mesa: Track position/generic0 aliasing in the VAO.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 /**
85 * \name Some forward type declarations
86 */
87 /*@{*/
88 struct _mesa_HashTable;
89 struct gl_attrib_node;
90 struct gl_list_extensions;
91 struct gl_meta_state;
92 struct gl_program_cache;
93 struct gl_texture_object;
94 struct gl_debug_state;
95 struct gl_context;
96 struct st_context;
97 struct gl_uniform_storage;
98 struct prog_instruction;
99 struct gl_program_parameter_list;
100 struct gl_shader_spirv_data;
101 struct set;
102 struct vbo_context;
103 /*@}*/
104
105
106 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
107 #define PRIM_MAX GL_PATCHES
108 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
109 #define PRIM_UNKNOWN (PRIM_MAX + 2)
110
111 /**
112 * Determine if the given gl_varying_slot appears in the fragment shader.
113 */
114 static inline GLboolean
115 _mesa_varying_slot_in_fs(gl_varying_slot slot)
116 {
117 switch (slot) {
118 case VARYING_SLOT_PSIZ:
119 case VARYING_SLOT_BFC0:
120 case VARYING_SLOT_BFC1:
121 case VARYING_SLOT_EDGE:
122 case VARYING_SLOT_CLIP_VERTEX:
123 case VARYING_SLOT_LAYER:
124 case VARYING_SLOT_TESS_LEVEL_OUTER:
125 case VARYING_SLOT_TESS_LEVEL_INNER:
126 case VARYING_SLOT_BOUNDING_BOX0:
127 case VARYING_SLOT_BOUNDING_BOX1:
128 return GL_FALSE;
129 default:
130 return GL_TRUE;
131 }
132 }
133
134 /**
135 * Indexes for all renderbuffers
136 */
137 typedef enum
138 {
139 /* the four standard color buffers */
140 BUFFER_FRONT_LEFT,
141 BUFFER_BACK_LEFT,
142 BUFFER_FRONT_RIGHT,
143 BUFFER_BACK_RIGHT,
144 BUFFER_DEPTH,
145 BUFFER_STENCIL,
146 BUFFER_ACCUM,
147 /* optional aux buffer */
148 BUFFER_AUX0,
149 /* generic renderbuffers */
150 BUFFER_COLOR0,
151 BUFFER_COLOR1,
152 BUFFER_COLOR2,
153 BUFFER_COLOR3,
154 BUFFER_COLOR4,
155 BUFFER_COLOR5,
156 BUFFER_COLOR6,
157 BUFFER_COLOR7,
158 BUFFER_COUNT,
159 BUFFER_NONE = -1,
160 } gl_buffer_index;
161
162 /**
163 * Bit flags for all renderbuffers
164 */
165 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
166 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
167 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
168 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
169 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
170 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
171 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
172 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
173 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
174 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
175 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
176 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
177 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
178 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
179 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
180 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
181 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
182 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
183 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
184
185 /**
186 * Mask of all the color buffer bits (but not accum).
187 */
188 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
189 BUFFER_BIT_BACK_LEFT | \
190 BUFFER_BIT_FRONT_RIGHT | \
191 BUFFER_BIT_BACK_RIGHT | \
192 BUFFER_BIT_AUX0 | \
193 BUFFER_BIT_COLOR0 | \
194 BUFFER_BIT_COLOR1 | \
195 BUFFER_BIT_COLOR2 | \
196 BUFFER_BIT_COLOR3 | \
197 BUFFER_BIT_COLOR4 | \
198 BUFFER_BIT_COLOR5 | \
199 BUFFER_BIT_COLOR6 | \
200 BUFFER_BIT_COLOR7)
201
202 /* Mask of bits for depth+stencil buffers */
203 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
204
205 /**
206 * Framebuffer configuration (aka visual / pixelformat)
207 * Note: some of these fields should be boolean, but it appears that
208 * code in drivers/dri/common/util.c requires int-sized fields.
209 */
210 struct gl_config
211 {
212 GLboolean rgbMode;
213 GLboolean floatMode;
214 GLuint doubleBufferMode;
215 GLuint stereoMode;
216
217 GLboolean haveAccumBuffer;
218 GLboolean haveDepthBuffer;
219 GLboolean haveStencilBuffer;
220
221 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
222 GLuint redMask, greenMask, blueMask, alphaMask;
223 GLint rgbBits; /* total bits for rgb */
224 GLint indexBits; /* total bits for colorindex */
225
226 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
227 GLint depthBits;
228 GLint stencilBits;
229
230 GLint numAuxBuffers;
231
232 GLint level;
233
234 /* EXT_visual_rating / GLX 1.2 */
235 GLint visualRating;
236
237 /* EXT_visual_info / GLX 1.2 */
238 GLint transparentPixel;
239 /* colors are floats scaled to ints */
240 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
241 GLint transparentIndex;
242
243 /* ARB_multisample / SGIS_multisample */
244 GLint sampleBuffers;
245 GLuint samples;
246
247 /* SGIX_pbuffer / GLX 1.3 */
248 GLint maxPbufferWidth;
249 GLint maxPbufferHeight;
250 GLint maxPbufferPixels;
251 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
252 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
253
254 /* OML_swap_method */
255 GLint swapMethod;
256
257 /* EXT_texture_from_pixmap */
258 GLint bindToTextureRgb;
259 GLint bindToTextureRgba;
260 GLint bindToMipmapTexture;
261 GLint bindToTextureTargets;
262 GLint yInverted;
263
264 /* EXT_framebuffer_sRGB */
265 GLint sRGBCapable;
266 };
267
268
269 /**
270 * \name Bit flags used for updating material values.
271 */
272 /*@{*/
273 #define MAT_ATTRIB_FRONT_AMBIENT 0
274 #define MAT_ATTRIB_BACK_AMBIENT 1
275 #define MAT_ATTRIB_FRONT_DIFFUSE 2
276 #define MAT_ATTRIB_BACK_DIFFUSE 3
277 #define MAT_ATTRIB_FRONT_SPECULAR 4
278 #define MAT_ATTRIB_BACK_SPECULAR 5
279 #define MAT_ATTRIB_FRONT_EMISSION 6
280 #define MAT_ATTRIB_BACK_EMISSION 7
281 #define MAT_ATTRIB_FRONT_SHININESS 8
282 #define MAT_ATTRIB_BACK_SHININESS 9
283 #define MAT_ATTRIB_FRONT_INDEXES 10
284 #define MAT_ATTRIB_BACK_INDEXES 11
285 #define MAT_ATTRIB_MAX 12
286
287 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
288 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
289 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
290 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
291 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
292 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
293
294 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
295 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
296 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
297 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
298 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
299 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
300 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
301 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
302 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
303 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
304 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
305 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
306
307
308 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
309 MAT_BIT_FRONT_AMBIENT | \
310 MAT_BIT_FRONT_DIFFUSE | \
311 MAT_BIT_FRONT_SPECULAR | \
312 MAT_BIT_FRONT_SHININESS | \
313 MAT_BIT_FRONT_INDEXES)
314
315 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
316 MAT_BIT_BACK_AMBIENT | \
317 MAT_BIT_BACK_DIFFUSE | \
318 MAT_BIT_BACK_SPECULAR | \
319 MAT_BIT_BACK_SHININESS | \
320 MAT_BIT_BACK_INDEXES)
321
322 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
323 /*@}*/
324
325
326 /**
327 * Material state.
328 */
329 struct gl_material
330 {
331 GLfloat Attrib[MAT_ATTRIB_MAX][4];
332 };
333
334
335 /**
336 * Light state flags.
337 */
338 /*@{*/
339 #define LIGHT_SPOT 0x1
340 #define LIGHT_LOCAL_VIEWER 0x2
341 #define LIGHT_POSITIONAL 0x4
342 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
343 /*@}*/
344
345
346 /**
347 * Light source state.
348 */
349 struct gl_light
350 {
351 GLfloat Ambient[4]; /**< ambient color */
352 GLfloat Diffuse[4]; /**< diffuse color */
353 GLfloat Specular[4]; /**< specular color */
354 GLfloat EyePosition[4]; /**< position in eye coordinates */
355 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
356 GLfloat SpotExponent;
357 GLfloat SpotCutoff; /**< in degrees */
358 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
359 GLfloat ConstantAttenuation;
360 GLfloat LinearAttenuation;
361 GLfloat QuadraticAttenuation;
362 GLboolean Enabled; /**< On/off flag */
363
364 /**
365 * \name Derived fields
366 */
367 /*@{*/
368 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
369
370 GLfloat _Position[4]; /**< position in eye/obj coordinates */
371 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
372 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
373 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
374 GLfloat _VP_inf_spot_attenuation;
375
376 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
377 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
378 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
379 /*@}*/
380 };
381
382
383 /**
384 * Light model state.
385 */
386 struct gl_lightmodel
387 {
388 GLfloat Ambient[4]; /**< ambient color */
389 GLboolean LocalViewer; /**< Local (or infinite) view point? */
390 GLboolean TwoSide; /**< Two (or one) sided lighting? */
391 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
392 or GL_SEPARATE_SPECULAR_COLOR */
393 };
394
395
396 /**
397 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
398 */
399 struct gl_accum_attrib
400 {
401 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
402 };
403
404
405 /**
406 * Used for storing clear color, texture border color, etc.
407 * The float values are typically unclamped.
408 */
409 union gl_color_union
410 {
411 GLfloat f[4];
412 GLint i[4];
413 GLuint ui[4];
414 };
415
416 /**
417 * Remapped color logical operations
418 *
419 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
420 * directly, everything wants this mapping of color logical operations.
421 *
422 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
423 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
424 * \c COLOR_LOGICOP_NOOP is `b1010`).
425 *
426 * Fun fact #2: These values are just an encoding of the operation as a table
427 * of bit values. The result of the logic op is:
428 *
429 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
430 *
431 * For the GL enums, the result is:
432 *
433 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
434 */
435 enum PACKED gl_logicop_mode {
436 COLOR_LOGICOP_CLEAR = 0,
437 COLOR_LOGICOP_NOR = 1,
438 COLOR_LOGICOP_AND_INVERTED = 2,
439 COLOR_LOGICOP_COPY_INVERTED = 3,
440 COLOR_LOGICOP_AND_REVERSE = 4,
441 COLOR_LOGICOP_INVERT = 5,
442 COLOR_LOGICOP_XOR = 6,
443 COLOR_LOGICOP_NAND = 7,
444 COLOR_LOGICOP_AND = 8,
445 COLOR_LOGICOP_EQUIV = 9,
446 COLOR_LOGICOP_NOOP = 10,
447 COLOR_LOGICOP_OR_INVERTED = 11,
448 COLOR_LOGICOP_COPY = 12,
449 COLOR_LOGICOP_OR_REVERSE = 13,
450 COLOR_LOGICOP_OR = 14,
451 COLOR_LOGICOP_SET = 15
452 };
453
454 /**
455 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
456 */
457 struct gl_colorbuffer_attrib
458 {
459 GLuint ClearIndex; /**< Index for glClear */
460 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
461 GLuint IndexMask; /**< Color index write mask */
462 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
463
464 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
465
466 /**
467 * \name alpha testing
468 */
469 /*@{*/
470 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
471 GLenum16 AlphaFunc; /**< Alpha test function */
472 GLfloat AlphaRefUnclamped;
473 GLclampf AlphaRef; /**< Alpha reference value */
474 /*@}*/
475
476 /**
477 * \name Blending
478 */
479 /*@{*/
480 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
481
482 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
483 * control, only on the fixed-pointness of the render target.
484 * The query does however depend on fragment color clamping.
485 */
486 GLfloat BlendColorUnclamped[4]; /**< Blending color */
487 GLfloat BlendColor[4]; /**< Blending color */
488
489 struct
490 {
491 GLenum16 SrcRGB; /**< RGB blend source term */
492 GLenum16 DstRGB; /**< RGB blend dest term */
493 GLenum16 SrcA; /**< Alpha blend source term */
494 GLenum16 DstA; /**< Alpha blend dest term */
495 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
496 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
497 /**
498 * Set if any blend factor uses SRC1. Computed at the time blend factors
499 * get set.
500 */
501 GLboolean _UsesDualSrc;
502 } Blend[MAX_DRAW_BUFFERS];
503 /** Are the blend func terms currently different for each buffer/target? */
504 GLboolean _BlendFuncPerBuffer;
505 /** Are the blend equations currently different for each buffer/target? */
506 GLboolean _BlendEquationPerBuffer;
507
508 /**
509 * Which advanced blending mode is in use (or BLEND_NONE).
510 *
511 * KHR_blend_equation_advanced only allows advanced blending with a single
512 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
513 * requires all draw buffers to match, so we only need a single value.
514 */
515 enum gl_advanced_blend_mode _AdvancedBlendMode;
516
517 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
518 bool BlendCoherent;
519 /*@}*/
520
521 /**
522 * \name Logic op
523 */
524 /*@{*/
525 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
526 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
527 GLenum16 LogicOp; /**< Logic operator */
528 enum gl_logicop_mode _LogicOp;
529 /*@}*/
530
531 GLboolean DitherFlag; /**< Dither enable flag */
532
533 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
534 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
535 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
536
537 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
538 };
539
540
541 /**
542 * Current attribute group (GL_CURRENT_BIT).
543 */
544 struct gl_current_attrib
545 {
546 /**
547 * \name Current vertex attributes (color, texcoords, etc).
548 * \note Values are valid only after FLUSH_VERTICES has been called.
549 * \note Index and Edgeflag current values are stored as floats in the
550 * SIX and SEVEN attribute slots.
551 * \note We need double storage for 64-bit vertex attributes
552 */
553 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
554
555 /**
556 * \name Current raster position attributes (always up to date after a
557 * glRasterPos call).
558 */
559 GLfloat RasterPos[4];
560 GLfloat RasterDistance;
561 GLfloat RasterColor[4];
562 GLfloat RasterSecondaryColor[4];
563 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
564 GLboolean RasterPosValid;
565 };
566
567
568 /**
569 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
570 */
571 struct gl_depthbuffer_attrib
572 {
573 GLenum16 Func; /**< Function for depth buffer compare */
574 GLclampd Clear; /**< Value to clear depth buffer to */
575 GLboolean Test; /**< Depth buffering enabled flag */
576 GLboolean Mask; /**< Depth buffer writable? */
577 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
578 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
579 };
580
581
582 /**
583 * Evaluator attribute group (GL_EVAL_BIT).
584 */
585 struct gl_eval_attrib
586 {
587 /**
588 * \name Enable bits
589 */
590 /*@{*/
591 GLboolean Map1Color4;
592 GLboolean Map1Index;
593 GLboolean Map1Normal;
594 GLboolean Map1TextureCoord1;
595 GLboolean Map1TextureCoord2;
596 GLboolean Map1TextureCoord3;
597 GLboolean Map1TextureCoord4;
598 GLboolean Map1Vertex3;
599 GLboolean Map1Vertex4;
600 GLboolean Map2Color4;
601 GLboolean Map2Index;
602 GLboolean Map2Normal;
603 GLboolean Map2TextureCoord1;
604 GLboolean Map2TextureCoord2;
605 GLboolean Map2TextureCoord3;
606 GLboolean Map2TextureCoord4;
607 GLboolean Map2Vertex3;
608 GLboolean Map2Vertex4;
609 GLboolean AutoNormal;
610 /*@}*/
611
612 /**
613 * \name Map Grid endpoints and divisions and calculated du values
614 */
615 /*@{*/
616 GLint MapGrid1un;
617 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
618 GLint MapGrid2un, MapGrid2vn;
619 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
620 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
621 /*@}*/
622 };
623
624
625 /**
626 * Compressed fog mode.
627 */
628 enum gl_fog_mode
629 {
630 FOG_NONE,
631 FOG_LINEAR,
632 FOG_EXP,
633 FOG_EXP2,
634 };
635
636
637 /**
638 * Fog attribute group (GL_FOG_BIT).
639 */
640 struct gl_fog_attrib
641 {
642 GLboolean Enabled; /**< Fog enabled flag */
643 GLboolean ColorSumEnabled;
644 uint8_t _PackedMode; /**< Fog mode as 2 bits */
645 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
646 GLfloat ColorUnclamped[4]; /**< Fog color */
647 GLfloat Color[4]; /**< Fog color */
648 GLfloat Density; /**< Density >= 0.0 */
649 GLfloat Start; /**< Start distance in eye coords */
650 GLfloat End; /**< End distance in eye coords */
651 GLfloat Index; /**< Fog index */
652 GLenum16 Mode; /**< Fog mode */
653 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
654 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
655 };
656
657
658 /**
659 * Hint attribute group (GL_HINT_BIT).
660 *
661 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
662 */
663 struct gl_hint_attrib
664 {
665 GLenum16 PerspectiveCorrection;
666 GLenum16 PointSmooth;
667 GLenum16 LineSmooth;
668 GLenum16 PolygonSmooth;
669 GLenum16 Fog;
670 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
671 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
672 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
673 };
674
675
676 /**
677 * Lighting attribute group (GL_LIGHT_BIT).
678 */
679 struct gl_light_attrib
680 {
681 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
682 struct gl_lightmodel Model; /**< Lighting model */
683
684 /**
685 * Front and back material values.
686 * Note: must call FLUSH_VERTICES() before using.
687 */
688 struct gl_material Material;
689
690 GLboolean Enabled; /**< Lighting enabled flag */
691 GLboolean ColorMaterialEnabled;
692
693 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
694 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
695 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
696 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
697 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
698
699
700 GLboolean _ClampVertexColor;
701 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
702
703 /**
704 * Derived state for optimizations:
705 */
706 /*@{*/
707 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
708
709 GLboolean _NeedEyeCoords;
710 GLboolean _NeedVertices; /**< Use fast shader? */
711
712 GLfloat _BaseColor[2][3];
713 /*@}*/
714 };
715
716
717 /**
718 * Line attribute group (GL_LINE_BIT).
719 */
720 struct gl_line_attrib
721 {
722 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
723 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
724 GLushort StipplePattern; /**< Stipple pattern */
725 GLint StippleFactor; /**< Stipple repeat factor */
726 GLfloat Width; /**< Line width */
727 };
728
729
730 /**
731 * Display list attribute group (GL_LIST_BIT).
732 */
733 struct gl_list_attrib
734 {
735 GLuint ListBase;
736 };
737
738
739 /**
740 * Multisample attribute group (GL_MULTISAMPLE_BIT).
741 */
742 struct gl_multisample_attrib
743 {
744 GLboolean Enabled;
745 GLboolean SampleAlphaToCoverage;
746 GLboolean SampleAlphaToOne;
747 GLboolean SampleCoverage;
748 GLboolean SampleCoverageInvert;
749 GLboolean SampleShading;
750
751 /* ARB_texture_multisample / GL3.2 additions */
752 GLboolean SampleMask;
753
754 GLfloat SampleCoverageValue; /**< In range [0, 1] */
755 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
756
757 /** The GL spec defines this as an array but >32x MSAA is madness */
758 GLbitfield SampleMaskValue;
759 };
760
761
762 /**
763 * A pixelmap (see glPixelMap)
764 */
765 struct gl_pixelmap
766 {
767 GLint Size;
768 GLfloat Map[MAX_PIXEL_MAP_TABLE];
769 };
770
771
772 /**
773 * Collection of all pixelmaps
774 */
775 struct gl_pixelmaps
776 {
777 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
778 struct gl_pixelmap GtoG;
779 struct gl_pixelmap BtoB;
780 struct gl_pixelmap AtoA;
781 struct gl_pixelmap ItoR;
782 struct gl_pixelmap ItoG;
783 struct gl_pixelmap ItoB;
784 struct gl_pixelmap ItoA;
785 struct gl_pixelmap ItoI;
786 struct gl_pixelmap StoS;
787 };
788
789
790 /**
791 * Pixel attribute group (GL_PIXEL_MODE_BIT).
