture_swizzle;
2988 GLboolean EXT_transform_feedback;
2989 GLboolean EXT_timer_query;
2990 GLboolean EXT_vertex_array_bgra;
2991 GLboolean OES_standard_derivatives;
2992 /* vendor extensions */
2993 GLboolean AMD_seamless_cubemap_per_texture;
2994 GLboolean APPLE_packed_pixels;
2995 GLboolean APPLE_vertex_array_object;
2996 GLboolean APPLE_object_purgeable;
2997 GLboolean ATI_envmap_bumpmap;
2998 GLboolean ATI_texture_compression_3dc;
2999 GLboolean ATI_texture_mirror_once;
3000 GLboolean ATI_texture_env_combine3;
3001 GLboolean ATI_fragment_shader;
3002 GLboolean ATI_separate_stencil;
3003 GLboolean IBM_rasterpos_clip;
3004 GLboolean IBM_multimode_draw_arrays;
3005 GLboolean MESA_pack_invert;
3006 GLboolean MESA_resize_buffers;
3007 GLboolean MESA_ycbcr_texture;
3008 GLboolean MESA_texture_array;
3009 GLboolean NV_blend_square;
3010 GLboolean NV_conditional_render;
3011 GLboolean NV_fog_distance;
3012 GLboolean NV_fragment_program;
3013 GLboolean NV_fragment_program_option;
3014 GLboolean NV_light_max_exponent;
3015 GLboolean NV_point_sprite;
3016 GLboolean NV_primitive_restart;
3017 GLboolean NV_read_buffer;
3018 GLboolean NV_texture_barrier;
3019 GLboolean NV_texgen_reflection;
3020 GLboolean NV_texture_env_combine4;
3021 GLboolean NV_texture_rectangle;
3022 GLboolean NV_vertex_program;
3023 GLboolean NV_vertex_program1_1;
3024 GLboolean SGIS_texture_lod;
3025 GLboolean TDFX_texture_compression_FXT1;
3026 GLboolean S3_s3tc;
3027 GLboolean OES_EGL_image;
3028 GLboolean OES_draw_texture;
3029 GLboolean OES_EGL_image_external;
3030 GLboolean OES_compressed_ETC1_RGB8_texture;
3031 GLboolean extension_sentinel;
3032 /** The extension string */
3033 const GLubyte *String;
3034 /** Number of supported extensions */
3035 GLuint Count;
3036 };
3037
3038
3039 /**
3040 * A stack of matrices (projection, modelview, color, texture, etc).
3041 */
3042 struct gl_matrix_stack
3043 {
3044 GLmatrix *Top; /**< points into Stack */
3045 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3046 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3047 GLuint MaxDepth; /**< size of Stack[] array */
3048 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3049 };
3050
3051
3052 /**
3053 * \name Bits for image transfer operations
3054 * \sa __struct gl_contextRec::ImageTransferState.
3055 */
3056 /*@{*/
3057 #define IMAGE_SCALE_BIAS_BIT 0x1
3058 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3059 #define IMAGE_MAP_COLOR_BIT 0x4
3060 #define IMAGE_CLAMP_BIT 0x800
3061
3062
3063 /** Pixel Transfer ops */
3064 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3065 IMAGE_SHIFT_OFFSET_BIT | \
3066 IMAGE_MAP_COLOR_BIT)
3067
3068 /**
3069 * \name Bits to indicate what state has changed.
3070 */
3071 /*@{*/
3072 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3073 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3074 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3075 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3076 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3077 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3078 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3079 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3080 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3081 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3082 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3083 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3084 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3085 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3086 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3087 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3088 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3089 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3090 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3091 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3092 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3093 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3094 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3095 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3096 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3097 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3098 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3099 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3100 #define _NEW_BUFFER_OBJECT (1 << 28)
3101 #define _NEW_FRAG_CLAMP (1 << 29)
3102 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3103 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3104 #define _NEW_ALL ~0
3105
3106 /**
3107 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3108 * clarity.
3109 */
3110 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3111 /*@}*/
3112
3113
3114 /**
3115 * \name A bunch of flags that we think might be useful to drivers.