792 */
793 struct gl_pixel_attrib
794 {
795 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
796
797 /*--- Begin Pixel Transfer State ---*/
798 /* Fields are in the order in which they're applied... */
799
800 /** Scale & Bias (index shift, offset) */
801 /*@{*/
802 GLfloat RedBias, RedScale;
803 GLfloat GreenBias, GreenScale;
804 GLfloat BlueBias, BlueScale;
805 GLfloat AlphaBias, AlphaScale;
806 GLfloat DepthBias, DepthScale;
807 GLint IndexShift, IndexOffset;
808 /*@}*/
809
810 /* Pixel Maps */
811 /* Note: actual pixel maps are not part of this attrib group */
812 GLboolean MapColorFlag;
813 GLboolean MapStencilFlag;
814
815 /*--- End Pixel Transfer State ---*/
816
817 /** glPixelZoom */
818 GLfloat ZoomX, ZoomY;
819 };
820
821
822 /**
823 * Point attribute group (GL_POINT_BIT).
824 */
825 struct gl_point_attrib
826 {
827 GLfloat Size; /**< User-specified point size */
828 GLfloat Params[3]; /**< GL_EXT_point_parameters */
829 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
830 GLfloat Threshold; /**< GL_EXT_point_parameters */
831 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
832 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
833 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
834 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
835 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
836 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
837 };
838
839
840 /**
841 * Polygon attribute group (GL_POLYGON_BIT).
842 */
843 struct gl_polygon_attrib
844 {
845 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
846 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
847 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
848 GLboolean CullFlag; /**< Culling on/off flag */
849 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
850 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
851 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
852 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
853 GLfloat OffsetUnits; /**< Polygon offset units, from user */
854 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
855 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
856 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
857 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
858 };
859
860
861 /**
862 * Scissor attributes (GL_SCISSOR_BIT).
863 */
864 struct gl_scissor_rect
865 {
866 GLint X, Y; /**< Lower left corner of box */
867 GLsizei Width, Height; /**< Size of box */
868 };
869
870
871 struct gl_scissor_attrib
872 {
873 GLbitfield EnableFlags; /**< Scissor test enabled? */
874 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
875 GLint NumWindowRects; /**< Count of enabled window rectangles */
876 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
877 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
878 };
879
880
881 /**
882 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
883 *
884 * Three sets of stencil data are tracked so that OpenGL 2.0,
885 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
886 * simultaneously. In each of the stencil state arrays, element 0 corresponds
887 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
888 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
889 * GL_EXT_stencil_two_side GL_BACK state.
890 *
891 * The derived value \c _BackFace is either 1 or 2 depending on whether or
892 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
893 *
894 * The derived value \c _TestTwoSide is set when the front-face and back-face
895 * stencil state are different.
896 */
897 struct gl_stencil_attrib
898 {
899 GLboolean Enabled; /**< Enabled flag */
900 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
901 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
902 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
903 GLenum16 Function[3]; /**< Stencil function */
904 GLenum16 FailFunc[3]; /**< Fail function */
905 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
906 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
907 GLint Ref[3]; /**< Reference value */
908 GLuint ValueMask[3]; /**< Value mask */
909 GLuint WriteMask[3]; /**< Write mask */
910 GLuint Clear; /**< Clear value */
911 };
912
913
914 /**
915 * An index for each type of texture object. These correspond to the GL
916 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
917 * Note: the order is from highest priority to lowest priority.
918 */
919 typedef enum
920 {
921 TEXTURE_2D_MULTISAMPLE_INDEX,
922 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
923 TEXTURE_CUBE_ARRAY_INDEX,
924 TEXTURE_BUFFER_INDEX,
925 TEXTURE_2D_ARRAY_INDEX,
926 TEXTURE_1D_ARRAY_INDEX,
927 TEXTURE_EXTERNAL_INDEX,
928 TEXTURE_CUBE_INDEX,
929 TEXTURE_3D_INDEX,
930 TEXTURE_RECT_INDEX,
931 TEXTURE_2D_INDEX,
932 TEXTURE_1D_INDEX,
933 NUM_TEXTURE_TARGETS
934 } gl_texture_index;
935
936
937 /**
938 * Bit flags for each type of texture object
939 */
940 /*@{*/
941 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
942 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
943 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
944 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
945 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
946 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
947 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
948 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
949 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
950 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
951 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
952 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
953 /*@}*/
954
955
956 /**
957 * Texture image state. Drivers will typically create a subclass of this
958 * with extra fields for memory buffers, etc.
959 */
960 struct gl_texture_image
961 {
962 GLint InternalFormat; /**< Internal format as given by the user */
963 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
964 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
965 * GL_INTENSITY, GL_DEPTH_COMPONENT or
966 * GL_DEPTH_STENCIL_EXT only. Used for
967 * choosing TexEnv arithmetic.
968 */
969 mesa_format TexFormat; /**< The actual texture memory format */
970
971 GLuint Border; /**< 0 or 1 */
972 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
973 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
974 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
975 GLuint Width2; /**< = Width - 2*Border */
976 GLuint Height2; /**< = Height - 2*Border */
977 GLuint Depth2; /**< = Depth - 2*Border */
978 GLuint WidthLog2; /**< = log2(Width2) */
979 GLuint HeightLog2; /**< = log2(Height2) */
980 GLuint DepthLog2; /**< = log2(Depth2) */
981 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
982 levels, computed from the dimensions */
983
984 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
985 GLuint Level; /**< Which mipmap level am I? */
986 /** Cube map face: index into gl_texture_object::Image[] array */
987 GLuint Face;
988
989 /** GL_ARB_texture_multisample */
990 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
991 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
992 };
993
994
995 /**
996 * Indexes for cube map faces.
997 */
998 typedef enum
999 {
1000 FACE_POS_X = 0,
1001 FACE_NEG_X = 1,
1002 FACE_POS_Y = 2,
1003 FACE_NEG_Y = 3,
1004 FACE_POS_Z = 4,
1005 FACE_NEG_Z = 5,
1006 MAX_FACES = 6
1007 } gl_face_index;
1008
1009
1010 /**
1011 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1012 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1013 */
1014 struct gl_sampler_object
1015 {
1016 simple_mtx_t Mutex;
1017 GLuint Name;
1018 GLint RefCount;
1019 GLchar *Label; /**< GL_KHR_debug */
1020
1021 GLenum16 WrapS; /**< S-axis texture image wrap mode */
1022 GLenum16 WrapT; /**< T-axis texture image wrap mode */
1023 GLenum16 WrapR; /**< R-axis texture image wrap mode */
1024 GLenum16 MinFilter; /**< minification filter */
1025 GLenum16 MagFilter; /**< magnification filter */
1026 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1027 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1028 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1029 GLfloat LodBias; /**< OpenGL 1.4 */
1030 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1031 GLenum16 CompareMode; /**< GL_ARB_shadow */
1032 GLenum16 CompareFunc; /**< GL_ARB_shadow */
1033 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1034 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1035
1036 /** GL_ARB_bindless_texture */
1037 bool HandleAllocated;
1038 struct util_dynarray Handles;
1039 };
1040
1041
1042 /**
1043 * Texture object state. Contains the array of mipmap images, border color,
1044 * wrap modes, filter modes, and shadow/texcompare state.
1045 */
1046 struct gl_texture_object
1047 {
1048 simple_mtx_t Mutex; /**< for thread safety */
1049 GLint RefCount; /**< reference count */
1050 GLuint Name; /**< the user-visible texture object ID */
1051 GLchar *Label; /**< GL_KHR_debug */
1052 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1053 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1054 Only valid when Target is valid. */
1055
1056 struct gl_sampler_object Sampler;
1057
1058 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
1059
1060 GLfloat Priority; /**< in [0,1] */
1061 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1062 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1063 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1064 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1065 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1066 GLint CropRect[4]; /**< GL_OES_draw_texture */
1067 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1068 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1069 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1070 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1071 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1072 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1073 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1074 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1075 pressure? */
1076 GLboolean Immutable; /**< GL_ARB_texture_storage */
1077 GLboolean _IsFloat; /**< GL_OES_float_texture */
1078 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1079 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1080 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1081
1082 GLuint MinLevel; /**< GL_ARB_texture_view */
1083 GLuint MinLayer; /**< GL_ARB_texture_view */
1084 GLuint NumLevels; /**< GL_ARB_texture_view */
1085 GLuint NumLayers; /**< GL_ARB_texture_view */
1086
1087 /** GL_EXT_memory_object */
1088 GLenum16 TextureTiling;
1089
1090 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1091 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1092
1093 /** GL_ARB_texture_buffer_object */
1094 struct gl_buffer_object *BufferObject;
1095 GLenum16 BufferObjectFormat;
1096 /** Equivalent Mesa format for BufferObjectFormat. */
1097 mesa_format _BufferObjectFormat;
1098 /** GL_ARB_texture_buffer_range */
1099 GLintptr BufferOffset;
1100 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1101
1102 /** GL_OES_EGL_image_external */
1103 GLint RequiredTextureImageUnits;
1104
1105 /** GL_ARB_shader_image_load_store */
1106 GLenum16 ImageFormatCompatibilityType;
1107
1108 /** GL_ARB_bindless_texture */
1109 struct util_dynarray SamplerHandles;
1110 struct util_dynarray ImageHandles;
1111 };
1112
1113
1114 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1115 #define MAX_COMBINER_TERMS 4
1116
1117
1118 /**
1119 * Texture combine environment state.
1120 */
1121 struct gl_tex_env_combine_state
1122 {
1123 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1124 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1125 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1126 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1127 GLenum16 SourceA[MAX_COMBINER_TERMS];
1128 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1129 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1130 GLenum16 OperandA[MAX_COMBINER_TERMS];
1131 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1132 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1133 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1134 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1135 };
1136
1137
1138 /** Compressed TexEnv effective Combine mode */
1139 enum gl_tex_env_mode
1140 {
1141 TEXENV_MODE_REPLACE, /* r = a0 */
1142 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1143 TEXENV_MODE_ADD, /* r = a0 + a1 */
1144 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1145 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1146 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1147 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1148 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1149 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1150 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1151 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1152 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1153 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1154 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1155 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1156 };
1157
1158
1159 /** Compressed TexEnv Combine source */
1160 enum gl_tex_env_source
1161 {
1162 TEXENV_SRC_TEXTURE0,
1163 TEXENV_SRC_TEXTURE1,
1164 TEXENV_SRC_TEXTURE2,
1165 TEXENV_SRC_TEXTURE3,
1166 TEXENV_SRC_TEXTURE4,
1167 TEXENV_SRC_TEXTURE5,
1168 TEXENV_SRC_TEXTURE6,
1169 TEXENV_SRC_TEXTURE7,
1170 TEXENV_SRC_TEXTURE,
1171 TEXENV_SRC_PREVIOUS,
1172 TEXENV_SRC_PRIMARY_COLOR,
1173 TEXENV_SRC_CONSTANT,
1174 TEXENV_SRC_ZERO,
1175 TEXENV_SRC_ONE,
1176 };
1177
1178
1179 /** Compressed TexEnv Combine operand */
1180 enum gl_tex_env_operand
1181 {
1182 TEXENV_OPR_COLOR,
1183 TEXENV_OPR_ONE_MINUS_COLOR,
1184 TEXENV_OPR_ALPHA,
1185 TEXENV_OPR_ONE_MINUS_ALPHA,
1186 };
1187
1188
1189 /** Compressed TexEnv Combine argument */
1190 struct gl_tex_env_argument
1191 {
1192 #ifdef __GNUC__
1193 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1194 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1195 #else
1196 uint8_t Source; /**< SRC_x */
1197 uint8_t Operand; /**< OPR_x */
1198 #endif
1199 };
1200
1201
1202 /***
1203 * Compressed TexEnv Combine state.
1204 */
1205 struct gl_tex_env_combine_packed
1206 {
1207 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1208 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1209 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1210 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1211 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1212 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1213 /** Source arguments in a packed manner */
1214 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1215 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1216 };
1217
1218
1219 /**
1220 * TexGenEnabled flags.
1221 */
1222 /*@{*/
1223 #define S_BIT 1
1224 #define T_BIT 2
1225 #define R_BIT 4
1226 #define Q_BIT 8
1227 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1228 /*@}*/
1229
1230
1231 /**
1232 * Bit flag versions of the corresponding GL_ constants.
1233 */
1234 /*@{*/
1235 #define TEXGEN_SPHERE_MAP 0x1
1236 #define TEXGEN_OBJ_LINEAR 0x2
1237 #define TEXGEN_EYE_LINEAR 0x4
1238 #define TEXGEN_REFLECTION_MAP_NV 0x8
1239 #define TEXGEN_NORMAL_MAP_NV 0x10
1240
1241 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1242 TEXGEN_REFLECTION_MAP_NV | \
1243 TEXGEN_NORMAL_MAP_NV)
1244 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1245 TEXGEN_REFLECTION_MAP_NV | \
1246 TEXGEN_NORMAL_MAP_NV | \
1247 TEXGEN_EYE_LINEAR)
1248 /*@}*/
1249
1250
1251
1252 /** Tex-gen enabled for texture unit? */
1253 #define ENABLE_TEXGEN(unit) (1 << (unit))
1254
1255 /** Non-identity texture matrix for texture unit? */
1256 #define ENABLE_TEXMAT(unit) (1 << (unit))
1257
1258
1259 /**
1260 * Texture coord generation state.
1261 */
1262 struct gl_texgen
1263 {
1264 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1265 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1266 GLfloat ObjectPlane[4];
1267 GLfloat EyePlane[4];
1268 };
1269
1270
1271 /**
1272 * Texture unit state. Contains enable flags, texture environment/function/
1273 * combiners, texgen state, and pointers to current texture objects.
1274 */
1275 struct gl_texture_unit
1276 {
1277 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1278
1279 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1280 GLclampf EnvColor[4];
1281 GLfloat EnvColorUnclamped[4];
1282
1283 struct gl_texgen GenS;
1284 struct gl_texgen GenT;
1285 struct gl_texgen GenR;
1286 struct gl_texgen GenQ;
1287 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1288 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1289
1290 GLfloat LodBias; /**< for biasing mipmap levels */
1291
1292 /** Texture targets that have a non-default texture bound */
1293 GLbitfield _BoundTextures;
1294
1295 /** Current sampler object (GL_ARB_sampler_objects) */
1296 struct gl_sampler_object *Sampler;
1297
1298 /**
1299 * \name GL_EXT_texture_env_combine
1300 */
1301 struct gl_tex_env_combine_state Combine;
1302
1303 /**
1304 * Derived state based on \c EnvMode and the \c BaseFormat of the
1305 * currently enabled texture.
1306 */
1307 struct gl_tex_env_combine_state _EnvMode;
1308
1309 /**
1310 * Currently enabled combiner state. This will point to either
1311 * \c Combine or \c _EnvMode.
1312 */
1313 struct gl_tex_env_combine_state *_CurrentCombine;
1314
1315 /** Current texture object pointers */
1316 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1317
1318 /** Points to highest priority, complete and enabled texture object */
1319 struct gl_texture_object *_Current;
1320
1321 /** Current compressed TexEnv & Combine state */
1322 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1323 };
1324
1325
1326 /**
1327 * Texture attribute group (GL_TEXTURE_BIT).
1328 */
1329 struct gl_texture_attrib
1330 {
1331 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1332
1333 /** GL_ARB_seamless_cubemap */
1334 GLboolean CubeMapSeamless;
1335
1336 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1337
1338 /** GL_ARB_texture_buffer_object */
1339 struct gl_buffer_object *BufferObject;
1340
1341 /** Texture coord units/sets used for fragment texturing */
1342 GLbitfield _EnabledCoordUnits;
1343
1344 /** Texture coord units that have texgen enabled */
1345 GLbitfield _TexGenEnabled;
1346
1347 /** Texture coord units that have non-identity matrices */
1348 GLbitfield _TexMatEnabled;
1349
1350 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1351 GLbitfield _GenFlags;
1352
1353 /** Largest index of a texture unit with _Current != NULL. */
1354 GLint _MaxEnabledTexImageUnit;
1355
1356 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1357 GLint NumCurrentTexUsed;
1358
1359 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1360 };
1361
1362
1363 /**
1364 * Data structure representing a single clip plane (e.g. one of the elements
1365 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1366 */
1367 typedef GLfloat gl_clip_plane[4];
1368
1369
1370 /**
1371 * Transformation attribute group (GL_TRANSFORM_BIT).
1372 */
1373 struct gl_transform_attrib
1374 {
1375 GLenum16 MatrixMode; /**< Matrix mode */
1376 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1377 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1378 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1379 GLboolean Normalize; /**< Normalize all normals? */
1380 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1381 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1382 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1383 /** GL_ARB_clip_control */
1384 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1385 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1386 };
1387
1388
1389 /**
1390 * Viewport attribute group (GL_VIEWPORT_BIT).
1391 */
1392 struct gl_viewport_attrib
1393 {
1394 GLfloat X, Y; /**< position */
1395 GLfloat Width, Height; /**< size */
1396 GLdouble Near, Far; /**< Depth buffer range */
1397 };
1398
1399
1400 typedef enum
1401 {
1402 MAP_USER,
1403 MAP_INTERNAL,
1404 MAP_COUNT
1405 } gl_map_buffer_index;
1406
1407
1408 /**
1409 * Fields describing a mapped buffer range.
1410 */
1411 struct gl_buffer_mapping
1412 {
1413 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1414 GLvoid *Pointer; /**< User-space address of mapping */
1415 GLintptr Offset; /**< Mapped offset */
1416 GLsizeiptr Length; /**< Mapped length */
1417 };
1418
1419
1420 /**
1421 * Usages we've seen for a buffer object.
1422 */
1423 typedef enum
1424 {
1425 USAGE_UNIFORM_BUFFER = 0x1,
1426 USAGE_TEXTURE_BUFFER = 0x2,
1427 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1428 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1429 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1430 USAGE_PIXEL_PACK_BUFFER = 0x20,
1431 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1432 } gl_buffer_usage;
1433
1434
1435 /**
1436 * GL_ARB_vertex/pixel_buffer_object buffer object
1437 */
1438 struct gl_buffer_object
1439 {
1440 simple_mtx_t Mutex;
1441 GLint RefCount;
1442 GLuint Name;
1443 GLchar *Label; /**< GL_KHR_debug */
1444 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1445 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1446 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1447 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1448 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1449 GLboolean Written; /**< Ever written to? (for debugging) */
1450 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1451 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1452 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1453
1454 /** Counters used for buffer usage warnings */
1455 GLuint NumSubDataCalls;
1456 GLuint NumMapBufferWriteCalls;
1457
1458 struct gl_buffer_mapping Mappings[MAP_COUNT];
1459
1460 /** Memoization of min/max index computations for static index buffers */
1461 struct hash_table *MinMaxCache;
1462 unsigned MinMaxCacheHitIndices;
1463 unsigned MinMaxCacheMissIndices;
1464 bool MinMaxCacheDirty;
1465
1466 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1467 };
1468
1469
1470 /**
1471 * Client pixel packing/unpacking attributes
1472 */
1473 struct gl_pixelstore_attrib
1474 {
1475 GLint Alignment;
1476 GLint RowLength;
1477 GLint SkipPixels;
1478 GLint SkipRows;
1479 GLint ImageHeight;
1480 GLint SkipImages;
1481 GLboolean SwapBytes;
1482 GLboolean LsbFirst;
1483 GLboolean Invert; /**< GL_MESA_pack_invert */
1484 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1485 GLint CompressedBlockHeight;
1486 GLint CompressedBlockDepth;
1487 GLint CompressedBlockSize;
1488 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1489 };
1490
1491
1492 /**
1493 * Vertex array information which is derived from gl_array_attributes
1494 * and gl_vertex_buffer_binding information. Used by the VBO module and
1495 * device drivers.
1496 */
1497 struct gl_vertex_array
1498 {
1499 /** if NULL, vertex data are in user memory */
1500 struct gl_buffer_object *BufferObj;
1501 /** Pointer into user memory, or offset into the BufferObj */
1502 const GLubyte *Ptr;
1503 GLsizei StrideB; /**< actual stride in bytes */
1504 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1505 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1506 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
1507 unsigned Size:4; /**< components per element (1,2,3,4) */
1508 unsigned _ElementSize:8; /**< in bytes, up to 4*sizeof(GLdouble) */
1509 unsigned Normalized:1; /**< GL_ARB_vertex_program */
1510 unsigned Integer:1; /**< Integer-valued? */
1511 unsigned Doubles:1; /**< doubles not converted to floats */
1512 };
1513
1514
1515 /**
1516 * Enum for defining the mapping for the position/generic0 attribute.
1517 *
1518 * Do not change the order of the values as these are used as
1519 * array indices.
1520 */
1521 typedef enum
1522 {
1523 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1524 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1525 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1526 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1527 } gl_attribute_map_mode;
1528
1529
1530 /**
1531 * Attributes to describe a vertex array.
1532 *
1533 * Contains the size, type, format and normalization flag,
1534 * along with the index of a vertex buffer binding point.
1535 *
1536 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1537 * and is only present for backwards compatibility reasons.
1538 * Rendering always uses VERTEX_BINDING_STRIDE.
1539 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1540 * and VERTEX_BINDING_STRIDE to the same value, while
1541 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1542 */
1543 struct gl_array_attributes
1544 {
1545 /** Points to client array data. Not used when a VBO is bound */
1546 const GLubyte *Ptr;
1547 /** Offset of the first element relative to the binding offset */
1548 GLuint RelativeOffset;
1549 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1550 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1551 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1552 GLboolean Enabled; /**< Whether the array is enabled */
1553 GLubyte Size; /**< Components per element (1,2,3,4) */
1554 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1555 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1556 unsigned Doubles:1; /**< double precision values are not converted to floats */
1557 unsigned _ElementSize:8; /**< Size of each element in bytes */
1558 /** Index into gl_vertex_array_object::BufferBinding[] array */
1559 unsigned BufferBindingIndex:6;
1560 };
1561
1562
1563 /**
1564 * This describes the buffer object used for a vertex array (or
1565 * multiple vertex arrays). If BufferObj points to the default/null
1566 * buffer object, then the vertex array lives in user memory and not a VBO.
1567 */
1568 struct gl_vertex_buffer_binding
1569 {
1570 GLintptr Offset; /**< User-specified offset */
1571 GLsizei Stride; /**< User-specified stride */
1572 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1573 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1574 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1575 };
1576
1577
1578 /**
1579 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1580 * the GL_ARB_vertex_array_object extension.
1581 */
1582 struct gl_vertex_array_object
1583 {
1584 /** Name of the VAO as received from glGenVertexArray. */
1585 GLuint Name;
1586
1587 GLint RefCount;
1588
1589 GLchar *Label; /**< GL_KHR_debug */
1590
1591 /**
1592 * Has this array object been bound?
1593 */
1594 GLboolean EverBound;
1595
1596 /**
1597 * Derived vertex attribute arrays
1598 *
1599 * This is a legacy data structure created from gl_array_attributes and
1600 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1601 */
1602 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1603
1604 /** Vertex attribute arrays */
1605 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1606
1607 /** Vertex buffer bindings */
1608 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1609
1610 /** Mask indicating which vertex arrays have vertex buffer associated. */
1611 GLbitfield VertexAttribBufferMask;
1612
1613 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1614 GLbitfield _Enabled;
1615
1616 /** Denotes the way the position/generic0 attribute is mapped */
1617 gl_attribute_map_mode _AttributeMapMode;
1618
1619 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1620 GLbitfield NewArrays;
1621
1622 /** The index buffer (also known as the element array buffer in OpenGL). */
1623 struct gl_buffer_object *IndexBufferObj;
1624 };
1625
1626
1627 /**
1628 * Enum for the OpenGL APIs we know about and may support.
1629 *
1630 * NOTE: This must match the api_enum table in
1631 * src/mesa/main/get_hash_generator.py
1632 */
1633 typedef enum
1634 {
1635 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1636 API_OPENGLES,
1637 API_OPENGLES2,
1638 API_OPENGL_CORE,
1639 API_OPENGL_LAST = API_OPENGL_CORE
1640 } gl_api;
1641
1642
1643 /**
1644 * Vertex array state
1645 */
1646 struct gl_array_attrib
1647 {
1648 /** Currently bound array object. */
1649 struct gl_vertex_array_object *VAO;
1650
1651 /** The default vertex array object */
1652 struct gl_vertex_array_object *DefaultVAO;
1653
1654 /** The last VAO accessed by a DSA function */
1655 struct gl_vertex_array_object *LastLookedUpVAO;
1656
1657 /** Array objects (GL_ARB_vertex_array_object) */
1658 struct _mesa_HashTable *Objects;
1659
1660 GLint ActiveTexture; /**< Client Active Texture */
1661 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1662 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1663
1664 /**
1665 * \name Primitive restart controls
1666 *
1667 * Primitive restart is enabled if either \c PrimitiveRestart or
1668 * \c PrimitiveRestartFixedIndex is set.
1669 */
1670 /*@{*/
1671 GLboolean PrimitiveRestart;
1672 GLboolean PrimitiveRestartFixedIndex;
1673 GLboolean _PrimitiveRestart;
1674 GLuint RestartIndex;
1675 /*@}*/
1676
1677 /* GL_ARB_vertex_buffer_object */
1678 struct gl_buffer_object *ArrayBufferObj;
1679
1680 /**
1681 * Vertex arrays as consumed by a driver.
1682 * The array pointer is set up only by the VBO module.
1683 */
1684 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1685
1686 /** Legal array datatypes and the API for which they have been computed */
1687 GLbitfield LegalTypesMask;
1688 gl_api LegalTypesMaskAPI;
1689 };
1690
1691
1692 /**
1693 * Feedback buffer state
1694 */
1695 struct gl_feedback
1696 {
1697 GLenum16 Type;
1698 GLbitfield _Mask; /**< FB_* bits */
1699 GLfloat *Buffer;
1700 GLuint BufferSize;
1701 GLuint Count;
1702 };
1703
1704
1705 /**
1706 * Selection buffer state
1707 */
1708 struct gl_selection
1709 {
1710 GLuint *Buffer; /**< selection buffer */
1711 GLuint BufferSize; /**< size of the selection buffer */
1712 GLuint BufferCount; /**< number of values in the selection buffer */
1713 GLuint Hits; /**< number of records in the selection buffer */
1714 GLuint NameStackDepth; /**< name stack depth */
1715 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1716 GLboolean HitFlag; /**< hit flag */
1717 GLfloat HitMinZ; /**< minimum hit depth */
1718 GLfloat HitMaxZ; /**< maximum hit depth */
1719 };
1720
1721
1722 /**
1723 * 1-D Evaluator control points
1724 */
1725 struct gl_1d_map
1726 {
1727 GLuint Order; /**< Number of control points */
1728 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1729 GLfloat *Points; /**< Points to contiguous control points */
1730 };
1731
1732
1733 /**
1734 * 2-D Evaluator control points
1735 */
1736 struct gl_2d_map
1737 {
1738 GLuint Uorder; /**< Number of control points in U dimension */
1739 GLuint Vorder; /**< Number of control points in V dimension */
1740 GLfloat u1, u2, du;
1741 GLfloat v1, v2, dv;
1742 GLfloat *Points; /**< Points to contiguous control points */
1743 };
1744
1745
1746 /**
1747 * All evaluator control point state
1748 */
1749 struct gl_evaluators
1750 {
1751 /**
1752 * \name 1-D maps
1753 */
1754 /*@{*/
1755 struct gl_1d_map Map1Vertex3;
1756 struct gl_1d_map Map1Vertex4;
1757 struct gl_1d_map Map1Index;
1758 struct gl_1d_map Map1Color4;
1759 struct gl_1d_map Map1Normal;
1760 struct gl_1d_map Map1Texture1;
1761 struct gl_1d_map Map1Texture2;
1762 struct gl_1d_map Map1Texture3;
1763 struct gl_1d_map Map1Texture4;
1764 /*@}*/
1765
1766 /**
1767 * \name 2-D maps
1768 */
1769 /*@{*/
1770 struct gl_2d_map Map2Vertex3;
1771 struct gl_2d_map Map2Vertex4;
1772 struct gl_2d_map Map2Index;
1773 struct gl_2d_map Map2Color4;
1774 struct gl_2d_map Map2Normal;
1775 struct gl_2d_map Map2Texture1;
1776 struct gl_2d_map Map2Texture2;
1777 struct gl_2d_map Map2Texture3;
1778 struct gl_2d_map Map2Texture4;
1779 /*@}*/
1780 };
1781
1782
1783 struct gl_transform_feedback_varying_info
1784 {
1785 char *Name;
1786 GLenum16 Type;
1787 GLint BufferIndex;
1788 GLint Size;
1789 GLint Offset;
1790 };
1791
1792
1793 /**
1794 * Per-output info vertex shaders for transform feedback.
1795 */
1796 struct gl_transform_feedback_output
1797 {
1798 uint32_t OutputRegister;
1799 uint32_t OutputBuffer;
1800 uint32_t NumComponents;
1801 uint32_t StreamId;
1802
1803 /** offset (in DWORDs) of this output within the interleaved structure */
1804 uint32_t DstOffset;
1805
1806 /**
1807 * Offset into the output register of the data to output. For example,
1808 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1809 * offset is in the y and z components of the output register.
1810 */
1811 uint32_t ComponentOffset;
1812 };
1813
1814
1815 struct gl_transform_feedback_buffer
1816 {
1817 uint32_t Binding;
1818
1819 uint32_t NumVaryings;
1820
1821 /**
1822 * Total number of components stored in each buffer. This may be used by
1823 * hardware back-ends to determine the correct stride when interleaving
1824 * multiple transform feedback outputs in the same buffer.
1825 */
1826 uint32_t Stride;
1827
1828 /**
1829 * Which transform feedback stream this buffer binding is associated with.
1830 */
1831 uint32_t Stream;
1832 };
1833
1834
1835 /** Post-link transform feedback info. */
1836 struct gl_transform_feedback_info
1837 {
1838 /* Was xfb enabled via the api or in shader layout qualifiers */
1839 bool api_enabled;
1840
1841 unsigned NumOutputs;
1842
1843 /* Bitmask of active buffer indices. */
1844 unsigned ActiveBuffers;
1845
1846 struct gl_transform_feedback_output *Outputs;
1847
1848 /** Transform feedback varyings used for the linking of this shader program.
1849 *
1850 * Use for glGetTransformFeedbackVarying().
1851 */
1852 struct gl_transform_feedback_varying_info *Varyings;
1853 GLint NumVarying;
1854
1855 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1856 };
1857
1858
1859 /**
1860 * Transform feedback object state
1861 */
1862 struct gl_transform_feedback_object
1863 {
1864 GLuint Name; /**< AKA the object ID */
1865 GLint RefCount;
1866 GLchar *Label; /**< GL_KHR_debug */
1867 GLboolean Active; /**< Is transform feedback enabled? */
1868 GLboolean Paused; /**< Is transform feedback paused? */
1869 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1870 at least once? */
1871 GLboolean EverBound; /**< Has this object been bound? */
1872
1873 /**
1874 * GLES: if Active is true, remaining number of primitives which can be
1875 * rendered without overflow. This is necessary to track because GLES
1876 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1877 * glDrawArraysInstanced would overflow transform feedback buffers.
1878 * Undefined if Active is false.
1879 *
1880 * Not tracked for desktop GL since it's unnecessary.
1881 */
1882 unsigned GlesRemainingPrims;
1883
1884 /**
1885 * The program active when BeginTransformFeedback() was called.
1886 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1887 * where stage is the pipeline stage that is the source of data for
1888 * transform feedback.
1889 */
1890 struct gl_program *program;
1891
1892 /** The feedback buffers */
1893 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1894 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1895
1896 /** Start of feedback data in dest buffer */
1897 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1898
1899 /**
1900 * Max data to put into dest buffer (in bytes). Computed based on
1901 * RequestedSize and the actual size of the buffer.
1902 */
1903 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1904
1905 /**
1906 * Size that was specified when the buffer was bound. If the buffer was
1907 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1908 * zero.
1909 */
1910 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1911 };
1912
1913
1914 /**
1915 * Context state for transform feedback.
1916 */
1917 struct gl_transform_feedback_state
1918 {
1919 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1920
1921 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1922 struct gl_buffer_object *CurrentBuffer;
1923
1924 /** The table of all transform feedback objects */
1925 struct _mesa_HashTable *Objects;
1926
1927 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1928 struct gl_transform_feedback_object *CurrentObject;
1929
1930 /** The default xform-fb object (Name==0) */
1931 struct gl_transform_feedback_object *DefaultObject;
1932 };
1933
1934
1935 /**
1936 * A "performance monitor" as described in AMD_performance_monitor.
1937 */
1938 struct gl_perf_monitor_object
1939 {
1940 GLuint Name;
1941
1942 /** True if the monitor is currently active (Begin called but not End). */
1943 GLboolean Active;
1944
1945 /**
1946 * True if the monitor has ended.
1947 *
1948 * This is distinct from !Active because it may never have began.
1949 */
1950 GLboolean Ended;
1951
1952 /**
1953 * A list of groups with currently active counters.
1954 *
1955 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1956 */
1957 unsigned *ActiveGroups;
1958
1959 /**
1960 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1961 *
1962 * Checking whether counter 'c' in group 'g' is active can be done via:
1963 *
1964 * BITSET_TEST(ActiveCounters[g], c)
1965 */
1966 GLuint **ActiveCounters;
1967 };
1968
1969
1970 union gl_perf_monitor_counter_value
1971 {
1972 float f;
1973 uint64_t u64;
1974 uint32_t u32;
1975 };
1976
1977
1978 struct gl_perf_monitor_counter
1979 {
1980 /** Human readable name for the counter. */
1981 const char *Name;
1982
1983 /**
1984 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1985 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1986 */
1987 GLenum16 Type;
1988
1989 /** Minimum counter value. */
1990 union gl_perf_monitor_counter_value Minimum;
1991
1992 /** Maximum counter value. */
1993 union gl_perf_monitor_counter_value Maximum;
1994 };
1995
1996
1997 struct gl_perf_monitor_group
1998 {
1999 /** Human readable name for the group. */
2000 const char *Name;
2001
2002 /**
2003 * Maximum number of counters in this group which can be active at the
2004 * same time.
2005 */
2006 GLuint MaxActiveCounters;
2007
2008 /** Array of counters within this group. */
2009 const struct gl_perf_monitor_counter *Counters;
2010 GLuint NumCounters;
2011 };
2012
2013
2014 /**
2015 * A query object instance as described in INTEL_performance_query.
2016 *
2017 * NB: We want to keep this and the corresponding backend structure
2018 * relatively lean considering that applications may expect to
2019 * allocate enough objects to be able to query around all draw calls
2020 * in a frame.
2021 */
2022 struct gl_perf_query_object
2023 {
2024 GLuint Id; /**< hash table ID/name */
2025 unsigned Used:1; /**< has been used for 1 or more queries */
2026 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2027 unsigned Ready:1; /**< result is ready? */
2028 };
2029
2030
2031 /**
2032 * Context state for AMD_performance_monitor.
2033 */
2034 struct gl_perf_monitor_state
2035 {
2036 /** Array of performance monitor groups (indexed by group ID) */
2037 const struct gl_perf_monitor_group *Groups;
2038 GLuint NumGroups;
2039
2040 /** The table of all performance monitors. */
2041 struct _mesa_HashTable *Monitors;
2042 };
2043
2044
2045 /**
2046 * Context state for INTEL_performance_query.
2047 */
2048 struct gl_perf_query_state
2049 {
2050 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2051 };
2052
2053
2054 /**
2055 * A bindless sampler object.
2056 */
2057 struct gl_bindless_sampler
2058 {
2059 /** Texture unit (set by glUniform1()). */
2060 GLubyte unit;
2061
2062 /** Whether this bindless sampler is bound to a unit. */
2063 GLboolean bound;
2064
2065 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2066 gl_texture_index target;
2067
2068 /** Pointer to the base of the data. */
2069 GLvoid *data;
2070 };
2071
2072
2073 /**
2074 * A bindless image object.
2075 */
2076 struct gl_bindless_image
2077 {
2078 /** Image unit (set by glUniform1()). */
2079 GLubyte unit;
2080
2081 /** Whether this bindless image is bound to a unit. */
2082 GLboolean bound;
2083
2084 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2085 GLenum16 access;
2086
2087 /** Pointer to the base of the data. */
2088 GLvoid *data;
2089 };
2090
2091
2092 /**
2093 * Names of the various vertex/fragment program register files, etc.
2094 *
2095 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2096 * All values should fit in a 4-bit field.
2097 *
2098 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2099 * considered to be "uniform" variables since they can only be set outside
2100 * glBegin/End. They're also all stored in the same Parameters array.