3116 *
3117 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3118 */
3119 /*@{*/
3120 #define DD_SEPARATE_SPECULAR (1 << 0)
3121 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3122 #define DD_TRI_UNFILLED (1 << 2)
3123 #define DD_TRI_SMOOTH (1 << 3)
3124 #define DD_TRI_STIPPLE (1 << 4)
3125 #define DD_TRI_OFFSET (1 << 5)
3126 #define DD_LINE_SMOOTH (1 << 6)
3127 #define DD_LINE_STIPPLE (1 << 7)
3128 #define DD_POINT_SMOOTH (1 << 8)
3129 #define DD_POINT_ATTEN (1 << 9)
3130 /*@}*/
3131
3132
3133 /**
3134 * Composite state flags
3135 */
3136 /*@{*/
3137 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3138 _NEW_TEXTURE | \
3139 _NEW_POINT | \
3140 _NEW_PROGRAM | \
3141 _NEW_MODELVIEW)
3142
3143 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3144 _NEW_FOG | \
3145 _NEW_PROGRAM)
3146
3147
3148 /*@}*/
3149
3150
3151
3152
3153 /* This has to be included here. */
3154 #include "dd.h"
3155
3156
3157 /**
3158 * Display list flags.
3159 * Strictly this is a tnl-private concept, but it doesn't seem
3160 * worthwhile adding a tnl private structure just to hold this one bit
3161 * of information:
3162 */
3163 #define DLIST_DANGLING_REFS 0x1
3164
3165
3166 /** Opaque declaration of display list payload data type */
3167 union gl_dlist_node;
3168
3169
3170 /**
3171 * Provide a location where information about a display list can be
3172 * collected. Could be extended with driverPrivate structures,
3173 * etc. in the future.
3174 */
3175 struct gl_display_list
3176 {
3177 GLuint Name;
3178 GLbitfield Flags; /**< DLIST_x flags */
3179 /** The dlist commands are in a linked list of nodes */
3180 union gl_dlist_node *Head;
3181 };
3182
3183
3184 /**
3185 * State used during display list compilation and execution.
3186 */
3187 struct gl_dlist_state
3188 {
3189 GLuint CallDepth; /**< Current recursion calling depth */
3190
3191 struct gl_display_list *CurrentList; /**< List currently being compiled */
3192 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3193 GLuint CurrentPos; /**< Index into current block of nodes */
3194
3195 GLvertexformat ListVtxfmt;
3196
3197 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3198 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3199
3200 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3201 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3202
3203 GLubyte ActiveIndex;
3204 GLfloat CurrentIndex;
3205
3206 GLubyte ActiveEdgeFlag;
3207 GLboolean CurrentEdgeFlag;
3208
3209 struct {
3210 /* State known to have been set by the currently-compiling display
3211 * list. Used to eliminate some redundant state changes.
3212 */
3213 GLenum ShadeModel;
3214 } Current;
3215 };
3216
3217 /**
3218 * An error, warning, or other piece of debug information for an application
3219 * to consume via GL_ARB_debug_output.
3220 */
3221 struct gl_debug_msg
3222 {
3223 GLenum source;
3224 GLenum type;
3225 GLuint id;
3226 GLenum severity;
3227 GLsizei length;
3228 GLcharARB *message;
3229 };
3230
3231 typedef enum {
3232 API_ERROR_UNKNOWN,
3233 API_ERROR_COUNT
3234 } gl_api_error;
3235
3236 typedef enum {
3237 WINSYS_ERROR_UNKNOWN,
3238 WINSYS_ERROR_COUNT
3239 } gl_winsys_error;
3240
3241 typedef enum {
3242 SHADER_ERROR_UNKNOWN,
3243 SHADER_ERROR_COUNT
3244 } gl_shader_error;
3245
3246 typedef enum {
3247 OTHER_ERROR_UNKNOWN,
3248 OTHER_ERROR_OUT_OF_MEMORY,
3249 OTHER_ERROR_COUNT
3250 } gl_other_error;
3251
3252 struct gl_client_namespace
3253 {
3254 struct _mesa_HashTable *IDs;
3255 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3256 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3257 };
3258
3259 struct gl_client_debug
3260 {
3261 GLboolean Defaults[3][2][6]; /* severity, source, type */
3262 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3263 };
3264
3265 struct gl_debug_state
3266 {
3267 GLDEBUGPROCARB Callback;
3268 GLvoid *CallbackData;
3269 GLboolean SyncOutput;
3270 GLboolean ApiErrors[API_ERROR_COUNT];
3271 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3272 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3273 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3274 struct gl_client_debug ClientIDs;
3275 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3276 GLint NumMessages;
3277 GLint NextMsg;
3278 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3279 for the sake of the offsetof() code in get.c */
3280 };
3281
3282 /**
3283 * Enum for the OpenGL APIs we know about and may support.
3284 */
3285 typedef enum
3286 {
3287 API_OPENGL,
3288 API_OPENGLES,
3289 API_OPENGLES2
3290 } gl_api;
3291
3292 /**
3293 * Driver-specific state flags.
3294 *
3295 * These are or'd with gl_context::NewDriverState to notify a driver about
3296 * a state change. The driver sets the flags at context creation and
3297 * the meaning of the bits set is opaque to core Mesa.