2101 */
2102 typedef enum
2103 {
2104 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2105 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2106 PROGRAM_INPUT, /**< machine->Inputs[] */
2107 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2108 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2109 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2110 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2111 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2112 PROGRAM_ADDRESS, /**< machine->AddressReg */
2113 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2114 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2115 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2116 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2117 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2118 PROGRAM_MEMORY, /**< for shared, global and local memory */
2119 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2120 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2121 PROGRAM_FILE_MAX
2122 } gl_register_file;
2123
2124
2125 /**
2126 * Base class for any kind of program object
2127 */
2128 struct gl_program
2129 {
2130 /** FIXME: This must be first until we split shader_info from nir_shader */
2131 struct shader_info info;
2132
2133 GLuint Id;
2134 GLint RefCount;
2135 GLubyte *String; /**< Null-terminated program text */
2136
2137 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2138 GLenum16 Target;
2139 GLenum16 Format; /**< String encoding format */
2140
2141 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2142
2143 struct nir_shader *nir;
2144
2145 /* Saved and restored with metadata. Freed with ralloc. */
2146 void *driver_cache_blob;
2147 size_t driver_cache_blob_size;
2148
2149 bool is_arb_asm; /** Is this an ARB assembly-style program */
2150
2151 /** Is this program written to on disk shader cache */
2152 bool program_written_to_cache;
2153
2154 /** Subset of OutputsWritten outputs written with non-zero index. */
2155 GLbitfield64 SecondaryOutputsWritten;
2156 /** TEXTURE_x_BIT bitmask */
2157 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2158 /** Bitfield of which samplers are used */
2159 GLbitfield SamplersUsed;
2160 /** Texture units used for shadow sampling. */
2161 GLbitfield ShadowSamplers;
2162 /** Texture units used for samplerExternalOES */
2163 GLbitfield ExternalSamplersUsed;
2164
2165 /* Fragement shader only fields */
2166 GLboolean OriginUpperLeft;
2167 GLboolean PixelCenterInteger;
2168
2169 /** Named parameters, constants, etc. from program text */
2170 struct gl_program_parameter_list *Parameters;
2171
2172 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2173 GLubyte SamplerUnits[MAX_SAMPLERS];
2174
2175 /* FIXME: We should be able to make this struct a union. However some
2176 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2177 * these fields, we should fix this.
2178 */
2179 struct {
2180 /** Fields used by GLSL programs */
2181 struct {
2182 /** Data shared by gl_program and gl_shader_program */
2183 struct gl_shader_program_data *data;
2184
2185 struct gl_active_atomic_buffer **AtomicBuffers;
2186
2187 /** Post-link transform feedback info. */
2188 struct gl_transform_feedback_info *LinkedTransformFeedback;
2189
2190 /**
2191 * Number of types for subroutine uniforms.
2192 */
2193 GLuint NumSubroutineUniformTypes;
2194
2195 /**
2196 * Subroutine uniform remap table
2197 * based on the program level uniform remap table.
2198 */
2199 GLuint NumSubroutineUniforms; /* non-sparse total */
2200 GLuint NumSubroutineUniformRemapTable;
2201 struct gl_uniform_storage **SubroutineUniformRemapTable;
2202
2203 /**
2204 * Num of subroutine functions for this stage and storage for them.
2205 */
2206 GLuint NumSubroutineFunctions;
2207 GLuint MaxSubroutineFunctionIndex;
2208 struct gl_subroutine_function *SubroutineFunctions;
2209
2210 /**
2211 * Map from image uniform index to image unit (set by glUniform1i())
2212 *
2213 * An image uniform index is associated with each image uniform by
2214 * the linker. The image index associated with each uniform is
2215 * stored in the \c gl_uniform_storage::image field.
2216 */
2217 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2218
2219 /**
2220 * Access qualifier specified in the shader for each image uniform
2221 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2222 * GL_READ_WRITE.
2223 *
2224 * It may be different, though only more strict than the value of
2225 * \c gl_image_unit::Access for the corresponding image unit.
2226 */
2227 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2228
2229 struct gl_uniform_block **UniformBlocks;
2230 struct gl_uniform_block **ShaderStorageBlocks;
2231
2232 /** Which texture target is being sampled
2233 * (TEXTURE_1D/2D/3D/etc_INDEX)
2234 */
2235 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2236
2237 /**
2238 * Number of samplers declared with the bindless_sampler layout
2239 * qualifier as specified by ARB_bindless_texture.
2240 */
2241 GLuint NumBindlessSamplers;
2242 GLboolean HasBoundBindlessSampler;
2243 struct gl_bindless_sampler *BindlessSamplers;
2244
2245 /**
2246 * Number of images declared with the bindless_image layout qualifier
2247 * as specified by ARB_bindless_texture.
2248 */
2249 GLuint NumBindlessImages;
2250 GLboolean HasBoundBindlessImage;
2251 struct gl_bindless_image *BindlessImages;
2252
2253 union {
2254 struct {
2255 /**
2256 * A bitmask of gl_advanced_blend_mode values
2257 */
2258 GLbitfield BlendSupport;
2259 } fs;
2260 };
2261 } sh;
2262
2263 /** ARB assembly-style program fields */
2264 struct {
2265 struct prog_instruction *Instructions;
2266
2267 /**
2268 * Local parameters used by the program.
2269 *
2270 * It's dynamically allocated because it is rarely used (just
2271 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2272 * once it's allocated.
2273 */
2274 GLfloat (*LocalParams)[4];
2275
2276 /** Bitmask of which register files are read/written with indirect
2277 * addressing. Mask of (1 << PROGRAM_x) bits.
2278 */
2279 GLbitfield IndirectRegisterFiles;
2280
2281 /** Logical counts */
2282 /*@{*/
2283 GLuint NumInstructions;
2284 GLuint NumTemporaries;
2285 GLuint NumParameters;
2286 GLuint NumAttributes;
2287 GLuint NumAddressRegs;
2288 GLuint NumAluInstructions;
2289 GLuint NumTexInstructions;
2290 GLuint NumTexIndirections;
2291 /*@}*/
2292 /** Native, actual h/w counts */
2293 /*@{*/
2294 GLuint NumNativeInstructions;
2295 GLuint NumNativeTemporaries;
2296 GLuint NumNativeParameters;
2297 GLuint NumNativeAttributes;
2298 GLuint NumNativeAddressRegs;
2299 GLuint NumNativeAluInstructions;
2300 GLuint NumNativeTexInstructions;
2301 GLuint NumNativeTexIndirections;
2302 /*@}*/
2303
2304 /** Used by ARB assembly-style programs. Can only be true for vertex
2305 * programs.
2306 */
2307 GLboolean IsPositionInvariant;
2308 } arb;
2309 };
2310 };
2311
2312
2313 /**
2314 * State common to vertex and fragment programs.
2315 */
2316 struct gl_program_state
2317 {
2318 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2319 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2320 };
2321
2322
2323 /**
2324 * Context state for vertex programs.
2325 */
2326 struct gl_vertex_program_state
2327 {
2328 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2329 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2330 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2331 /** Should fixed-function T&L be implemented with a vertex prog? */
2332 GLboolean _MaintainTnlProgram;
2333
2334 struct gl_program *Current; /**< User-bound vertex program */
2335
2336 /** Currently enabled and valid vertex program (including internal
2337 * programs, user-defined vertex programs and GLSL vertex shaders).
2338 * This is the program we must use when rendering.
2339 */
2340 struct gl_program *_Current;
2341
2342 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2343
2344 /** Program to emulate fixed-function T&L (see above) */
2345 struct gl_program *_TnlProgram;
2346
2347 /** Cache of fixed-function programs */
2348 struct gl_program_cache *Cache;
2349
2350 GLboolean _Overriden;
2351 };
2352
2353 /**
2354 * Context state for tessellation control programs.
2355 */
2356 struct gl_tess_ctrl_program_state
2357 {
2358 /** Currently bound and valid shader. */
2359 struct gl_program *_Current;
2360
2361 GLint patch_vertices;
2362 GLfloat patch_default_outer_level[4];
2363 GLfloat patch_default_inner_level[2];
2364 };
2365
2366 /**
2367 * Context state for tessellation evaluation programs.
2368 */
2369 struct gl_tess_eval_program_state
2370 {
2371 /** Currently bound and valid shader. */
2372 struct gl_program *_Current;
2373 };
2374
2375 /**
2376 * Context state for geometry programs.
2377 */
2378 struct gl_geometry_program_state
2379 {
2380 /**
2381 * Currently enabled and valid program (including internal programs
2382 * and compiled shader programs).
2383 */
2384 struct gl_program *_Current;
2385 };
2386
2387 /**
2388 * Context state for fragment programs.
2389 */
2390 struct gl_fragment_program_state
2391 {
2392 GLboolean Enabled; /**< User-set fragment program enable flag */
2393 /** Should fixed-function texturing be implemented with a fragment prog? */
2394 GLboolean _MaintainTexEnvProgram;
2395
2396 struct gl_program *Current; /**< User-bound fragment program */
2397
2398 /**
2399 * Currently enabled and valid fragment program (including internal
2400 * programs, user-defined fragment programs and GLSL fragment shaders).
2401 * This is the program we must use when rendering.
2402 */
2403 struct gl_program *_Current;
2404
2405 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2406
2407 /** Program to emulate fixed-function texture env/combine (see above) */
2408 struct gl_program *_TexEnvProgram;
2409
2410 /** Cache of fixed-function programs */
2411 struct gl_program_cache *Cache;
2412 };
2413
2414
2415 /**
2416 * Context state for compute programs.
2417 */
2418 struct gl_compute_program_state
2419 {
2420 /** Currently enabled and valid program (including internal programs
2421 * and compiled shader programs).
2422 */
2423 struct gl_program *_Current;
2424 };
2425
2426
2427 /**
2428 * ATI_fragment_shader runtime state
2429 */
2430
2431 struct atifs_instruction;
2432 struct atifs_setupinst;
2433
2434 /**
2435 * ATI fragment shader
2436 */
2437 struct ati_fragment_shader
2438 {
2439 GLuint Id;
2440 GLint RefCount;
2441 struct atifs_instruction *Instructions[2];
2442 struct atifs_setupinst *SetupInst[2];
2443 GLfloat Constants[8][4];
2444 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2445 GLubyte numArithInstr[2];
2446 GLubyte regsAssigned[2];
2447 GLubyte NumPasses; /**< 1 or 2 */
2448 /**
2449 * Current compile stage: 0 setup pass1, 1 arith pass1,
2450 * 2 setup pass2, 3 arith pass2.
2451 */
2452 GLubyte cur_pass;
2453 GLubyte last_optype;
2454 GLboolean interpinp1;
2455 GLboolean isValid;
2456 /**
2457 * Array of 2 bit values for each tex unit to remember whether
2458 * STR or STQ swizzle was used
2459 */
2460 GLuint swizzlerq;
2461 struct gl_program *Program;
2462 };
2463
2464 /**
2465 * Context state for GL_ATI_fragment_shader
2466 */
2467 struct gl_ati_fragment_shader_state
2468 {
2469 GLboolean Enabled;
2470 GLboolean Compiling;
2471 GLfloat GlobalConstants[8][4];
2472 struct ati_fragment_shader *Current;
2473 };
2474
2475 /**
2476 * Shader subroutine function definition
2477 */
2478 struct gl_subroutine_function
2479 {
2480 char *name;
2481 int index;
2482 int num_compat_types;
2483 const struct glsl_type **types;
2484 };
2485
2486 /**
2487 * Shader information needed by both gl_shader and gl_linked shader.
2488 */
2489 struct gl_shader_info
2490 {
2491 /**
2492 * Tessellation Control shader state from layout qualifiers.
2493 */
2494 struct {
2495 /**
2496 * 0 - vertices not declared in shader, or
2497 * 1 .. GL_MAX_PATCH_VERTICES
2498 */
2499 GLint VerticesOut;
2500 } TessCtrl;
2501
2502 /**
2503 * Tessellation Evaluation shader state from layout qualifiers.
2504 */
2505 struct {
2506 /**
2507 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2508 * in this shader.
2509 */
2510 GLenum16 PrimitiveMode;
2511
2512 enum gl_tess_spacing Spacing;
2513
2514 /**
2515 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2516 */
2517 GLenum16 VertexOrder;
2518 /**
2519 * 1, 0, or -1 if it's not set in this shader.
2520 */
2521 int PointMode;
2522 } TessEval;
2523
2524 /**
2525 * Geometry shader state from GLSL 1.50 layout qualifiers.
2526 */
2527 struct {
2528 GLint VerticesOut;
2529 /**
2530 * 0 - Invocations count not declared in shader, or
2531 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2532 */
2533 GLint Invocations;
2534 /**
2535 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2536 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2537 * shader.
2538 */
2539 GLenum16 InputType;
2540 /**
2541 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2542 * it's not set in this shader.
2543 */
2544 GLenum16 OutputType;
2545 } Geom;
2546
2547 /**
2548 * Compute shader state from ARB_compute_shader and
2549 * ARB_compute_variable_group_size layout qualifiers.
2550 */
2551 struct {
2552 /**
2553 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2554 * it's not set in this shader.
2555 */
2556 unsigned LocalSize[3];
2557
2558 /**
2559 * Whether a variable work group size has been specified as defined by
2560 * ARB_compute_variable_group_size.
2561 */
2562 bool LocalSizeVariable;
2563 } Comp;
2564 };
2565
2566 /**
2567 * A linked GLSL shader object.
2568 */
2569 struct gl_linked_shader
2570 {
2571 gl_shader_stage Stage;
2572
2573 #ifdef DEBUG
2574 unsigned SourceChecksum;
2575 #endif
2576
2577 struct gl_program *Program; /**< Post-compile assembly code */
2578
2579 /**
2580 * \name Sampler tracking
2581 *
2582 * \note Each of these fields is only set post-linking.
2583 */
2584 /*@{*/
2585 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2586 /*@}*/
2587
2588 /**
2589 * Number of default uniform block components used by this shader.
2590 *
2591 * This field is only set post-linking.
2592 */
2593 unsigned num_uniform_components;
2594
2595 /**
2596 * Number of combined uniform components used by this shader.
2597 *
2598 * This field is only set post-linking. It is the sum of the uniform block
2599 * sizes divided by sizeof(float), and num_uniform_compoennts.
2600 */
2601 unsigned num_combined_uniform_components;
2602
2603 struct exec_list *ir;
2604 struct exec_list *packed_varyings;
2605 struct exec_list *fragdata_arrays;
2606 struct glsl_symbol_table *symbols;
2607 };
2608
2609
2610 /**
2611 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2612 * was skipped due to the shader matching one that's been seen before by
2613 * the on-disk cache.
2614 */
2615 enum gl_compile_status
2616 {
2617 COMPILE_FAILURE = 0,
2618 COMPILE_SUCCESS,
2619 COMPILE_SKIPPED,
2620 COMPILED_NO_OPTS
2621 };
2622
2623 /**
2624 * A GLSL shader object.
2625 */
2626 struct gl_shader
2627 {
2628 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2629 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2630 * Must be the first field.
2631 */
2632 GLenum16 Type;
2633 gl_shader_stage Stage;
2634 GLuint Name; /**< AKA the handle */
2635 GLint RefCount; /**< Reference count */
2636 GLchar *Label; /**< GL_KHR_debug */
2637 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2638 GLboolean DeletePending;
2639 bool IsES; /**< True if this shader uses GLSL ES */
2640
2641 enum gl_compile_status CompileStatus;
2642
2643 #ifdef DEBUG
2644 unsigned SourceChecksum; /**< for debug/logging purposes */
2645 #endif
2646 const GLchar *Source; /**< Source code string */
2647
2648 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2649
2650 GLchar *InfoLog;
2651
2652 unsigned Version; /**< GLSL version used for linking */
2653
2654 /**
2655 * A bitmask of gl_advanced_blend_mode values
2656 */
2657 GLbitfield BlendSupport;
2658
2659 struct exec_list *ir;
2660 struct glsl_symbol_table *symbols;
2661
2662 /**
2663 * Whether early fragment tests are enabled as defined by
2664 * ARB_shader_image_load_store.
2665 */
2666 bool EarlyFragmentTests;
2667
2668 bool ARB_fragment_coord_conventions_enable;
2669
2670 bool redeclares_gl_fragcoord;
2671 bool uses_gl_fragcoord;
2672
2673 bool PostDepthCoverage;
2674 bool InnerCoverage;
2675
2676 /**
2677 * Fragment shader state from GLSL 1.50 layout qualifiers.
2678 */
2679 bool origin_upper_left;
2680 bool pixel_center_integer;
2681
2682 /**
2683 * Whether bindless_sampler/bindless_image, and respectively
2684 * bound_sampler/bound_image are declared at global scope as defined by
2685 * ARB_bindless_texture.
2686 */
2687 bool bindless_sampler;
2688 bool bindless_image;
2689 bool bound_sampler;
2690 bool bound_image;
2691
2692 /** Global xfb_stride out qualifier if any */
2693 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2694
2695 struct gl_shader_info info;
2696
2697 /* ARB_gl_spirv related data */
2698 struct gl_shader_spirv_data *spirv_data;
2699 };
2700
2701
2702 struct gl_uniform_buffer_variable
2703 {
2704 char *Name;
2705
2706 /**
2707 * Name of the uniform as seen by glGetUniformIndices.
2708 *
2709 * glGetUniformIndices requires that the block instance index \b not be
2710 * present in the name of queried uniforms.
2711 *
2712 * \note
2713 * \c gl_uniform_buffer_variable::IndexName and
2714 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2715 */
2716 char *IndexName;
2717
2718 const struct glsl_type *Type;
2719 unsigned int Offset;
2720 GLboolean RowMajor;
2721 };
2722
2723
2724 struct gl_uniform_block
2725 {
2726 /** Declared name of the uniform block */
2727 char *Name;
2728
2729 /** Array of supplemental information about UBO ir_variables. */
2730 struct gl_uniform_buffer_variable *Uniforms;
2731 GLuint NumUniforms;
2732
2733 /**
2734 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2735 * with glBindBufferBase to bind a buffer object to this uniform block.
2736 */
2737 GLuint Binding;
2738
2739 /**
2740 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2741 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2742 */
2743 GLuint UniformBufferSize;
2744
2745 /** Stages that reference this block */
2746 uint8_t stageref;
2747
2748 /**
2749 * Linearized array index for uniform block instance arrays
2750 *
2751 * Given a uniform block instance array declared with size
2752 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2753 * have the linearized array index
2754 *
2755 * m-1 m
2756 * i_m + ∑ i_j * ∏ s_k
2757 * j=0 k=j+1
2758 *
2759 * For a uniform block instance that is not an array, this is always 0.
2760 */
2761 uint8_t linearized_array_index;
2762
2763 /**
2764 * Layout specified in the shader
2765 *
2766 * This isn't accessible through the API, but it is used while
2767 * cross-validating uniform blocks.
2768 */
2769 enum glsl_interface_packing _Packing;
2770 GLboolean _RowMajor;
2771 };
2772
2773 /**
2774 * Structure that represents a reference to an atomic buffer from some
2775 * shader program.
2776 */
2777 struct gl_active_atomic_buffer
2778 {
2779 /** Uniform indices of the atomic counters declared within it. */
2780 GLuint *Uniforms;
2781 GLuint NumUniforms;
2782
2783 /** Binding point index associated with it. */
2784 GLuint Binding;
2785
2786 /** Minimum reasonable size it is expected to have. */
2787 GLuint MinimumSize;
2788
2789 /** Shader stages making use of it. */
2790 GLboolean StageReferences[MESA_SHADER_STAGES];
2791 };
2792
2793 /**
2794 * Data container for shader queries. This holds only the minimal
2795 * amount of required information for resource queries to work.
2796 */
2797 struct gl_shader_variable
2798 {
2799 /**
2800 * Declared type of the variable
2801 */
2802 const struct glsl_type *type;
2803
2804 /**
2805 * If the variable is in an interface block, this is the type of the block.
2806 */
2807 const struct glsl_type *interface_type;
2808
2809 /**
2810 * For variables inside structs (possibly recursively), this is the
2811 * outermost struct type.
2812 */
2813 const struct glsl_type *outermost_struct_type;
2814
2815 /**
2816 * Declared name of the variable
2817 */
2818 char *name;
2819
2820 /**
2821 * Storage location of the base of this variable
2822 *
2823 * The precise meaning of this field depends on the nature of the variable.
2824 *
2825 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2826 * - Vertex shader output: one of the values from \c gl_varying_slot.
2827 * - Geometry shader input: one of the values from \c gl_varying_slot.
2828 * - Geometry shader output: one of the values from \c gl_varying_slot.
2829 * - Fragment shader input: one of the values from \c gl_varying_slot.
2830 * - Fragment shader output: one of the values from \c gl_frag_result.
2831 * - Uniforms: Per-stage uniform slot number for default uniform block.
2832 * - Uniforms: Index within the uniform block definition for UBO members.
2833 * - Non-UBO Uniforms: explicit location until linking then reused to
2834 * store uniform slot number.
2835 * - Other: This field is not currently used.
2836 *
2837 * If the variable is a uniform, shader input, or shader output, and the
2838 * slot has not been assigned, the value will be -1.
2839 */
2840 int location;
2841
2842 /**
2843 * Specifies the first component the variable is stored in as per
2844 * ARB_enhanced_layouts.
2845 */
2846 unsigned component:2;
2847
2848 /**
2849 * Output index for dual source blending.
2850 *
2851 * \note
2852 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2853 * source blending.
2854 */
2855 unsigned index:1;
2856
2857 /**
2858 * Specifies whether a shader input/output is per-patch in tessellation
2859 * shader stages.
2860 */
2861 unsigned patch:1;
2862
2863 /**
2864 * Storage class of the variable.
2865 *
2866 * \sa (n)ir_variable_mode
2867 */
2868 unsigned mode:4;
2869
2870 /**
2871 * Interpolation mode for shader inputs / outputs
2872 *
2873 * \sa glsl_interp_mode
2874 */
2875 unsigned interpolation:2;
2876
2877 /**
2878 * Was the location explicitly set in the shader?
2879 *
2880 * If the location is explicitly set in the shader, it \b cannot be changed
2881 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2882 * no effect).
2883 */
2884 unsigned explicit_location:1;
2885
2886 /**
2887 * Precision qualifier.
2888 */
2889 unsigned precision:2;
2890 };
2891
2892 /**
2893 * Active resource in a gl_shader_program
2894 */
2895 struct gl_program_resource
2896 {
2897 GLenum16 Type; /** Program interface type. */
2898 const void *Data; /** Pointer to resource associated data structure. */
2899 uint8_t StageReferences; /** Bitmask of shader stage references. */
2900 };
2901
2902 /**
2903 * Link status enum. LINKING_SKIPPED is used to indicate linking
2904 * was skipped due to the shader being loaded from the on-disk cache.
2905 */
2906 enum gl_link_status
2907 {
2908 LINKING_FAILURE = 0,
2909 LINKING_SUCCESS,
2910 LINKING_SKIPPED
2911 };
2912
2913 /**
2914 * A data structure to be shared by gl_shader_program and gl_program.
2915 */
2916 struct gl_shader_program_data
2917 {
2918 GLint RefCount; /**< Reference count */
2919
2920 /** SHA1 hash of linked shader program */
2921 unsigned char sha1[20];
2922
2923 unsigned NumUniformStorage;
2924 unsigned NumHiddenUniforms;
2925 struct gl_uniform_storage *UniformStorage;
2926
2927 unsigned NumUniformBlocks;
2928 unsigned NumShaderStorageBlocks;
2929
2930 struct gl_uniform_block *UniformBlocks;
2931 struct gl_uniform_block *ShaderStorageBlocks;
2932
2933 struct gl_active_atomic_buffer *AtomicBuffers;
2934 unsigned NumAtomicBuffers;
2935
2936 /* Shader cache variables used during restore */
2937 unsigned NumUniformDataSlots;
2938 union gl_constant_value *UniformDataSlots;
2939
2940 /* Used to hold initial uniform values for program binary restores.
2941 *
2942 * From the ARB_get_program_binary spec:
2943 *
2944 * "A successful call to ProgramBinary will reset all uniform
2945 * variables to their initial values. The initial value is either
2946 * the value of the variable's initializer as specified in the
2947 * original shader source, or 0 if no initializer was present.
2948 */
2949 union gl_constant_value *UniformDataDefaults;
2950
2951 GLboolean Validated;
2952
2953 /** List of all active resources after linking. */
2954 struct gl_program_resource *ProgramResourceList;
2955 unsigned NumProgramResourceList;
2956
2957 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2958 GLchar *InfoLog;
2959
2960 unsigned Version; /**< GLSL version used for linking */
2961
2962 /* Mask of stages this program was linked against */
2963 unsigned linked_stages;
2964 };
2965
2966 /**
2967 * A GLSL program object.
2968 * Basically a linked collection of vertex and fragment shaders.
2969 */
2970 struct gl_shader_program
2971 {
2972 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2973 GLuint Name; /**< aka handle or ID */
2974 GLchar *Label; /**< GL_KHR_debug */
2975 GLint RefCount; /**< Reference count */
2976 GLboolean DeletePending;
2977
2978 /**
2979 * Is the application intending to glGetProgramBinary this program?
2980 */
2981 GLboolean BinaryRetreivableHint;
2982
2983 /**
2984 * Indicates whether program can be bound for individual pipeline stages
2985 * using UseProgramStages after it is next linked.
2986 */
2987 GLboolean SeparateShader;
2988
2989 GLuint NumShaders; /**< number of attached shaders */
2990 struct gl_shader **Shaders; /**< List of attached the shaders */
2991
2992 /**
2993 * User-defined attribute bindings
2994 *
2995 * These are set via \c glBindAttribLocation and are used to direct the
2996 * GLSL linker. These are \b not the values used in the compiled shader,
2997 * and they are \b not the values returned by \c glGetAttribLocation.
2998 */
2999 struct string_to_uint_map *AttributeBindings;
3000
3001 /**
3002 * User-defined fragment data bindings
3003 *
3004 * These are set via \c glBindFragDataLocation and are used to direct the
3005 * GLSL linker. These are \b not the values used in the compiled shader,
3006 * and they are \b not the values returned by \c glGetFragDataLocation.
3007 */
3008 struct string_to_uint_map *FragDataBindings;
3009 struct string_to_uint_map *FragDataIndexBindings;
3010
3011 /**
3012 * Transform feedback varyings last specified by
3013 * glTransformFeedbackVaryings().
3014 *
3015 * For the current set of transform feedback varyings used for transform
3016 * feedback output, see LinkedTransformFeedback.
3017 */
3018 struct {
3019 GLenum16 BufferMode;
3020 /** Global xfb_stride out qualifier if any */
3021 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3022 GLuint NumVarying;
3023 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3024 } TransformFeedback;
3025
3026 struct gl_program *last_vert_prog;
3027
3028 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3029 enum gl_frag_depth_layout FragDepthLayout;
3030
3031 /**
3032 * Geometry shader state - copied into gl_program by
3033 * _mesa_copy_linked_program_data().
3034 */
3035 struct {
3036 GLint VerticesIn;
3037
3038 bool UsesEndPrimitive;
3039 bool UsesStreams;
3040 } Geom;
3041
3042 /**
3043 * Compute shader state - copied into gl_program by
3044 * _mesa_copy_linked_program_data().
3045 */
3046 struct {
3047 /**
3048 * Size of shared variables accessed by the compute shader.
3049 */
3050 unsigned SharedSize;
3051 } Comp;
3052
3053 /** Data shared by gl_program and gl_shader_program */
3054 struct gl_shader_program_data *data;
3055
3056 /**
3057 * Mapping from GL uniform locations returned by \c glUniformLocation to
3058 * UniformStorage entries. Arrays will have multiple contiguous slots
3059 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3060 */
3061 unsigned NumUniformRemapTable;
3062 struct gl_uniform_storage **UniformRemapTable;
3063
3064 /**
3065 * Sometimes there are empty slots left over in UniformRemapTable after we
3066 * allocate slots to explicit locations. This list stores the blocks of
3067 * continuous empty slots inside UniformRemapTable.
3068 */
3069 struct exec_list EmptyUniformLocations;
3070
3071 /**
3072 * Total number of explicit uniform location including inactive uniforms.
3073 */
3074 unsigned NumExplicitUniformLocations;
3075
3076 /**
3077 * Map of active uniform names to locations
3078 *
3079 * Maps any active uniform that is not an array element to a location.
3080 * Each active uniform, including individual structure members will appear
3081 * in this map. This roughly corresponds to the set of names that would be
3082 * enumerated by \c glGetActiveUniform.
3083 */
3084 struct string_to_uint_map *UniformHash;
3085
3086 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3087
3088 bool IsES; /**< True if this program uses GLSL ES */
3089
3090 /**
3091 * Per-stage shaders resulting from the first stage of linking.
3092 *
3093 * Set of linked shaders for this program. The array is accessed using the
3094 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3095 * \c NULL.
3096 */
3097 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3098
3099 /**
3100 * True if any of the fragment shaders attached to this program use:
3101 * #extension ARB_fragment_coord_conventions: enable
3102 */
3103 GLboolean ARB_fragment_coord_conventions_enable;
3104 };
3105
3106
3107 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3108 #define GLSL_LOG 0x2 /**< Write shaders to files */
3109 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3110 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3111 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3112 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3113 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3114 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3115 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3116 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3117
3118
3119 /**
3120 * Context state for GLSL vertex/fragment shaders.
3121 * Extended to support pipeline object
3122 */
3123 struct gl_pipeline_object
3124 {
3125 /** Name of the pipeline object as received from glGenProgramPipelines.
3126 * It would be 0 for shaders without separate shader objects.
3127 */
3128 GLuint Name;
3129
3130 GLint RefCount;
3131
3132 GLchar *Label; /**< GL_KHR_debug */
3133
3134 /**
3135 * Programs used for rendering
3136 *
3137 * There is a separate program set for each shader stage.
3138 */
3139 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3140
3141 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3142
3143 /**
3144 * Program used by glUniform calls.
3145 *
3146 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3147 */
3148 struct gl_shader_program *ActiveProgram;
3149
3150 GLbitfield Flags; /**< Mask of GLSL_x flags */
3151 GLboolean EverBound; /**< Has the pipeline object been created */
3152 GLboolean Validated; /**< Pipeline Validation status */
3153
3154 GLchar *InfoLog;
3155 };
3156
3157 /**
3158 * Context state for GLSL pipeline shaders.
3159 */
3160 struct gl_pipeline_shader_state
3161 {
3162 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3163 struct gl_pipeline_object *Current;
3164
3165 /** Default Object to ensure that _Shader is never NULL */
3166 struct gl_pipeline_object *Default;
3167
3168 /** Pipeline objects */
3169 struct _mesa_HashTable *Objects;
3170 };
3171
3172 /**
3173 * Compiler options for a single GLSL shaders type
3174 */
3175 struct gl_shader_compiler_options
3176 {
3177 /** Driver-selectable options: */
3178 GLboolean EmitNoLoops;
3179 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3180 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3181 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3182 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3183 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3184 * gl_CullDistance together from
3185 * float[8] to vec4[2]
3186 **/
3187
3188 /**
3189 * \name Forms of indirect addressing the driver cannot do.
3190 */
3191 /*@{*/
3192 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3193 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3194 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3195 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3196 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3197 /*@}*/
3198
3199 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3200 GLuint MaxUnrollIterations;
3201
3202 /**
3203 * Optimize code for array of structures backends.
3204 *
3205 * This is a proxy for:
3206 * - preferring DP4 instructions (rather than MUL/MAD) for
3207 * matrix * vector operations, such as position transformation.
3208 */
3209 GLboolean OptimizeForAOS;
3210
3211 /** Lower UBO and SSBO access to intrinsics. */
3212 GLboolean LowerBufferInterfaceBlocks;
3213
3214 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3215 GLboolean ClampBlockIndicesToArrayBounds;
3216
3217 const struct nir_shader_compiler_options *NirOptions;
3218 };
3219
3220
3221 /**
3222 * Occlusion/timer query object.
3223 */
3224 struct gl_query_object
3225 {
3226 GLenum Target; /**< The query target, when active */
3227 GLuint Id; /**< hash table ID/name */
3228 GLchar *Label; /**< GL_KHR_debug */
3229 GLuint64EXT Result; /**< the counter */
3230 GLboolean Active; /**< inside Begin/EndQuery */
3231 GLboolean Ready; /**< result is ready? */
3232 GLboolean EverBound;/**< has query object ever been bound */
3233 GLuint Stream; /**< The stream */
3234 };
3235
3236
3237 /**
3238 * Context state for query objects.
3239 */
3240 struct gl_query_state
3241 {
3242 struct _mesa_HashTable *QueryObjects;
3243 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3244 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3245
3246 /** GL_NV_conditional_render */
3247 struct gl_query_object *CondRenderQuery;
3248
3249 /** GL_EXT_transform_feedback */
3250 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3251 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3252
3253 /** GL_ARB_transform_feedback_overflow_query */
3254 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3255 struct gl_query_object *TransformFeedbackOverflowAny;
3256
3257 /** GL_ARB_timer_query */
3258 struct gl_query_object *TimeElapsed;
3259
3260 /** GL_ARB_pipeline_statistics_query */
3261 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3262
3263 GLenum16 CondRenderMode;
3264 };
3265
3266
3267 /** Sync object state */
3268 struct gl_sync_object
3269 {
3270 GLuint Name; /**< Fence name */
3271 GLint RefCount; /**< Reference count */
3272 GLchar *Label; /**< GL_KHR_debug */
3273 GLboolean DeletePending; /**< Object was deleted while there were still
3274 * live references (e.g., sync not yet finished)
3275 */
3276 GLenum16 SyncCondition;
3277 GLbitfield Flags; /**< Flags passed to glFenceSync */
3278 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3279 };
3280
3281
3282 /**
3283 * State which can be shared by multiple contexts:
3284 */
3285 struct gl_shared_state
3286 {
3287 simple_mtx_t Mutex; /**< for thread safety */
3288 GLint RefCount; /**< Reference count */
3289 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3290 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3291 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3292
3293 /** Default texture objects (shared by all texture units) */
3294 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3295
3296 /** Fallback texture used when a bound texture is incomplete */
3297 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3298
3299 /**
3300 * \name Thread safety and statechange notification for texture
3301 * objects.
3302 *
3303 * \todo Improve the granularity of locking.
3304 */
3305 /*@{*/
3306 mtx_t TexMutex; /**< texobj thread safety */
3307 GLuint TextureStateStamp; /**< state notification for shared tex */
3308 /*@}*/
3309
3310 /** Default buffer object for vertex arrays that aren't in VBOs */
3311 struct gl_buffer_object *NullBufferObj;
3312
3313 /**
3314 * \name Vertex/geometry/fragment programs
3315 */
3316 /*@{*/
3317 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3318 struct gl_program *DefaultVertexProgram;
3319 struct gl_program *DefaultFragmentProgram;
3320 /*@}*/
3321
3322 /* GL_ATI_fragment_shader */
3323 struct _mesa_HashTable *ATIShaders;
3324 struct ati_fragment_shader *DefaultFragmentShader;
3325
3326 struct _mesa_HashTable *BufferObjects;
3327
3328 /** Table of both gl_shader and gl_shader_program objects */
3329 struct _mesa_HashTable *ShaderObjects;
3330
3331 /* GL_EXT_framebuffer_object */
3332 struct _mesa_HashTable *RenderBuffers;
3333 struct _mesa_HashTable *FrameBuffers;
3334
3335 /* GL_ARB_sync */
3336 struct set *SyncObjects;
3337
3338 /** GL_ARB_sampler_objects */
3339 struct _mesa_HashTable *SamplerObjects;
3340
3341 /* GL_ARB_bindless_texture */
3342 struct hash_table_u64 *TextureHandles;
3343 struct hash_table_u64 *ImageHandles;
3344 mtx_t HandlesMutex; /**< For texture/image handles safety */
3345
3346 /**
3347 * Some context in this share group was affected by a GPU reset
3348 *
3349 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3350 * been affected by a GPU reset must also return
3351 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3352 *
3353 * Once this field becomes true, it is never reset to false.
3354 */
3355 bool ShareGroupReset;
3356
3357 /** EXT_external_objects */
3358 struct _mesa_HashTable *MemoryObjects;
3359
3360 /** EXT_semaphore */
3361 struct _mesa_HashTable *SemaphoreObjects;
3362
3363 /**
3364 * Some context in this share group was affected by a disjoint
3365 * operation. This operation can be anything that has effects on
3366 * values of timer queries in such manner that they become invalid for
3367 * performance metrics. As example gpu reset, counter overflow or gpu
3368 * frequency changes.
3369 */
3370 bool DisjointOperation;
3371 };
3372
3373
3374
3375 /**
3376 * Renderbuffers represent drawing surfaces such as color, depth and/or
3377 * stencil. A framebuffer object has a set of renderbuffers.
3378 * Drivers will typically derive subclasses of this type.
3379 */
3380 struct gl_renderbuffer
3381 {
3382 simple_mtx_t Mutex; /**< for thread safety */
3383 GLuint ClassID; /**< Useful for drivers */
3384 GLuint Name;
3385 GLchar *Label; /**< GL_KHR_debug */
3386 GLint RefCount;
3387 GLuint Width, Height;
3388 GLuint Depth;
3389 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3390 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3391 /**
3392 * True for renderbuffers that wrap textures, giving the driver a chance to
3393 * flush render caches through the FinishRenderTexture hook.
3394 *
3395 * Drivers may also set this on renderbuffers other than those generated by
3396 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3397 * called without a rb->TexImage.
3398 */
3399 GLboolean NeedsFinishRenderTexture;
3400 GLubyte NumSamples; /**< zero means not multisampled */
3401 GLenum16 InternalFormat; /**< The user-specified format */
3402 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3403 GL_STENCIL_INDEX. */
3404 mesa_format Format; /**< The actual renderbuffer memory format */
3405 /**
3406 * Pointer to the texture image if this renderbuffer wraps a texture,
3407 * otherwise NULL.
3408 *
3409 * Note that the reference on the gl_texture_object containing this
3410 * TexImage is held by the gl_renderbuffer_attachment.
3411 */
3412 struct gl_texture_image *TexImage;
3413
3414 /** Delete this renderbuffer */
3415 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3416
3417 /** Allocate new storage for this renderbuffer */
3418 GLboolean (*AllocStorage)(struct gl_context *ctx,
3419 struct gl_renderbuffer *rb,
3420 GLenum internalFormat,
3421 GLuint width, GLuint height);
3422 };
3423
3424
3425 /**
3426 * A renderbuffer attachment points to either a texture object (and specifies
3427 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3428 */
3429 struct gl_renderbuffer_attachment
3430 {
3431 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3432 GLboolean Complete;
3433
3434 /**
3435 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3436 * application supplied renderbuffer object.