3298 */
3299 struct gl_driver_flags
3300 {
3301 GLbitfield NewArray; /**< Vertex array state */
3302 };
3303
3304 struct gl_uniform_buffer_binding
3305 {
3306 struct gl_buffer_object *BufferObject;
3307 /** Start of uniform block data in the buffer */
3308 GLintptr Offset;
3309 /** Size of data allowed to be referenced from the buffer (in bytes) */
3310 GLsizeiptr Size;
3311 /**
3312 * glBindBufferBase() indicates that the Size should be ignored and only
3313 * limited by the current size of the BufferObject.
3314 */
3315 GLboolean AutomaticSize;
3316 };
3317
3318 /**
3319 * Mesa rendering context.
3320 *
3321 * This is the central context data structure for Mesa. Almost all
3322 * OpenGL state is contained in this structure.
3323 * Think of this as a base class from which device drivers will derive
3324 * sub classes.
3325 *
3326 * The struct gl_context typedef names this structure.
3327 */
3328 struct gl_context
3329 {
3330 /** State possibly shared with other contexts in the address space */
3331 struct gl_shared_state *Shared;
3332
3333 /** \name API function pointer tables */
3334 /*@{*/
3335 gl_api API;
3336 struct _glapi_table *Save; /**< Display list save functions */
3337 struct _glapi_table *Exec; /**< Execute functions */
3338 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3339 /*@}*/
3340
3341 struct gl_config Visual;
3342 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3343 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3344 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3345 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3346
3347 /**
3348 * Device driver function pointer table
3349 */
3350 struct dd_function_table Driver;
3351
3352 void *DriverCtx; /**< Points to device driver context/state */
3353
3354 /** Core/Driver constants */
3355 struct gl_constants Const;
3356
3357 /** \name The various 4x4 matrix stacks */
3358 /*@{*/
3359 struct gl_matrix_stack ModelviewMatrixStack;
3360 struct gl_matrix_stack ProjectionMatrixStack;
3361 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3362 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3363 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3364 /*@}*/
3365
3366 /** Combined modelview and projection matrix */
3367 GLmatrix _ModelProjectMatrix;
3368
3369 /** \name Display lists */
3370 struct gl_dlist_state ListState;
3371
3372 GLboolean ExecuteFlag; /**< Execute GL commands? */
3373 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3374
3375 /** Extension information */
3376 struct gl_extensions Extensions;
3377
3378 /** Version info */
3379 GLuint VersionMajor, VersionMinor;
3380 char *VersionString;
3381
3382 /** \name State attribute stack (for glPush/PopAttrib) */
3383 /*@{*/
3384 GLuint AttribStackDepth;
3385 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3386 /*@}*/
3387
3388 /** \name Renderer attribute groups
3389 *
3390 * We define a struct for each attribute group to make pushing and popping
3391 * attributes easy. Also it's a good organization.
3392 */
3393 /*@{*/
3394 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3395 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3396 struct gl_current_attrib Current; /**< Current attributes */
3397 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3398 struct gl_eval_attrib Eval; /**< Eval attributes */
3399 struct gl_fog_attrib Fog; /**< Fog attributes */
3400 struct gl_hint_attrib Hint; /**< Hint attributes */
3401 struct gl_light_attrib Light; /**< Light attributes */
3402 struct gl_line_attrib Line; /**< Line attributes */
3403 struct gl_list_attrib List; /**< List attributes */
3404 struct gl_multisample_attrib Multisample;
3405 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3406 struct gl_point_attrib Point; /**< Point attributes */
3407 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3408 GLuint PolygonStipple[32]; /**< Polygon stipple */
3409 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3410 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3411 struct gl_texture_attrib Texture; /**< Texture attributes */
3412 struct gl_transform_attrib Transform; /**< Transformation attributes */
3413 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3414 /*@}*/
3415
3416 /** \name Client attribute stack */
3417 /*@{*/
3418 GLuint ClientAttribStackDepth;
3419 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3420 /*@}*/
3421
3422 /** \name Client attribute groups */
3423 /*@{*/
3424 struct gl_array_attrib Array; /**< Vertex arrays */
3425 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3426 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3427 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3428 /*@}*/
3429
3430 /** \name Other assorted state (not pushed/popped on attribute stack) */
3431 /*@{*/
3432 struct gl_pixelmaps PixelMaps;
3433
3434 struct gl_evaluators EvalMap; /**< All evaluators */
3435 struct gl_feedback Feedback; /**< Feedback */
3436 struct gl_selection Select; /**< Selection */
3437
3438 struct gl_program_state Program; /**< general program state */
3439 struct gl_vertex_program_state VertexProgram;
3440 struct gl_fragment_program_state FragmentProgram;
3441 struct gl_geometry_program_state GeometryProgram;
3442 struct gl_ati_fragment_shader_state ATIFragmentShader;
3443
3444 struct gl_shader_state Shader; /**< GLSL shader object state */
3445 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3446
3447 struct gl_query_state Query; /**< occlusion, timer queries */
3448
3449 struct gl_transform_feedback_state TransformFeedback;
3450
3451 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3452 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3453
3454 /**
3455 * Current GL_ARB_uniform_buffer_object binding referenced by
3456 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3457 */
3458 struct gl_buffer_object *UniformBuffer;
3459
3460 /**
3461 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3462 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3463 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3464 * shader program.