3437 */
3438 struct gl_renderbuffer *Renderbuffer;
3439
3440 /**
3441 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3442 * supplied texture object.
3443 */
3444 struct gl_texture_object *Texture;
3445 GLuint TextureLevel; /**< Attached mipmap level. */
3446 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3447 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3448 * and 2D array textures */
3449 GLboolean Layered;
3450 };
3451
3452
3453 /**
3454 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3455 * In C++ terms, think of this as a base class from which device drivers
3456 * will make derived classes.
3457 */
3458 struct gl_framebuffer
3459 {
3460 simple_mtx_t Mutex; /**< for thread safety */
3461 /**
3462 * If zero, this is a window system framebuffer. If non-zero, this
3463 * is a FBO framebuffer; note that for some devices (i.e. those with
3464 * a natural pixel coordinate system for FBOs that differs from the
3465 * OpenGL/Mesa coordinate system), this means that the viewport,
3466 * polygon face orientation, and polygon stipple will have to be inverted.
3467 */
3468 GLuint Name;
3469 GLint RefCount;
3470
3471 GLchar *Label; /**< GL_KHR_debug */
3472
3473 GLboolean DeletePending;
3474
3475 /**
3476 * The framebuffer's visual. Immutable if this is a window system buffer.
3477 * Computed from attachments if user-made FBO.
3478 */
3479 struct gl_config Visual;
3480
3481 /**
3482 * Size of frame buffer in pixels. If there are no attachments, then both
3483 * of these are 0.
3484 */
3485 GLuint Width, Height;
3486
3487 /**
3488 * In the case that the framebuffer has no attachment (i.e.
3489 * GL_ARB_framebuffer_no_attachments) then the geometry of
3490 * the framebuffer is specified by the default values.
3491 */
3492 struct {
3493 GLuint Width, Height, Layers, NumSamples;
3494 GLboolean FixedSampleLocations;
3495 /* Derived from NumSamples by the driver so that it can choose a valid
3496 * value for the hardware.
3497 */
3498 GLuint _NumSamples;
3499 } DefaultGeometry;
3500
3501 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3502 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3503 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3504 */
3505 /*@{*/
3506 GLint _Xmin, _Xmax;
3507 GLint _Ymin, _Ymax;
3508 /*@}*/
3509
3510 /** \name Derived Z buffer stuff */
3511 /*@{*/
3512 GLuint _DepthMax; /**< Max depth buffer value */
3513 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3514 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3515 /*@}*/
3516
3517 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3518 GLenum16 _Status;
3519
3520 /** Whether one of Attachment has Type != GL_NONE
3521 * NOTE: the values for Width and Height are set to 0 in case of having
3522 * no attachments, a backend driver supporting the extension
3523 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3524 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3525 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3526 * _Ymax do NOT take into account _HasAttachments being false). To get the
3527 * geometry of the framebuffer, the helper functions
3528 * _mesa_geometric_width(),
3529 * _mesa_geometric_height(),
3530 * _mesa_geometric_samples() and
3531 * _mesa_geometric_layers()
3532 * are available that check _HasAttachments.
3533 */
3534 bool _HasAttachments;
3535
3536 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3537
3538 /* ARB_color_buffer_float */
3539 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3540 GLboolean _HasSNormOrFloatColorBuffer;
3541
3542 /**
3543 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3544 * is not layered. For cube maps and cube map arrays, each cube face
3545 * counts as a layer. As the case for Width, Height a backend driver
3546 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3547 * in the case that _HasAttachments is false
3548 */
3549 GLuint MaxNumLayers;
3550
3551 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3552 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3553
3554 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3555 * attribute group and GL_PIXEL attribute group, respectively.
3556 */
3557 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3558 GLenum16 ColorReadBuffer;
3559
3560 /** Computed from ColorDraw/ReadBuffer above */
3561 GLuint _NumColorDrawBuffers;
3562 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3563 gl_buffer_index _ColorReadBufferIndex;
3564 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3565 struct gl_renderbuffer *_ColorReadBuffer;
3566
3567 /** Delete this framebuffer */
3568 void (*Delete)(struct gl_framebuffer *fb);
3569 };
3570
3571
3572 /**
3573 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3574 */
3575 struct gl_precision
3576 {
3577 GLushort RangeMin; /**< min value exponent */
3578 GLushort RangeMax; /**< max value exponent */
3579 GLushort Precision; /**< number of mantissa bits */
3580 };
3581
3582
3583 /**
3584 * Limits for vertex, geometry and fragment programs/shaders.
3585 */
3586 struct gl_program_constants
3587 {
3588 /* logical limits */
3589 GLuint MaxInstructions;
3590 GLuint MaxAluInstructions;
3591 GLuint MaxTexInstructions;
3592 GLuint MaxTexIndirections;
3593 GLuint MaxAttribs;
3594 GLuint MaxTemps;
3595 GLuint MaxAddressRegs;
3596 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3597 GLuint MaxParameters;
3598 GLuint MaxLocalParams;
3599 GLuint MaxEnvParams;
3600 /* native/hardware limits */
3601 GLuint MaxNativeInstructions;
3602 GLuint MaxNativeAluInstructions;
3603 GLuint MaxNativeTexInstructions;
3604 GLuint MaxNativeTexIndirections;
3605 GLuint MaxNativeAttribs;
3606 GLuint MaxNativeTemps;
3607 GLuint MaxNativeAddressRegs;
3608 GLuint MaxNativeParameters;
3609 /* For shaders */
3610 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3611
3612 /**
3613 * \name Per-stage input / output limits
3614 *
3615 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3616 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3617 * ES). This is stored as \c gl_constants::MaxVarying.
3618 *
3619 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3620 * variables. Each stage as a certain number of outputs that it can feed
3621 * to the next stage and a certain number inputs that it can consume from
3622 * the previous stage.
3623 *
3624 * Vertex shader inputs do not participate this in this accounting.
3625 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3626 *
3627 * Fragment shader outputs do not participate this in this accounting.
3628 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3629 */
3630 /*@{*/
3631 GLuint MaxInputComponents;
3632 GLuint MaxOutputComponents;
3633 /*@}*/
3634
3635 /* ES 2.0 and GL_ARB_ES2_compatibility */
3636 struct gl_precision LowFloat, MediumFloat, HighFloat;
3637 struct gl_precision LowInt, MediumInt, HighInt;
3638 /* GL_ARB_uniform_buffer_object */
3639 GLuint MaxUniformBlocks;
3640 GLuint MaxCombinedUniformComponents;
3641 GLuint MaxTextureImageUnits;
3642
3643 /* GL_ARB_shader_atomic_counters */
3644 GLuint MaxAtomicBuffers;
3645 GLuint MaxAtomicCounters;
3646
3647 /* GL_ARB_shader_image_load_store */
3648 GLuint MaxImageUniforms;
3649
3650 /* GL_ARB_shader_storage_buffer_object */
3651 GLuint MaxShaderStorageBlocks;
3652 };
3653
3654 /**
3655 * Constants which may be overridden by device driver during context creation
3656 * but are never changed after that.
3657 */
3658 struct gl_constants
3659 {
3660 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3661 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3662 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3663 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3664 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3665 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3666 GLuint MaxTextureCoordUnits;
3667 GLuint MaxCombinedTextureImageUnits;
3668 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3669 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3670 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3671 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3672
3673 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3674
3675 GLuint MaxArrayLockSize;
3676
3677 GLint SubPixelBits;
3678
3679 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3680 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3681 GLfloat PointSizeGranularity;
3682 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3683 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3684 GLfloat LineWidthGranularity;
3685
3686 GLuint MaxClipPlanes;
3687 GLuint MaxLights;
3688 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3689 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3690
3691 GLuint MaxViewportWidth, MaxViewportHeight;
3692 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3693 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3694 struct {
3695 GLfloat Min;
3696 GLfloat Max;
3697 } ViewportBounds; /**< GL_ARB_viewport_array */
3698 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3699
3700 struct gl_program_constants Program[MESA_SHADER_STAGES];
3701 GLuint MaxProgramMatrices;
3702 GLuint MaxProgramMatrixStackDepth;
3703
3704 struct {
3705 GLuint SamplesPassed;
3706 GLuint TimeElapsed;
3707 GLuint Timestamp;
3708 GLuint PrimitivesGenerated;
3709 GLuint PrimitivesWritten;
3710 GLuint VerticesSubmitted;
3711 GLuint PrimitivesSubmitted;
3712 GLuint VsInvocations;
3713 GLuint TessPatches;
3714 GLuint TessInvocations;
3715 GLuint GsInvocations;
3716 GLuint GsPrimitives;
3717 GLuint FsInvocations;
3718 GLuint ComputeInvocations;
3719 GLuint ClInPrimitives;
3720 GLuint ClOutPrimitives;
3721 } QueryCounterBits;
3722
3723 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3724
3725 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3726 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3727 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3728
3729 /**
3730 * GL_ARB_framebuffer_no_attachments
3731 */
3732 GLuint MaxFramebufferWidth;
3733 GLuint MaxFramebufferHeight;
3734 GLuint MaxFramebufferLayers;
3735 GLuint MaxFramebufferSamples;
3736
3737 /** Number of varying vectors between any two shader stages. */
3738 GLuint MaxVarying;
3739
3740 /** @{
3741 * GL_ARB_uniform_buffer_object
3742 */
3743 GLuint MaxCombinedUniformBlocks;
3744 GLuint MaxUniformBufferBindings;
3745 GLuint MaxUniformBlockSize;
3746 GLuint UniformBufferOffsetAlignment;
3747 /** @} */
3748
3749 /** @{
3750 * GL_ARB_shader_storage_buffer_object
3751 */
3752 GLuint MaxCombinedShaderStorageBlocks;
3753 GLuint MaxShaderStorageBufferBindings;
3754 GLuint MaxShaderStorageBlockSize;
3755 GLuint ShaderStorageBufferOffsetAlignment;
3756 /** @} */
3757
3758 /**
3759 * GL_ARB_explicit_uniform_location
3760 */
3761 GLuint MaxUserAssignableUniformLocations;
3762
3763 /** geometry shader */
3764 GLuint MaxGeometryOutputVertices;
3765 GLuint MaxGeometryTotalOutputComponents;
3766
3767 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3768
3769 /**
3770 * Changes default GLSL extension behavior from "error" to "warn". It's out
3771 * of spec, but it can make some apps work that otherwise wouldn't.
3772 */
3773 GLboolean ForceGLSLExtensionsWarn;
3774
3775 /**
3776 * If non-zero, forces GLSL shaders to behave as if they began
3777 * with "#version ForceGLSLVersion".
3778 */
3779 GLuint ForceGLSLVersion;
3780
3781 /**
3782 * Allow GLSL #extension directives in the middle of shaders.
3783 */
3784 GLboolean AllowGLSLExtensionDirectiveMidShader;
3785
3786 /**
3787 * Allow GLSL built-in variables to be redeclared verbatim
3788 */
3789 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3790
3791 /**
3792 * Allow GLSL interpolation qualifier mismatch across shader stages.
3793 */
3794 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3795
3796 /**
3797 * Allow creating a higher compat profile (version 3.1+) for apps that
3798 * request it. Be careful when adding that driconf option because some
3799 * features are unimplemented and might not work correctly.
3800 */
3801 GLboolean AllowHigherCompatVersion;
3802
3803 /**
3804 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3805 * D3D9 when apps rely on this behaviour.
3806 */
3807 GLboolean ForceGLSLAbsSqrt;
3808
3809 /**
3810 * Force uninitialized variables to default to zero.
3811 */
3812 GLboolean GLSLZeroInit;
3813
3814 /**
3815 * Does the driver support real 32-bit integers? (Otherwise, integers are
3816 * simulated via floats.)
3817 */
3818 GLboolean NativeIntegers;
3819
3820 /**
3821 * Does VertexID count from zero or from base vertex?
3822 *
3823 * \note
3824 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3825 * ignored and need not be set.
3826 */
3827 bool VertexID_is_zero_based;
3828
3829 /**
3830 * If the driver supports real 32-bit integers, what integer value should be
3831 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3832 */
3833 GLuint UniformBooleanTrue;
3834
3835 /**
3836 * Maximum amount of time, measured in nanseconds, that the server can wait.
3837 */
3838 GLuint64 MaxServerWaitTimeout;
3839
3840 /** GL_EXT_provoking_vertex */
3841 GLboolean QuadsFollowProvokingVertexConvention;
3842
3843 /** GL_ARB_viewport_array */
3844 GLenum16 LayerAndVPIndexProvokingVertex;
3845
3846 /** OpenGL version 3.0 */
3847 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3848
3849 /** OpenGL version 3.2 */
3850 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3851
3852 /** OpenGL version 4.4 */
3853 GLuint MaxVertexAttribStride;
3854
3855 /** GL_EXT_transform_feedback */
3856 GLuint MaxTransformFeedbackBuffers;
3857 GLuint MaxTransformFeedbackSeparateComponents;
3858 GLuint MaxTransformFeedbackInterleavedComponents;
3859 GLuint MaxVertexStreams;
3860
3861 /** GL_EXT_gpu_shader4 */
3862 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3863
3864 /** GL_ARB_texture_gather */
3865 GLuint MinProgramTextureGatherOffset;
3866 GLuint MaxProgramTextureGatherOffset;
3867 GLuint MaxProgramTextureGatherComponents;
3868
3869 /* GL_ARB_robustness */
3870 GLenum16 ResetStrategy;
3871
3872 /* GL_KHR_robustness */
3873 GLboolean RobustAccess;
3874
3875 /* GL_ARB_blend_func_extended */
3876 GLuint MaxDualSourceDrawBuffers;
3877
3878 /**
3879 * Whether the implementation strips out and ignores texture borders.
3880 *
3881 * Many GPU hardware implementations don't support rendering with texture
3882 * borders and mipmapped textures. (Note: not static border color, but the
3883 * old 1-pixel border around each edge). Implementations then have to do
3884 * slow fallbacks to be correct, or just ignore the border and be fast but
3885 * wrong. Setting the flag strips the border off of TexImage calls,
3886 * providing "fast but wrong" at significantly reduced driver complexity.
3887 *
3888 * Texture borders are deprecated in GL 3.0.
3889 **/
3890 GLboolean StripTextureBorder;
3891
3892 /**
3893 * For drivers which can do a better job at eliminating unused uniforms
3894 * than the GLSL compiler.
3895 *
3896 * XXX Remove these as soon as a better solution is available.
3897 */
3898 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3899
3900 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3901 bool GLSLFragCoordIsSysVal;
3902 bool GLSLFrontFacingIsSysVal;
3903
3904 /**
3905 * Run the minimum amount of GLSL optimizations to be able to link
3906 * shaders optimally (eliminate dead varyings and uniforms) and just do
3907 * all the necessary lowering.
3908 */
3909 bool GLSLOptimizeConservatively;
3910
3911 /**
3912 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3913 * (otherwise, they're system values).
3914 */
3915 bool GLSLTessLevelsAsInputs;
3916
3917 /**
3918 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3919 * than passing the transform feedback object to the drawing function.
3920 */
3921 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3922
3923 /** GL_ARB_map_buffer_alignment */
3924 GLuint MinMapBufferAlignment;
3925
3926 /**
3927 * Disable varying packing. This is out of spec, but potentially useful
3928 * for older platforms that supports a limited number of texture
3929 * indirections--on these platforms, unpacking the varyings in the fragment
3930 * shader increases the number of texture indirections by 1, which might
3931 * make some shaders not executable at all.
3932 *
3933 * Drivers that support transform feedback must set this value to GL_FALSE.
3934 */
3935 GLboolean DisableVaryingPacking;
3936
3937 /**
3938 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3939 * layout is set as shared (the default) or packed. However most Mesa drivers
3940 * just use STD140 for these layouts. This flag allows drivers to use STD430
3941 * for packed and shared layouts which allows arrays to be packed more
3942 * tightly.
3943 */
3944 bool UseSTD430AsDefaultPacking;
3945
3946 /**
3947 * Should meaningful names be generated for compiler temporary variables?
3948 *
3949 * Generally, it is not useful to have the compiler generate "meaningful"
3950 * names for temporary variables that it creates. This can, however, be a
3951 * useful debugging aid. In Mesa debug builds or release builds when
3952 * MESA_GLSL is set at run-time, meaningful names will be generated.
3953 * Drivers can also force names to be generated by setting this field.
3954 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3955 * vertex shader assembly) is set at run-time.
3956 */
3957 bool GenerateTemporaryNames;
3958
3959 /*
3960 * Maximum value supported for an index in DrawElements and friends.
3961 *
3962 * This must be at least (1ull<<24)-1. The default value is
3963 * (1ull<<32)-1.
3964 *
3965 * \since ES 3.0 or GL_ARB_ES3_compatibility
3966 * \sa _mesa_init_constants
3967 */
3968 GLuint64 MaxElementIndex;
3969
3970 /**
3971 * Disable interpretation of line continuations (lines ending with a
3972 * backslash character ('\') in GLSL source.
3973 */
3974 GLboolean DisableGLSLLineContinuations;
3975
3976 /** GL_ARB_texture_multisample */
3977 GLint MaxColorTextureSamples;
3978 GLint MaxDepthTextureSamples;
3979 GLint MaxIntegerSamples;
3980
3981 /**
3982 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3983 * samples are laid out in a rectangular grid roughly corresponding to
3984 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3985 * are used to map indices of rectangular grid to sample numbers within
3986 * a pixel. This mapping of indices to sample numbers must be initialized
3987 * by the driver for the target hardware. For example, if we have the 8X
3988 * MSAA sample number layout (sample positions) for XYZ hardware:
3989 *
3990 * sample indices layout sample number layout
3991 * --------- ---------
3992 * | 0 | 1 | | a | b |
3993 * --------- ---------
3994 * | 2 | 3 | | c | d |
3995 * --------- ---------
3996 * | 4 | 5 | | e | f |
3997 * --------- ---------
3998 * | 6 | 7 | | g | h |
3999 * --------- ---------
4000 *
4001 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4002 *
4003 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4004 * below:
4005 * SampleMap8x = {a, b, c, d, e, f, g, h};
4006 *
4007 * Follow the logic for sample counts 2-8.