3465 */
3466 struct gl_uniform_buffer_binding *UniformBufferBindings;
3467
3468 /*@}*/
3469
3470 struct gl_meta_state *Meta; /**< for "meta" operations */
3471
3472 /* GL_EXT_framebuffer_object */
3473 struct gl_renderbuffer *CurrentRenderbuffer;
3474
3475 GLenum ErrorValue; /**< Last error code */
3476
3477 /* GL_ARB_robustness */
3478 GLenum ResetStatus;
3479
3480 /**
3481 * Recognize and silence repeated error debug messages in buggy apps.
3482 */
3483 const char *ErrorDebugFmtString;
3484 GLuint ErrorDebugCount;
3485
3486 /* GL_ARB_debug_output */
3487 struct gl_debug_state Debug;
3488
3489 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3490 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3491 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3492
3493 struct gl_driver_flags DriverFlags;
3494
3495 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3496
3497 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3498
3499 /** \name Derived state */
3500 /*@{*/
3501 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3502 * state validation so they need to always be current.
3503 */
3504 GLbitfield _TriangleCaps;
3505 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3506 GLfloat _EyeZDir[3];
3507 GLfloat _ModelViewInvScale;
3508 GLboolean _NeedEyeCoords;
3509 GLboolean _ForceEyeCoords;
3510
3511 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3512
3513 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3514
3515 /** \name For debugging/development only */
3516 /*@{*/
3517 GLboolean FirstTimeCurrent;
3518 /*@}*/
3519
3520 /** software compression/decompression supported or not */
3521 GLboolean Mesa_DXTn;
3522
3523 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3524
3525 /**
3526 * Use dp4 (rather than mul/mad) instructions for position
3527 * transformation?
3528 */
3529 GLboolean mvp_with_dp4;
3530
3531 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3532
3533 /**
3534 * \name Hooks for module contexts.
3535 *
3536 * These will eventually live in the driver or elsewhere.
3537 */
3538 /*@{*/
3539 void *swrast_context;
3540 void *swsetup_context;
3541 void *swtnl_context;
3542 void *swtnl_im;
3543 struct st_context *st;
3544 void *aelt_context;
3545 /*@}*/
3546 };
3547
3548
3549 #ifdef DEBUG
3550 extern int MESA_VERBOSE;
3551 extern int MESA_DEBUG_FLAGS;
3552 # define MESA_FUNCTION __FUNCTION__
3553 #else
3554 # define MESA_VERBOSE 0
3555 # define MESA_DEBUG_FLAGS 0
3556 # define MESA_FUNCTION "a function"
3557 # ifndef NDEBUG
3558 # define NDEBUG
3559 # endif
3560 #endif
3561
3562
3563 /** The MESA_VERBOSE var is a bitmask of these flags */
3564 enum _verbose
3565 {
3566 VERBOSE_VARRAY = 0x0001,
3567 VERBOSE_TEXTURE = 0x0002,
3568 VERBOSE_MATERIAL = 0x0004,
3569 VERBOSE_PIPELINE = 0x0008,
3570 VERBOSE_DRIVER = 0x0010,
3571 VERBOSE_STATE = 0x0020,
3572 VERBOSE_API = 0x0040,
3573 VERBOSE_DISPLAY_LIST = 0x0100,
3574 VERBOSE_LIGHTING = 0x0200,
3575 VERBOSE_PRIMS = 0x0400,
3576 VERBOSE_VERTS = 0x0800,
3577 VERBOSE_DISASSEM = 0x1000,
3578 VERBOSE_DRAW = 0x2000,
3579 VERBOSE_SWAPBUFFERS = 0x4000
3580 };
3581
3582
3583 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3584 enum _debug
3585 {
3586 DEBUG_SILENT = (1 << 0),
3587 DEBUG_ALWAYS_FLUSH = (1 << 1),
3588 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3589 DEBUG_INCOMPLETE_FBO = (1 << 3)
3590 };
3591
3592
3593
3594 #ifdef __cplusplus
3595 }
3596 #endif
3597
3598 #endif /* MTYPES_H */