4008 *
4009 * For 16x the sample indices layout as a 4x4 grid as follows:
4010 *
4011 * -----------------
4012 * | 0 | 1 | 2 | 3 |
4013 * -----------------
4014 * | 4 | 5 | 6 | 7 |
4015 * -----------------
4016 * | 8 | 9 |10 |11 |
4017 * -----------------
4018 * |12 |13 |14 |15 |
4019 * -----------------
4020 */
4021 uint8_t SampleMap2x[2];
4022 uint8_t SampleMap4x[4];
4023 uint8_t SampleMap8x[8];
4024 uint8_t SampleMap16x[16];
4025
4026 /** GL_ARB_shader_atomic_counters */
4027 GLuint MaxAtomicBufferBindings;
4028 GLuint MaxAtomicBufferSize;
4029 GLuint MaxCombinedAtomicBuffers;
4030 GLuint MaxCombinedAtomicCounters;
4031
4032 /** GL_ARB_vertex_attrib_binding */
4033 GLint MaxVertexAttribRelativeOffset;
4034 GLint MaxVertexAttribBindings;
4035
4036 /* GL_ARB_shader_image_load_store */
4037 GLuint MaxImageUnits;
4038 GLuint MaxCombinedShaderOutputResources;
4039 GLuint MaxImageSamples;
4040 GLuint MaxCombinedImageUniforms;
4041
4042 /** GL_ARB_compute_shader */
4043 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4044 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4045 GLuint MaxComputeWorkGroupInvocations;
4046 GLuint MaxComputeSharedMemorySize;
4047
4048 /** GL_ARB_compute_variable_group_size */
4049 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4050 GLuint MaxComputeVariableGroupInvocations;
4051
4052 /** GL_ARB_gpu_shader5 */
4053 GLfloat MinFragmentInterpolationOffset;
4054 GLfloat MaxFragmentInterpolationOffset;
4055
4056 GLboolean FakeSWMSAA;
4057
4058 /** GL_KHR_context_flush_control */
4059 GLenum16 ContextReleaseBehavior;
4060
4061 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4062
4063 /** GL_ARB_tessellation_shader */
4064 GLuint MaxPatchVertices;
4065 GLuint MaxTessGenLevel;
4066 GLuint MaxTessPatchComponents;
4067 GLuint MaxTessControlTotalOutputComponents;
4068 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4069 bool PrimitiveRestartForPatches;
4070 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4071 * gl_LocalInvocationIndex based on
4072 * other builtin variables. */
4073
4074 /** GL_OES_primitive_bounding_box */
4075 bool NoPrimitiveBoundingBoxOutput;
4076
4077 /** GL_ARB_sparse_buffer */
4078 GLuint SparseBufferPageSize;
4079
4080 /** Used as an input for sha1 generation in the on-disk shader cache */
4081 unsigned char *dri_config_options_sha1;
4082
4083 /** When drivers are OK with mapped buffers during draw and other calls. */
4084 bool AllowMappedBuffersDuringExecution;
4085
4086 /** GL_ARB_get_program_binary */
4087 GLuint NumProgramBinaryFormats;
4088 };
4089
4090
4091 /**
4092 * Enable flag for each OpenGL extension. Different device drivers will
4093 * enable different extensions at runtime.
4094 */
4095 struct gl_extensions
4096 {
4097 GLboolean dummy; /* don't remove this! */
4098 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4099 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4100 GLboolean ANGLE_texture_compression_dxt;
4101 GLboolean ARB_ES2_compatibility;
4102 GLboolean ARB_ES3_compatibility;
4103 GLboolean ARB_ES3_1_compatibility;
4104 GLboolean ARB_ES3_2_compatibility;
4105 GLboolean ARB_arrays_of_arrays;
4106 GLboolean ARB_base_instance;
4107 GLboolean ARB_bindless_texture;
4108 GLboolean ARB_blend_func_extended;
4109 GLboolean ARB_buffer_storage;
4110 GLboolean ARB_clear_texture;
4111 GLboolean ARB_clip_control;
4112 GLboolean ARB_color_buffer_float;
4113 GLboolean ARB_compute_shader;
4114 GLboolean ARB_compute_variable_group_size;
4115 GLboolean ARB_conditional_render_inverted;
4116 GLboolean ARB_conservative_depth;
4117 GLboolean ARB_copy_image;
4118 GLboolean ARB_cull_distance;
4119 GLboolean ARB_depth_buffer_float;
4120 GLboolean ARB_depth_clamp;
4121 GLboolean ARB_depth_texture;
4122 GLboolean ARB_derivative_control;
4123 GLboolean ARB_draw_buffers_blend;
4124 GLboolean ARB_draw_elements_base_vertex;
4125 GLboolean ARB_draw_indirect;
4126 GLboolean ARB_draw_instanced;
4127 GLboolean ARB_fragment_coord_conventions;
4128 GLboolean ARB_fragment_layer_viewport;
4129 GLboolean ARB_fragment_program;
4130 GLboolean ARB_fragment_program_shadow;
4131 GLboolean ARB_fragment_shader;
4132 GLboolean ARB_framebuffer_no_attachments;
4133 GLboolean ARB_framebuffer_object;
4134 GLboolean ARB_enhanced_layouts;
4135 GLboolean ARB_explicit_attrib_location;
4136 GLboolean ARB_explicit_uniform_location;
4137 GLboolean ARB_gl_spirv;
4138 GLboolean ARB_gpu_shader5;
4139 GLboolean ARB_gpu_shader_fp64;
4140 GLboolean ARB_gpu_shader_int64;
4141 GLboolean ARB_half_float_vertex;
4142 GLboolean ARB_indirect_parameters;
4143 GLboolean ARB_instanced_arrays;
4144 GLboolean ARB_internalformat_query;
4145 GLboolean ARB_internalformat_query2;
4146 GLboolean ARB_map_buffer_range;
4147 GLboolean ARB_occlusion_query;
4148 GLboolean ARB_occlusion_query2;
4149 GLboolean ARB_pipeline_statistics_query;
4150 GLboolean ARB_point_sprite;
4151 GLboolean ARB_polygon_offset_clamp;
4152 GLboolean ARB_post_depth_coverage;
4153 GLboolean ARB_query_buffer_object;
4154 GLboolean ARB_robust_buffer_access_behavior;
4155 GLboolean ARB_sample_shading;
4156 GLboolean ARB_seamless_cube_map;
4157 GLboolean ARB_shader_atomic_counter_ops;
4158 GLboolean ARB_shader_atomic_counters;
4159 GLboolean ARB_shader_ballot;
4160 GLboolean ARB_shader_bit_encoding;
4161 GLboolean ARB_shader_clock;
4162 GLboolean ARB_shader_draw_parameters;
4163 GLboolean ARB_shader_group_vote;
4164 GLboolean ARB_shader_image_load_store;
4165 GLboolean ARB_shader_image_size;
4166 GLboolean ARB_shader_precision;
4167 GLboolean ARB_shader_stencil_export;
4168 GLboolean ARB_shader_storage_buffer_object;
4169 GLboolean ARB_shader_texture_image_samples;
4170 GLboolean ARB_shader_texture_lod;
4171 GLboolean ARB_shader_viewport_layer_array;
4172 GLboolean ARB_shading_language_packing;
4173 GLboolean ARB_shading_language_420pack;
4174 GLboolean ARB_shadow;
4175 GLboolean ARB_sparse_buffer;
4176 GLboolean ARB_stencil_texturing;
4177 GLboolean ARB_sync;
4178 GLboolean ARB_tessellation_shader;
4179 GLboolean ARB_texture_border_clamp;
4180 GLboolean ARB_texture_buffer_object;
4181 GLboolean ARB_texture_buffer_object_rgb32;
4182 GLboolean ARB_texture_buffer_range;
4183 GLboolean ARB_texture_compression_bptc;
4184 GLboolean ARB_texture_compression_rgtc;
4185 GLboolean ARB_texture_cube_map;
4186 GLboolean ARB_texture_cube_map_array;
4187 GLboolean ARB_texture_env_combine;
4188 GLboolean ARB_texture_env_crossbar;
4189 GLboolean ARB_texture_env_dot3;
4190 GLboolean ARB_texture_filter_anisotropic;
4191 GLboolean ARB_texture_float;
4192 GLboolean ARB_texture_gather;
4193 GLboolean ARB_texture_mirror_clamp_to_edge;
4194 GLboolean ARB_texture_multisample;
4195 GLboolean ARB_texture_non_power_of_two;
4196 GLboolean ARB_texture_stencil8;
4197 GLboolean ARB_texture_query_levels;
4198 GLboolean ARB_texture_query_lod;
4199 GLboolean ARB_texture_rg;
4200 GLboolean ARB_texture_rgb10_a2ui;
4201 GLboolean ARB_texture_view;
4202 GLboolean ARB_timer_query;
4203 GLboolean ARB_transform_feedback2;
4204 GLboolean ARB_transform_feedback3;
4205 GLboolean ARB_transform_feedback_instanced;
4206 GLboolean ARB_transform_feedback_overflow_query;
4207 GLboolean ARB_uniform_buffer_object;
4208 GLboolean ARB_vertex_attrib_64bit;
4209 GLboolean ARB_vertex_program;
4210 GLboolean ARB_vertex_shader;
4211 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4212 GLboolean ARB_vertex_type_2_10_10_10_rev;
4213 GLboolean ARB_viewport_array;
4214 GLboolean EXT_blend_color;
4215 GLboolean EXT_blend_equation_separate;
4216 GLboolean EXT_blend_func_separate;
4217 GLboolean EXT_blend_minmax;
4218 GLboolean EXT_depth_bounds_test;
4219 GLboolean EXT_disjoint_timer_query;
4220 GLboolean EXT_draw_buffers2;
4221 GLboolean EXT_framebuffer_multisample;
4222 GLboolean EXT_framebuffer_multisample_blit_scaled;
4223 GLboolean EXT_framebuffer_sRGB;
4224 GLboolean EXT_gpu_program_parameters;
4225 GLboolean EXT_gpu_shader4;
4226 GLboolean EXT_memory_object;
4227 GLboolean EXT_memory_object_fd;
4228 GLboolean EXT_packed_float;
4229 GLboolean EXT_pixel_buffer_object;
4230 GLboolean EXT_point_parameters;
4231 GLboolean EXT_provoking_vertex;
4232 GLboolean EXT_semaphore;
4233 GLboolean EXT_semaphore_fd;
4234 GLboolean EXT_shader_integer_mix;
4235 GLboolean EXT_shader_samples_identical;
4236 GLboolean EXT_stencil_two_side;
4237 GLboolean EXT_texture_array;
4238 GLboolean EXT_texture_compression_latc;
4239 GLboolean EXT_texture_compression_s3tc;
4240 GLboolean EXT_texture_env_dot3;
4241 GLboolean EXT_texture_filter_anisotropic;
4242 GLboolean EXT_texture_integer;
4243 GLboolean EXT_texture_mirror_clamp;
4244 GLboolean EXT_texture_shared_exponent;
4245 GLboolean EXT_texture_snorm;
4246 GLboolean EXT_texture_sRGB;
4247 GLboolean EXT_texture_sRGB_decode;
4248 GLboolean EXT_texture_swizzle;
4249 GLboolean EXT_texture_type_2_10_10_10_REV;
4250 GLboolean EXT_transform_feedback;
4251 GLboolean EXT_timer_query;
4252 GLboolean EXT_vertex_array_bgra;
4253 GLboolean EXT_window_rectangles;
4254 GLboolean OES_copy_image;
4255 GLboolean OES_primitive_bounding_box;
4256 GLboolean OES_sample_variables;
4257 GLboolean OES_standard_derivatives;
4258 GLboolean OES_texture_buffer;
4259 GLboolean OES_texture_cube_map_array;
4260 GLboolean OES_viewport_array;
4261 /* vendor extensions */
4262 GLboolean AMD_performance_monitor;
4263 GLboolean AMD_pinned_memory;
4264 GLboolean AMD_seamless_cubemap_per_texture;
4265 GLboolean AMD_vertex_shader_layer;
4266 GLboolean AMD_vertex_shader_viewport_index;
4267 GLboolean ANDROID_extension_pack_es31a;
4268 GLboolean APPLE_object_purgeable;
4269 GLboolean ATI_meminfo;
4270 GLboolean ATI_texture_compression_3dc;
4271 GLboolean ATI_texture_mirror_once;
4272 GLboolean ATI_texture_env_combine3;
4273 GLboolean ATI_fragment_shader;
4274 GLboolean ATI_separate_stencil;
4275 GLboolean GREMEDY_string_marker;
4276 GLboolean INTEL_conservative_rasterization;
4277 GLboolean INTEL_performance_query;
4278 GLboolean KHR_blend_equation_advanced;
4279 GLboolean KHR_blend_equation_advanced_coherent;
4280 GLboolean KHR_robustness;
4281 GLboolean KHR_texture_compression_astc_hdr;
4282 GLboolean KHR_texture_compression_astc_ldr;
4283 GLboolean KHR_texture_compression_astc_sliced_3d;
4284 GLboolean MESA_tile_raster_order;
4285 GLboolean MESA_pack_invert;
4286 GLboolean MESA_shader_framebuffer_fetch;
4287 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4288 GLboolean MESA_shader_integer_functions;
4289 GLboolean MESA_ycbcr_texture;
4290 GLboolean NV_conditional_render;
4291 GLboolean NV_fill_rectangle;
4292 GLboolean NV_fog_distance;
4293 GLboolean NV_point_sprite;
4294 GLboolean NV_primitive_restart;
4295 GLboolean NV_texture_barrier;
4296 GLboolean NV_texture_env_combine4;
4297 GLboolean NV_texture_rectangle;
4298 GLboolean NV_vdpau_interop;
4299 GLboolean NVX_gpu_memory_info;
4300 GLboolean TDFX_texture_compression_FXT1;
4301 GLboolean OES_EGL_image;
4302 GLboolean OES_draw_texture;
4303 GLboolean OES_depth_texture_cube_map;
4304 GLboolean OES_EGL_image_external;
4305 GLboolean OES_texture_float;
4306 GLboolean OES_texture_float_linear;
4307 GLboolean OES_texture_half_float;
4308 GLboolean OES_texture_half_float_linear;
4309 GLboolean OES_compressed_ETC1_RGB8_texture;
4310 GLboolean OES_geometry_shader;
4311 GLboolean OES_texture_compression_astc;
4312 GLboolean extension_sentinel;
4313 /** The extension string */
4314 const GLubyte *String;
4315 /** Number of supported extensions */
4316 GLuint Count;
4317 /**
4318 * The context version which extension helper functions compare against.
4319 * By default, the value is equal to ctx->Version. This changes to ~0
4320 * while meta is in progress.
4321 */
4322 GLubyte Version;
4323 /**
4324 * Force-enabled, yet unrecognized, extensions.
4325 * See _mesa_one_time_init_extension_overrides()
4326 */
4327 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4328 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4329 };
4330
4331
4332 /**
4333 * A stack of matrices (projection, modelview, color, texture, etc).
4334 */
4335 struct gl_matrix_stack
4336 {
4337 GLmatrix *Top; /**< points into Stack */
4338 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4339 unsigned StackSize; /**< Number of elements in Stack */
4340 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4341 GLuint MaxDepth; /**< size of Stack[] array */
4342 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4343 };
4344
4345
4346 /**
4347 * \name Bits for image transfer operations
4348 * \sa __struct gl_contextRec::ImageTransferState.
4349 */
4350 /*@{*/
4351 #define IMAGE_SCALE_BIAS_BIT 0x1
4352 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4353 #define IMAGE_MAP_COLOR_BIT 0x4
4354 #define IMAGE_CLAMP_BIT 0x800
4355
4356
4357 /** Pixel Transfer ops */
4358 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4359 IMAGE_SHIFT_OFFSET_BIT | \
4360 IMAGE_MAP_COLOR_BIT)
4361
4362
4363 /**
4364 * \name Bits to indicate what state has changed.
4365 */
4366 /*@{*/
4367 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4368 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4369 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4370 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4371 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4372 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4373 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4374 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4375 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4376 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4377 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4378 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4379 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4380 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4381 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4382 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4383 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4384 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4385 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4386 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4387 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4388 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4389 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4390 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4391 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4392 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4393 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4394 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4395 /* gap */
4396 #define _NEW_FRAG_CLAMP (1u << 29)
4397 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4398 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4399 #define _NEW_ALL ~0
4400 /*@}*/
4401
4402
4403 /**
4404 * Composite state flags
4405 */
4406 /*@{*/
4407 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4408
4409 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4410 _NEW_TEXTURE_STATE | \
4411 _NEW_POINT | \
4412 _NEW_PROGRAM | \
4413 _NEW_MODELVIEW)
4414
4415 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4416 _NEW_FOG | \
4417 _NEW_PROGRAM)
4418
4419
4420 /*@}*/
4421
4422
4423
4424
4425 /* This has to be included here. */
4426 #include "dd.h"
4427
4428
4429 /** Opaque declaration of display list payload data type */
4430 union gl_dlist_node;
4431
4432
4433 /**
4434 * Per-display list information.
4435 */
4436 struct gl_display_list
4437 {
4438 GLuint Name;
4439 GLbitfield Flags; /**< DLIST_x flags */
4440 GLchar *Label; /**< GL_KHR_debug */
4441 /** The dlist commands are in a linked list of nodes */
4442 union gl_dlist_node *Head;
4443 };
4444
4445
4446 /**
4447 * State used during display list compilation and execution.
4448 */
4449 struct gl_dlist_state
4450 {
4451 struct gl_display_list *CurrentList; /**< List currently being compiled */
4452 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4453 GLuint CurrentPos; /**< Index into current block of nodes */
4454 GLuint CallDepth; /**< Current recursion calling depth */
4455
4456 GLvertexformat ListVtxfmt;
4457
4458 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4459 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4460
4461 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4462 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4463
4464 struct {
4465 /* State known to have been set by the currently-compiling display
4466 * list. Used to eliminate some redundant state changes.
4467 */
4468 GLenum16 ShadeModel;
4469 } Current;
4470 };
4471
4472 /** @{
4473 *
4474 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4475 * to small enums suitable for use as an array index.
4476 */
4477
4478 enum mesa_debug_source
4479 {
4480 MESA_DEBUG_SOURCE_API,
4481 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4482 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4483 MESA_DEBUG_SOURCE_THIRD_PARTY,
4484 MESA_DEBUG_SOURCE_APPLICATION,
4485 MESA_DEBUG_SOURCE_OTHER,
4486 MESA_DEBUG_SOURCE_COUNT
4487 };
4488
4489 enum mesa_debug_type
4490 {
4491 MESA_DEBUG_TYPE_ERROR,
4492 MESA_DEBUG_TYPE_DEPRECATED,
4493 MESA_DEBUG_TYPE_UNDEFINED,
4494 MESA_DEBUG_TYPE_PORTABILITY,
4495 MESA_DEBUG_TYPE_PERFORMANCE,
4496 MESA_DEBUG_TYPE_OTHER,
4497 MESA_DEBUG_TYPE_MARKER,
4498 MESA_DEBUG_TYPE_PUSH_GROUP,
4499 MESA_DEBUG_TYPE_POP_GROUP,
4500 MESA_DEBUG_TYPE_COUNT
4501 };
4502
4503 enum mesa_debug_severity
4504 {
4505 MESA_DEBUG_SEVERITY_LOW,
4506 MESA_DEBUG_SEVERITY_MEDIUM,
4507 MESA_DEBUG_SEVERITY_HIGH,
4508 MESA_DEBUG_SEVERITY_NOTIFICATION,
4509 MESA_DEBUG_SEVERITY_COUNT
4510 };
4511
4512 /** @} */
4513
4514 /**
4515 * Driver-specific state flags.
4516 *
4517 * These are or'd with gl_context::NewDriverState to notify a driver about
4518 * a state change. The driver sets the flags at context creation and
4519 * the meaning of the bits set is opaque to core Mesa.
4520 */
4521 struct gl_driver_flags
4522 {
4523 /** gl_context::Array::_DrawArrays (vertex array state) */
4524 uint64_t NewArray;
4525
4526 /** gl_context::TransformFeedback::CurrentObject */
4527 uint64_t NewTransformFeedback;
4528
4529 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4530 uint64_t NewTransformFeedbackProg;
4531
4532 /** gl_context::RasterDiscard */
4533 uint64_t NewRasterizerDiscard;
4534
4535 /** gl_context::TileRasterOrder* */
4536 uint64_t NewTileRasterOrder;
4537
4538 /**
4539 * gl_context::UniformBufferBindings
4540 * gl_shader_program::UniformBlocks
4541 */
4542 uint64_t NewUniformBuffer;
4543
4544 /**
4545 * gl_context::ShaderStorageBufferBindings
4546 * gl_shader_program::ShaderStorageBlocks
4547 */
4548 uint64_t NewShaderStorageBuffer;
4549
4550 uint64_t NewTextureBuffer;
4551
4552 /**
4553 * gl_context::AtomicBufferBindings
4554 */
4555 uint64_t NewAtomicBuffer;
4556
4557 /**
4558 * gl_context::ImageUnits
4559 */
4560 uint64_t NewImageUnits;
4561
4562 /**
4563 * gl_context::TessCtrlProgram::patch_default_*
4564 */
4565 uint64_t NewDefaultTessLevels;
4566
4567 /**
4568 * gl_context::IntelConservativeRasterization
4569 */
4570 uint64_t NewIntelConservativeRasterization;
4571
4572 /**
4573 * gl_context::Scissor::WindowRects
4574 */
4575 uint64_t NewWindowRectangles;
4576
4577 /** gl_context::Color::sRGBEnabled */
4578 uint64_t NewFramebufferSRGB;
4579
4580 /** gl_context::Scissor::EnableFlags */
4581 uint64_t NewScissorTest;
4582
4583 /** gl_context::Scissor::ScissorArray */
4584 uint64_t NewScissorRect;
4585
4586 /** gl_context::Color::Alpha* */
4587 uint64_t NewAlphaTest;
4588
4589 /** gl_context::Color::Blend/Dither */
4590 uint64_t NewBlend;
4591
4592 /** gl_context::Color::BlendColor */
4593 uint64_t NewBlendColor;
4594
4595 /** gl_context::Color::Color/Index */
4596 uint64_t NewColorMask;
4597
4598 /** gl_context::Depth */
4599 uint64_t NewDepth;
4600
4601 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4602 uint64_t NewLogicOp;
4603
4604 /** gl_context::Multisample::Enabled */
4605 uint64_t NewMultisampleEnable;
4606
4607 /** gl_context::Multisample::SampleAlphaTo* */
4608 uint64_t NewSampleAlphaToXEnable;
4609
4610 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4611 uint64_t NewSampleMask;
4612
4613 /** gl_context::Multisample::(Min)SampleShading */
4614 uint64_t NewSampleShading;
4615
4616 /** gl_context::Stencil */
4617 uint64_t NewStencil;
4618
4619 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4620 uint64_t NewClipControl;
4621
4622 /** gl_context::Transform::EyeUserPlane */
4623 uint64_t NewClipPlane;
4624
4625 /** gl_context::Transform::ClipPlanesEnabled */
4626 uint64_t NewClipPlaneEnable;
4627
4628 /** gl_context::Transform::DepthClamp */
4629 uint64_t NewDepthClamp;
4630
4631 /** gl_context::Line */
4632 uint64_t NewLineState;
4633
4634 /** gl_context::Polygon */
4635 uint64_t NewPolygonState;
4636
4637 /** gl_context::PolygonStipple */
4638 uint64_t NewPolygonStipple;
4639
4640 /** gl_context::ViewportArray */
4641 uint64_t NewViewport;
4642
4643 /** Shader constants (uniforms, program parameters, state constants) */
4644 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4645 };
4646
4647 struct gl_buffer_binding
4648 {
4649 struct gl_buffer_object *BufferObject;
4650 /** Start of uniform block data in the buffer */
4651 GLintptr Offset;
4652 /** Size of data allowed to be referenced from the buffer (in bytes) */
4653 GLsizeiptr Size;
4654 /**
4655 * glBindBufferBase() indicates that the Size should be ignored and only
4656 * limited by the current size of the BufferObject.
4657 */
4658 GLboolean AutomaticSize;
4659 };
4660
4661 /**
4662 * ARB_shader_image_load_store image unit.
4663 */
4664 struct gl_image_unit
4665 {
4666 /**
4667 * Texture object bound to this unit.
4668 */
4669 struct gl_texture_object *TexObj;
4670
4671 /**
4672 * Level of the texture object bound to this unit.
4673 */
4674 GLuint Level;
4675
4676 /**
4677 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4678 * GL_FALSE if only some specific layer of the texture is bound.
4679 * \sa Layer
4680 */
4681 GLboolean Layered;
4682
4683 /**
4684 * Layer of the texture object bound to this unit as specified by the
4685 * application.
4686 */
4687 GLuint Layer;
4688
4689 /**
4690 * Layer of the texture object bound to this unit, or zero if the
4691 * whole level is bound.
4692 */
4693 GLuint _Layer;
4694
4695 /**
4696 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4697 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4698 */
4699 GLenum16 Access;
4700
4701 /**
4702 * GL internal format that determines the interpretation of the
4703 * image memory when shader image operations are performed through
4704 * this unit.
4705 */
4706 GLenum16 Format;
4707
4708 /**
4709 * Mesa format corresponding to \c Format.
4710 */
4711 mesa_format _ActualFormat;
4712
4713 };
4714
4715 /**
4716 * Shader subroutines storage
4717 */
4718 struct gl_subroutine_index_binding
4719 {
4720 GLuint NumIndex;
4721 GLuint *IndexPtr;
4722 };
4723
4724 struct gl_texture_handle_object
4725 {
4726 struct gl_texture_object *texObj;
4727 struct gl_sampler_object *sampObj;
4728 GLuint64 handle;
4729 };
4730
4731 struct gl_image_handle_object
4732 {
4733 struct gl_image_unit imgObj;
4734 GLuint64 handle;
4735 };
4736
4737 struct gl_memory_object
4738 {
4739 GLuint Name; /**< hash table ID/name */
4740 GLboolean Immutable; /**< denotes mutability state of parameters */
4741 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4742 };
4743
4744 struct gl_semaphore_object
4745 {
4746 GLuint Name; /**< hash table ID/name */
4747 };
4748
4749 /**
4750 * Mesa rendering context.
4751 *
4752 * This is the central context data structure for Mesa. Almost all
4753 * OpenGL state is contained in this structure.
4754 * Think of this as a base class from which device drivers will derive
4755 * sub classes.
4756 */
4757 struct gl_context
4758 {
4759 /** State possibly shared with other contexts in the address space */
4760 struct gl_shared_state *Shared;
4761
4762 /** \name API function pointer tables */
4763 /*@{*/
4764 gl_api API;
4765
4766 /**
4767 * The current dispatch table for non-displaylist-saving execution, either
4768 * BeginEnd or OutsideBeginEnd
4769 */
4770 struct _glapi_table *Exec;
4771 /**
4772 * The normal dispatch table for non-displaylist-saving, non-begin/end
4773 */
4774 struct _glapi_table *OutsideBeginEnd;
4775 /** The dispatch table used between glNewList() and glEndList() */
4776 struct _glapi_table *Save;
4777 /**
4778 * The dispatch table used between glBegin() and glEnd() (outside of a
4779 * display list). Only valid functions between those two are set, which is
4780 * mostly just the set in a GLvertexformat struct.
4781 */
4782 struct _glapi_table *BeginEnd;
4783 /**
4784 * Dispatch table for when a graphics reset has happened.
4785 */
4786 struct _glapi_table *ContextLost;
4787 /**
4788 * Dispatch table used to marshal API calls from the client program to a
4789 * separate server thread. NULL if API calls are not being marshalled to
4790 * another thread.
4791 */
4792 struct _glapi_table *MarshalExec;
4793 /**
4794 * Dispatch table currently in use for fielding API calls from the client
4795 * program. If API calls are being marshalled to another thread, this ==
4796 * MarshalExec. Otherwise it == CurrentServerDispatch.
4797 */
4798 struct _glapi_table *CurrentClientDispatch;
4799
4800 /**
4801 * Dispatch table currently in use for performing API calls. == Save or
4802 * Exec.
4803 */
4804 struct _glapi_table *CurrentServerDispatch;
4805
4806 /*@}*/
4807
4808 struct glthread_state *GLThread;
4809
4810 struct gl_config Visual;
4811 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4812 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4813 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4814 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4815
4816 /**
4817 * Device driver function pointer table
4818 */
4819 struct dd_function_table Driver;
4820
4821 /** Core/Driver constants */
4822 struct gl_constants Const;
4823
4824 /** \name The various 4x4 matrix stacks */
4825 /*@{*/
4826 struct gl_matrix_stack ModelviewMatrixStack;
4827 struct gl_matrix_stack ProjectionMatrixStack;
4828 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4829 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4830 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4831 /*@}*/
4832
4833 /** Combined modelview and projection matrix */
4834 GLmatrix _ModelProjectMatrix;
4835
4836 /** \name Display lists */
4837 struct gl_dlist_state ListState;
4838
4839 GLboolean ExecuteFlag; /**< Execute GL commands? */
4840 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4841
4842 /** Extension information */
4843 struct gl_extensions Extensions;
4844
4845 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4846 GLuint Version;
4847 char *VersionString;
4848
4849 /** \name State attribute stack (for glPush/PopAttrib) */
4850 /*@{*/
4851 GLuint AttribStackDepth;
4852 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4853 /*@}*/
4854
4855 /** \name Renderer attribute groups
4856 *
4857 * We define a struct for each attribute group to make pushing and popping
4858 * attributes easy. Also it's a good organization.
4859 */
4860 /*@{*/
4861 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4862 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4863 struct gl_current_attrib Current; /**< Current attributes */
4864 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4865 struct gl_eval_attrib Eval; /**< Eval attributes */
4866 struct gl_fog_attrib Fog; /**< Fog attributes */
4867 struct gl_hint_attrib Hint; /**< Hint attributes */
4868 struct gl_light_attrib Light; /**< Light attributes */
4869 struct gl_line_attrib Line; /**< Line attributes */
4870 struct gl_list_attrib List; /**< List attributes */
4871 struct gl_multisample_attrib Multisample;
4872 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4873 struct gl_point_attrib Point; /**< Point attributes */
4874 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4875 GLuint PolygonStipple[32]; /**< Polygon stipple */
4876 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4877 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4878 struct gl_texture_attrib Texture; /**< Texture attributes */
4879 struct gl_transform_attrib Transform; /**< Transformation attributes */
4880 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4881 /*@}*/
4882
4883 /** \name Client attribute stack */
4884 /*@{*/
4885 GLuint ClientAttribStackDepth;
4886 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4887 /*@}*/
4888
4889 /** \name Client attribute groups */
4890 /*@{*/
4891 struct gl_array_attrib Array; /**< Vertex arrays */
4892 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4893 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4894 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4895 /*@}*/
4896
4897 /** \name Other assorted state (not pushed/popped on attribute stack) */
4898 /*@{*/
4899 struct gl_pixelmaps PixelMaps;
4900
4901 struct gl_evaluators EvalMap; /**< All evaluators */
4902 struct gl_feedback Feedback; /**< Feedback */
4903 struct gl_selection Select; /**< Selection */
4904
4905 struct gl_program_state Program; /**< general program state */
4906 struct gl_vertex_program_state VertexProgram;
4907 struct gl_fragment_program_state FragmentProgram;
4908 struct gl_geometry_program_state GeometryProgram;
4909 struct gl_compute_program_state ComputeProgram;
4910 struct gl_tess_ctrl_program_state TessCtrlProgram;
4911 struct gl_tess_eval_program_state TessEvalProgram;
4912 struct gl_ati_fragment_shader_state ATIFragmentShader;
4913
4914 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4915 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4916
4917 /**
4918 * Current active shader pipeline state
4919 *
4920 * Almost all internal users want ::_Shader instead of ::Shader. The
4921 * exceptions are bits of legacy GLSL API that do not know about separate
4922 * shader objects.
4923 *
4924 * If a program is active via \c glUseProgram, this will point to
4925 * \c ::Shader.
4926 *
4927 * If a program pipeline is active via \c glBindProgramPipeline, this will
4928 * point to \c ::Pipeline.Current.
4929 *
4930 * If neither a program nor a program pipeline is active, this will point to
4931 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4932 * \c NULL.
4933 */
4934 struct gl_pipeline_object *_Shader;
4935
4936 struct gl_query_state Query; /**< occlusion, timer queries */
4937
4938 struct gl_transform_feedback_state TransformFeedback;
4939
4940 struct gl_perf_monitor_state PerfMonitor;
4941 struct gl_perf_query_state PerfQuery;
4942
4943 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4944 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4945 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4946
4947 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4948 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4949
4950 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4951
4952 /**
4953 * Current GL_ARB_uniform_buffer_object binding referenced by
4954 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4955 */
4956 struct gl_buffer_object *UniformBuffer;
4957
4958 /**
4959 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4960 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4961 */
4962 struct gl_buffer_object *ShaderStorageBuffer;
4963
4964 /**
4965 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4966 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4967 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4968 * shader program.
4969 */
4970 struct gl_buffer_binding
4971 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4972
4973 /**
4974 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4975 * and GL 4.3. This is set up using glBindBufferRange() or
4976 * glBindBufferBase(). They are associated with shader storage blocks by
4977 * glShaderStorageBlockBinding()'s state in the shader program.
4978 */
4979 struct gl_buffer_binding
4980 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4981
4982 /**
4983 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4984 * target.
4985 */
4986 struct gl_buffer_object *AtomicBuffer;
4987
4988 /**
4989 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4990 * target.
4991 */
4992 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4993
4994 /**
4995 * Array of atomic counter buffer binding points.
4996 */
4997 struct gl_buffer_binding
4998 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4999
5000 /**
5001 * Array of image units for ARB_shader_image_load_store.
5002 */
5003 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5004
5005 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5006 /*@}*/
5007
5008 struct gl_meta_state *Meta; /**< for "meta" operations */
5009
5010 /* GL_EXT_framebuffer_object */
5011 struct gl_renderbuffer *CurrentRenderbuffer;
5012
5013 GLenum16 ErrorValue; /**< Last error code */
5014
5015 /**
5016 * Recognize and silence repeated error debug messages in buggy apps.
5017 */
5018 const char *ErrorDebugFmtString;
5019 GLuint ErrorDebugCount;
5020
5021 /* GL_ARB_debug_output/GL_KHR_debug */
5022 simple_mtx_t DebugMutex;
5023 struct gl_debug_state *Debug;
5024
5025 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5026 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5027 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5028
5029 struct gl_driver_flags DriverFlags;
5030
5031 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5032
5033 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5034
5035 /** \name Derived state */
5036 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5037 GLfloat _EyeZDir[3];
5038 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5039 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5040 GLboolean _NeedEyeCoords;
5041 GLboolean _ForceEyeCoords;
5042
5043 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5044
5045 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5046
5047 /** \name For debugging/development only */
5048 /*@{*/
5049 GLboolean FirstTimeCurrent;
5050 /*@}*/
5051
5052 /**
5053 * False if this context was created without a config. This is needed
5054 * because the initial state of glDrawBuffers depends on this
5055 */
5056 GLboolean HasConfig;
5057
5058 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5059
5060 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5061 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5062
5063 /** Does glVertexAttrib(0) alias glVertex()? */
5064 bool _AttribZeroAliasesVertex;
5065
5066 /**
5067 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5068 * renderer's tiles should be excecuted, to meet the requirements of
5069 * GL_MESA_tile_raster_order.
5070 */
5071 GLboolean TileRasterOrderFixed;
5072 GLboolean TileRasterOrderIncreasingX;
5073 GLboolean TileRasterOrderIncreasingY;
5074
5075 /**
5076 * \name Hooks for module contexts.
5077 *
5078 * These will eventually live in the driver or elsewhere.
5079 */
5080 /*@{*/
5081 void *swrast_context;
5082 void *swsetup_context;
5083 void *swtnl_context;
5084 struct vbo_context *vbo_context;
5085 struct st_context *st;
5086 void *aelt_context;
5087 /*@}*/
5088
5089 /**
5090 * \name NV_vdpau_interop
5091 */
5092 /*@{*/
5093 const void *vdpDevice;
5094 const void *vdpGetProcAddress;
5095 struct set *vdpSurfaces;
5096 /*@}*/
5097
5098 /**
5099 * Has this context observed a GPU reset in any context in the share group?
5100 *
5101 * Once this field becomes true, it is never reset to false.
5102 */
5103 GLboolean ShareGroupReset;
5104
5105 /**
5106 * \name OES_primitive_bounding_box
5107 *
5108 * Stores the arguments to glPrimitiveBoundingBox
5109 */
5110 GLfloat PrimitiveBoundingBox[8];
5111
5112 struct disk_cache *Cache;
5113
5114 /**
5115 * \name GL_ARB_bindless_texture
5116 */
5117 /*@{*/
5118 struct hash_table_u64 *ResidentTextureHandles;
5119 struct hash_table_u64 *ResidentImageHandles;
5120 /*@}*/
5121 };
5122
5123 /**
5124 * Information about memory usage. All sizes are in kilobytes.
5125 */
5126 struct gl_memory_info
5127 {
5128 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5129 unsigned avail_device_memory; /**< free device memory at the moment */
5130 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5131 unsigned avail_staging_memory; /**< free staging memory at the moment */
5132 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5133 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5134 };
5135
5136 #ifdef DEBUG
5137 extern int MESA_VERBOSE;
5138 extern int MESA_DEBUG_FLAGS;
5139 #else
5140 # define MESA_VERBOSE 0
5141 # define MESA_DEBUG_FLAGS 0
5142 #endif
5143
5144
5145 /** The MESA_VERBOSE var is a bitmask of these flags */
5146 enum _verbose
5147 {
5148 VERBOSE_VARRAY = 0x0001,
5149 VERBOSE_TEXTURE = 0x0002,
5150 VERBOSE_MATERIAL = 0x0004,
5151 VERBOSE_PIPELINE = 0x0008,
5152 VERBOSE_DRIVER = 0x0010,
5153 VERBOSE_STATE = 0x0020,
5154 VERBOSE_API = 0x0040,
5155 VERBOSE_DISPLAY_LIST = 0x0100,
5156 VERBOSE_LIGHTING = 0x0200,
5157 VERBOSE_PRIMS = 0x0400,
5158 VERBOSE_VERTS = 0x0800,
5159 VERBOSE_DISASSEM = 0x1000,
5160 VERBOSE_DRAW = 0x2000,
5161 VERBOSE_SWAPBUFFERS = 0x4000
5162 };
5163
5164
5165 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5166 enum _debug
5167 {
5168 DEBUG_SILENT = (1 << 0),
5169 DEBUG_ALWAYS_FLUSH = (1 << 1),
5170 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5171 DEBUG_INCOMPLETE_FBO = (1 << 3),
5172 DEBUG_CONTEXT = (1 << 4)
5173 };
5174
5175 #ifdef __cplusplus
5176 }
5177 #endif
5178
5179 #endif /* MTYPES_H */